Compara los precios de Poly Towns en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Red Phoenix Studios. Publicado por Red Phoenix Studios. Lanzado el 22/4/2016. Disponible en PC, Mac, Linux. Géneros: Casual, Indie, Strategy.

A floaty, low-stakes town builder that works best as background noise, but hits a hard ceiling fast for anyone who wants real strategic depth.

My first honest reaction to Poly Towns was: this is a game for a Tuesday afternoon when your brain is full. You start on a single floating island zone, assign a handful of villagers to jobs like farming and woodcutting, watch your tax income tick up every ten seconds, then gradually unlock new zones to expand into. That loop is genuinely pleasant for about an hour. The low-poly art style is clean and cheerful, the camera lets you zoom and rotate freely, and the whole package is light enough to run on almost anything. From a resource management standpoint, the mechanics are surface-level but not toothless. You are balancing tax income, building upkeep, and food consumption on a short timer, and the two game-over conditions, dropping villager happiness to zero or running a negative balance with nothing left to buy, add a mild edge. The zone-based map structure means expansion feels deliberate rather than sprawling, and upgrading houses and resource buildings does change your income and output math in meaningful, if simple, ways. Players asking whether upgraded farms increase worker capacity or just output are asking exactly the right question, and the game does not always answer clearly enough. That opacity is the core complaint. There is no proper tutorial that walks you through the numbers, and the UI is not forthcoming about worker slots, happiness modifiers, or what exactly triggers a recovery from a negative cash balance. For a strategy-and-sim player like me, the lack of data readouts is frustrating. The game leans into the idler side of things once a town stabilises, and there are genuinely no random negative events or resource depletion curves to keep you honest after that point. A thriving town just stays thriving. That makes for a relaxing sandbox but removes the late-game tension that would reward careful play. The Steam review split, sitting at roughly fifty-fifty, tells the story accurately. Players who came in expecting a pocket-sized zen experience found something serviceable. Players who wanted genuine town-building strategy found the depth missing. There is no mod ecosystem, no campaign structure, and no multiplayer. It is a small, solo, one-developer project that has seen no significant content updates in years. For a specialist in build-order decisions and long-game resource chains, this is the shallow end of the pool, and you will reach the far wall quickly. Diego, Scout Team

Poly Towns

Poly Towns

22 abr 2016Red Phoenix Studios
GamerScout opina

A floaty, low-stakes town builder that works best as background noise, but hits a hard ceiling fast for anyone who wants real strategic depth.

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Mínimo histórico: €0.75

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My first honest reaction to Poly Towns was: this is a game for a Tuesday afternoon when your brain is full. You start on a single floating island zone, assign a handful of villagers to jobs like farming and woodcutting, watch your tax income tick up every ten seconds, then gradually unlock new zones to expand into. That loop is genuinely pleasant for about an hour. The low-poly art style is clean and cheerful, the camera lets you zoom and rotate freely, and the whole package is light enough to run on almost anything. From a resource management standpoint, the mechanics are surface-level but not toothless. You are balancing tax income, building upkeep, and food consumption on a short timer, and the two game-over conditions, dropping villager happiness to zero or running a negative balance with nothing left to buy, add a mild edge. The zone-based map structure means expansion feels deliberate rather than sprawling, and upgrading houses and resource buildings does change your income and output math in meaningful, if simple, ways. Players asking whether upgraded farms increase worker capacity or just output are asking exactly the right question, and the game does not always answer clearly enough. That opacity is the core complaint. There is no proper tutorial that walks you through the numbers, and the UI is not forthcoming about worker slots, happiness modifiers, or what exactly triggers a recovery from a negative cash balance. For a strategy-and-sim player like me, the lack of data readouts is frustrating. The game leans into the idler side of things once a town stabilises, and there are genuinely no random negative events or resource depletion curves to keep you honest after that point. A thriving town just stays thriving. That makes for a relaxing sandbox but removes the late-game tension that would reward careful play. The Steam review split, sitting at roughly fifty-fifty, tells the story accurately. Players who came in expecting a pocket-sized zen experience found something serviceable. Players who wanted genuine town-building strategy found the depth missing. There is no mod ecosystem, no campaign structure, and no multiplayer. It is a small, solo, one-developer project that has seen no significant content updates in years. For a specialist in build-order decisions and long-game resource chains, this is the shallow end of the pool, and you will reach the far wall quickly.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:sub-5Zone ExpansionVillager ManagementIdle ProgressionLow-Poly ArtShort-Session BuilderNo Mod SupportHappiness Mechanic

Requisitos del sistema

Mínimos

OS
Windows 64-bit
Memory
2 GB RAM
DirectX
Version 9.0
Storage
65 MB available space
Graphics
AMD Radeon 6000 Series or equivalent
Processor
Intel, AMD

Recomendados

OS
Windows 64-bit
Memory
4 GB RAM
DirectX
Version 12
Storage
65 MB available space
Graphics
AMD Radeon R9 Series or equivalent
Processor
Intel, AMD

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Información del juego

Desarrolladora
Red Phoenix Studios
Distribuidora
Red Phoenix Studios
Fecha de lanzamiento
22 abr 2016

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¿Cuánto cuesta Poly Towns?

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¿Dónde puedo comprar Poly Towns más barato?

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¿En qué plataformas está disponible Poly Towns?

Poly Towns está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Poly Towns?

Poly Towns se lanzó el 22 de abril de 2016.

¿Quién desarrolló Poly Towns?

Poly Towns fue desarrollado por Red Phoenix Studios.