![offworld trading company build order offworld trading company build order](https://static.kinguin.net/cdn-cgi/image/w=1140,q=80,fit=scale-down,f=auto/media/category/5/_/5_2522.jpg)
To make a summary of Offworld Trading Company, is an RTS game but unlike many others, it doesn’t has guns, direct combat or anything like that. I turned my head to Offworld Trading Company, a game that is all about managing resources, to analyze how they did it in order to apply this knowledge to future games and create better experiences for players. No trade-offs, no threats and no deep management needed.
![offworld trading company build order offworld trading company build order](https://i.ytimg.com/vi/-XEHkXbSJ2U/maxresdefault.jpg)
![offworld trading company build order offworld trading company build order](https://images.gamewatcherstatic.com/image/file/0/ef/83740/otc_bcv-dlc_Pirate_Meanness.png)
It was basically a safe space with nothing interesting to do more than constantly gather resources to build more units. Some time after the playtest session I realized that the main problem was the Base, specifically how resources were managed by players and the unexisting amount of disruption that it could suffer on the resource flow. The overall gameplay was judged positively by the testers, but something was missing.
Offworld trading company build order free#
One of my first games created in the RTS genre was Our Planet is Dying, a spaceship-themed game with grid movement in the Space (combat units) and free movement on the Base (resource-gatherer units).