Average Playtime: 3 hours

Mashinky

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About

Mashinky is a brand new transport strategy game from Czech developer Jan Zeleny. Zooming through gorgeous landscapes, utilising a traditional isometric construction mode and mastering a unique board game-like gameplay, you'll find yourself immersed in the task of building your own transport empire.
The goal is to create your own transport empire on a procedurally generated map.
The game is a unique blend of realistic graphics combined with an isometric construction mode and boardgame-like rules.
Players start the game in control of a transport company. They must lay tracks on difficult terrain, research and buy new vehicles, manage routes and compete against economic rules to make as much profit as possible by transporting passengers and various cargos. This makes for a challenging simulation game requiring the player to consider all elements of business to be successful.
Players can switch to an isometric construction mode inspired by the very best strategy classics. This is a grid based map where every change of traffic layout is a rewarding puzzle. You can build simple tracks connecting just two stations, or design sophisticated networks using junctions and signals to maximize efficiency and performance.
As the game progresses, you’ll need to extend and customize your transport empire. You can upgrade industry buildings, stations and depots in various ways, and improve your trains using new engines and special wagons. Each upgrade offers a unique bonus; greater capacity, new processing rules and even new cargo types. Players can develop their own strategy to suit best the network they're building.
With the innovative viewing modes, you can ride one of your trains or watch the operation of the network you have built. You can exit construction mode at any time to dive back into the beautiful landscapes and detailing of the 3D world. You can see your track network from a different perspective, or even jump into one of your train and enjoy the ride.
You’ll progress from the Age of Steam through the modern world and into the future. You’ll encounter new industries and vehicles in each era. Villages will grow to become cities, new infrastructure and upgrades will become available. It is up to you how you use these new features to build your transport empire. From humble beginnings, you’ll build a vast transport network using everything from steam power to maglev technology, moving cargo from coal and wood to electronics and superconductors

Platforms
Release date
Developer
Jan Zelený
Publisher
Jan Zelený
Age rating
Not rated
Website
http://www.mashinky.com

System requirements for PC

Minimum:
  • OS: Windows Vista
  • Processor: Dual Core 2.0 GHz
  • Memory: 4 GB RAM
  • Graphics: GeForce 750 or equivalent
  • DirectX: Version 9.0c
  • Storage: 2 GB available space
Recommended:
  • OS: Windows 7
  • Processor: Quad Core 2.66 GHz
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 960 or equivalent
  • DirectX: Version 11
  • Storage: 2 GB available space
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Last Modified: Nov 2, 2023

Where to buy

Steam

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AtmosCry

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Mashinky #3: 8/24/18: Early access stuff and chill
Mashinky #1: 8/12/18: choo choos and chill
Mashinky #2: 8/13/18: after crash and chill
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Mashinky reviews and comments

Translated by
Microsoft from Deutsch
Early Access Review There really needs to be a lot to happen that I formulate a Review for an Early Access title. I don't actually like early Access. But Since I sit at Home often enough in the evening and want to try something "new" Without allowing 50 Flakes (Ticks) to grow across the Table, I, as a neat addict, also resort to Early Access titles. Mashinsky what it is:-A railroad management simulation What it's not:-A submarine simulation Womit's to compare is:-Open TTD-Transport Tycoon Deluxe-Transport Giant Womit's incomparable:-Silenthunter-RailRoads-Railroad Tycoon Row-Tr At Fever In Mashinsky, they are roughly allowed to live through the different Eras of Railway History. In doing so, they are discouraged by the disgusting (subjective Assessment) Graph. It seems kind of spongy and pinned. But the Graphics are not about a SIM. So Eyes to and through. Mashinsky has a very original and really new Idea. Unlike in all other Titles, trains don't just drive in money. But also Coal (no, not a Synonym for Money, but real black Coal) and Wood, Diesel, etc. And these Payment Units are called "Tokens." They are earned by transporting certain Goods and Are reissued by purchasing trains and Extensions for Industry and Railway Stations. In Doing So, the Transport of People plays into classic Money tokens with which everything can be bought for a basic driving Operation and all other Tokens see themselves as "luxury tokens" for faster converto more powerful Trains, recchund-enlarging stations or For example, the upgrading of Industry. And so creeps up immediately, and without the beginner Player Really understanding it alongside the classic Verbinde A with B Railroad game, a Resource Management Game segment that Requires a balanced Balancing over the whole Game. Because the super-fast Coal Tokens like nix fuelling Fast Train Locomotives are quickly purchased but difficult to keep Alive. So nothing to me nothing stands the Player without Coal Tokens and his Moves don't stay on the Track (so of course they already stay on the stretch side track) but they slow down noticeably. This forces the Player to think carefully about what the current wood/coal kit production is sufficient and for which Purchase it should be better further expanded. Another very original Idea is influencing the Transition to new Ages. The Player can jump from the Wood-to-coal-ins-diesel Age, etc., By using the tokens. But here, too, it has to be estimated whether the early Leap into the next Age is already profitable. After all, what good is it to be able to buy the new chic Diesel Locomotives Theoretically if you practically lack the Tokens. The Construction of the Routes is as in the old Classics. Square. Angular. Inflexible. But that works. To Build the Tracks, you switch to a graphically stripped-down Construction mode to visualize Height differences and everything nicely in the Checkerboard Pattern. The Signalling, as in any good Railroad Construction Game, is a Science in itself and requires a lot of Training time, especially from Non-railway companies (or not Thyriels). As a Transport Fever Veteran, I thought, "Ha, I know, I'm invincible!" Nope. I was very conquerable. But once you've Understood Signalling and wayfinding AI of Trains, it's mostly going round. In between, there are some Transport Orders, but they still seem very forced and set up at this Stage of Development. But This is certainly due to the fact that Machsky offers the Open World Game in Early Access in order to be able to establish the entire Technology. Later, there may still be a Campaign. We'll see. In any Case, I fell in uncannily love with Machsky (at second Glance), even though so many Game Content is not yet available. Finally, I have to try again to formulate why I Do not think Mashinsky is comparable to RR and Transport Fever. First, the Separation is necessary to appreciate the Originality that Jan Zeleny (is or was also a Developer at Bohemia Interactive) shows here. Second, Machsky makes a necessary Compromise With the Token principle, which mean away from Simulating "Reality" and towards a Puzzle game. But this new Game principle is so catchy that it is incredibly Fun to solve or solve the "Puzzle" (I actually hate Puzzles). In any Case, I am very curious about how to proceed and recommend the Acquisition at this Time, with the Condition that they have Fun Experimenting and can "expect" the Development.
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