Compara los precios de My Time at Portia en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Pathea Games. Publicado por Focus Entertainment. Lanzado el 15/1/2019. Disponible en PC, Mac, Xbox. Géneros: Adventure, Casual, Indie, RPG, Simulation. Puntuación Metacritic: 73/100.

If your idea of a good evening is queuing up production chains and planning the next day's commissions before bed, Portia is going to eat your calendar whole. Stardew Valley fans who want a 3D world with crafting depth will find a lot here, provided they can tolerate some rough edges.

I've put time into enough factory-loop sims to know when a progression system is doing real work and when it's just padding. My Time at Portia sits somewhere honest in between. The core loop is built around three interlocking pillars: workshop production, open-world gathering, and NPC relationship management. You take commissions from the Commerce Guild, reverse-engineer relics pulled from ruins, smelt ores, run wood through a recycler, queue up an Assembly Station build, and then go talk to townsfolk while the machines tick away. That idle-wait rhythm is the game's defining trait, and it will either feel like satisfying asynchronous planning or maddening busywork depending on how you're wired. The production chains are genuinely multi-step, requiring you to track which crafting station produces which intermediate component before you can assemble the final piece. It's not Factorio complexity, but it asks more of you than Stardew's simple furnace-and-anvil setup. The content volume is legitimately impressive. Beyond the workshop, there are ruins to clear with timed dungeon runs, a mining shaft for daily ore runs, fishing and farming side systems, seasonal festivals including a martial arts tournament, and a roster of over 28 romanceable NPCs each running on individual daily schedules. The largest commission jobs directly reshape the town's skyline, and watching Portia physically grow because of structures you built over dozens of hours creates a genuine feedback loop. Later in the game, quality-of-life unlocks kick in: a nearby shop will auto-deliver basic resources to your door for a daily fee, and you can commission the Civil Corps to gather mid-tier ruin materials on your behalf, which meaningfully reduces the late-game grind and frees you to focus on complex builds. That kind of smart escalation shows Pathea thought about pacing even if the execution is uneven. The problems are real and worth naming clearly. The story main questline is thin and paces itself poorly, with long stretches of resource gathering gating very short narrative payoffs. Combat is minimal by design, essentially a single attack button with a dodge roll, and the dungeon encounters feel like obligatory checkboxes rather than designed challenges. Voice acting drops out mid-scene with no consistency, and the factory station has a logic gap that regularly frustrates: it will not automatically queue the sub-components needed for a larger assembly, so you have to manually track your material deficit before every build. The tutorial does a reasonable job explaining the basics, but the game dumps a large world map and a sprawling NPC list on you simultaneously, which can produce genuine paralysis in the first few hours. The recommendation for newcomers is simple: treat the first week of in-game time as orientation, resist picking up every quest at once, and let the commission board rather than the main story drive your pace. For strategy and sim players specifically, the appeal is that there is always a prioritization problem to solve. Each in-game day is a fixed resource you are allocating across gathering, socializing, crafting queue management, and reputation building. Thinking one or two days ahead pays off. The rival builder Higgins competing for the same commissions adds a light deadline pressure that forces you to optimize. It is not deep enough to satisfy a Paradox veteran looking for systemic complexity, but it is considerably more structured than the average farming game and rewards the player who reads the tool tips and plans ahead. The sequel, My Time at Sandrock, has since refined many of these systems and added multiplayer, so Portia's rougher edges are now clearly visible in hindsight, but the original still offers a substantial amount of content for the genre. Diego, Scout Team

My Time at Portia

My Time at Portia

15 ene 2019Pathea GamesFocus Entertainment
GamerScout opina

If your idea of a good evening is queuing up production chains and planning the next day's commissions before bed, Portia is going to eat your calendar whole. Stardew Valley fans who want a 3D world with crafting depth will find a lot here, provided they can tolerate some rough edges.

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I've put time into enough factory-loop sims to know when a progression system is doing real work and when it's just padding. My Time at Portia sits somewhere honest in between. The core loop is built around three interlocking pillars: workshop production, open-world gathering, and NPC relationship management. You take commissions from the Commerce Guild, reverse-engineer relics pulled from ruins, smelt ores, run wood through a recycler, queue up an Assembly Station build, and then go talk to townsfolk while the machines tick away. That idle-wait rhythm is the game's defining trait, and it will either feel like satisfying asynchronous planning or maddening busywork depending on how you're wired. The production chains are genuinely multi-step, requiring you to track which crafting station produces which intermediate component before you can assemble the final piece. It's not Factorio complexity, but it asks more of you than Stardew's simple furnace-and-anvil setup. The content volume is legitimately impressive. Beyond the workshop, there are ruins to clear with timed dungeon runs, a mining shaft for daily ore runs, fishing and farming side systems, seasonal festivals including a martial arts tournament, and a roster of over 28 romanceable NPCs each running on individual daily schedules. The largest commission jobs directly reshape the town's skyline, and watching Portia physically grow because of structures you built over dozens of hours creates a genuine feedback loop. Later in the game, quality-of-life unlocks kick in: a nearby shop will auto-deliver basic resources to your door for a daily fee, and you can commission the Civil Corps to gather mid-tier ruin materials on your behalf, which meaningfully reduces the late-game grind and frees you to focus on complex builds. That kind of smart escalation shows Pathea thought about pacing even if the execution is uneven. The problems are real and worth naming clearly. The story main questline is thin and paces itself poorly, with long stretches of resource gathering gating very short narrative payoffs. Combat is minimal by design, essentially a single attack button with a dodge roll, and the dungeon encounters feel like obligatory checkboxes rather than designed challenges. Voice acting drops out mid-scene with no consistency, and the factory station has a logic gap that regularly frustrates: it will not automatically queue the sub-components needed for a larger assembly, so you have to manually track your material deficit before every build. The tutorial does a reasonable job explaining the basics, but the game dumps a large world map and a sprawling NPC list on you simultaneously, which can produce genuine paralysis in the first few hours. The recommendation for newcomers is simple: treat the first week of in-game time as orientation, resist picking up every quest at once, and let the commission board rather than the main story drive your pace. For strategy and sim players specifically, the appeal is that there is always a prioritization problem to solve. Each in-game day is a fixed resource you are allocating across gathering, socializing, crafting queue management, and reputation building. Thinking one or two days ahead pays off. The rival builder Higgins competing for the same commissions adds a light deadline pressure that forces you to optimize. It is not deep enough to satisfy a Paradox veteran looking for systemic complexity, but it is considerably more structured than the average farming game and rewards the player who reads the tool tips and plans ahead. The sequel, My Time at Sandrock, has since refined many of these systems and added multiplayer, so Portia's rougher edges are now clearly visible in hindsight, but the original still offers a substantial amount of content for the genre.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaProduction ChainsTown BuildingCommission SystemCozy SimRomance OptionsRuin DivingRival NPCPost-Apocalyptic SettingIdle Crafting

Requisitos del sistema

Mínimos

OS
Windows 7+ / 8.1 / 10 64 bit
Memory
6 GB RAM
DirectX
Version 10
Storage
6 GB available space
Graphics
ATI 7770, Nvidia GeForce GTX 660 2GB
Processor
Intel i3 Processor

Recomendados

OS
Windows 10 64 bit
Memory
16 GB RAM
DirectX
Version 11
Storage
10 GB available space
Graphics
Nvidia GeForce GTX960+
Processor
Intel i7 Processor

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Reseñas y valoraciones

Metacritic
73

Información del juego

Desarrolladora
Pathea Games
Distribuidora
Focus Entertainment
Fecha de lanzamiento
15 ene 2019

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¿En qué plataformas está disponible My Time at Portia?

My Time at Portia está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó My Time at Portia?

My Time at Portia se lanzó el 15 de enero de 2019.

¿Quién desarrolló My Time at Portia?

My Time at Portia fue desarrollado por Pathea Games y publicado por Focus Entertainment.

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My Time at Portia tiene una puntuación Metacritic de 73/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.