[HN Gopher] Mindustry - Open-Source Game
       ___________________________________________________________________
        
       Mindustry - Open-Source Game
        
       Author : gigel82
       Score  : 548 points
       Date   : 2022-08-11 07:19 UTC (15 hours ago)
        
 (HTM) web link (mindustrygame.github.io)
 (TXT) w3m dump (mindustrygame.github.io)
        
       | joymonger wrote:
       | Mindustry is a serious bargain at $6. I just got into the game,
       | and while it does stand on its own, it scratched the Factorio
       | itch while I was away from my computer, as it runs on mobile
       | (android). The maps I've seen so far are unique and interesting.
       | I like the tower defense campaign. To me, combat in Mindustry is
       | better than in Factorio. Would totally recommend.
        
       | winter_squirrel wrote:
       | I will say, this is why I love the JVM so much. Runs on
       | everything, I can pull, compile and build this game easily
       | without worrying about any kind of platform specific library
       | issue unlike open source c++ games I've tried to compile
        
         | pjmlp wrote:
         | I have other reason why I love this being in Java, it makes the
         | point that a fun game isn't about the language it is programmed
         | on, rather the quality of its programming and the overall game
         | design.
        
         | awelxtr wrote:
         | I'd like to give my kudos to the Mindustry developer because
         | this game uses the same engine as the slay the spire but this
         | game runs without a hitch, even when there is plenty happening
         | while Slay the spire overheats my phone when I'm thinking what
         | card to play next... -.-'
        
       | jewel wrote:
       | A few years ago we played this for a few weeks at the office over
       | Christmas break when things were otherwise slow. We had maybe a
       | dozen players, and played in Survival mode which I believe is
       | infinite with difficulty ramping up.
       | 
       | We split into four teams, with one providing power, one providing
       | ammo, one building defenses, and the rest just running around
       | trying to help out where we needed it the most.
       | 
       | There was a ton of potential. I had to keep adjusting the
       | difficulty as the match went on to keep us alive and then to
       | finish us off when we were running out of time.
       | 
       | I'd love a multiplayer coop game like this but with the potential
       | to have fifty or a hundred players. Right now the office plays
       | CS:GO once a week, with the settings changed to allow max
       | players, but it still caps at thirty. CS:GO is hard for new
       | employees to get in to so I'd love something where everyone has
       | fun. We also did TF2 for a while, which was better because the
       | newbies could be medics and still feel like they were
       | contributing, but the hard-core player base loved the challenge
       | of CS:GO.
        
         | flowless wrote:
         | I can recommend Teeworlds (CTF modes) for casual office gaming.
         | I've organized a tournament once and got my ass kicked in the
         | final matches (2v2 CTF) as people improved really quickly.
        
           | apignotti wrote:
           | Hope this helps: https://teeworlds.leaningtech.com/
        
         | euos wrote:
         | Factorio.
         | 
         | I play it with my kids (10 and 16) and my father (70) and
         | brother. Everybody finds something to do and everybody has a
         | lot of fun.
        
         | wahnfrieden wrote:
         | As an aside, it's a wonder to read casual accounts of office
         | work where teams will play with toys rather than be allowed to
         | go home to their families or other interests
        
           | nonbirithm wrote:
           | I think it's taken for granted that finding even three other
           | people to play couch co-op is very difficult, much less
           | enough people for a 30-person LAN match. Work seems to be a
           | reasonable place to meet people who want to partake in
           | extracurriculars.
        
           | fluoridation wrote:
           | Ooh, can I play? "It's a shame you dislike your coworkers so
           | much that you'd like to spend as little time with them as
           | possible."
        
             | dvt wrote:
             | Be careful not to fall for the "we're a family here"
             | corporate tropes and then have an existential crisis once
             | you get fired or laid off. Work is work. Your customers are
             | not your friends and your coworkers are not your family.
        
               | tfsh wrote:
               | Coworkers might not be your family, but it doesn't mean
               | you can't be friends. Some of the people I'm closest to I
               | met at work, however to ensure our interactions aren't
               | constrained to the workplace, we've made deliberate
               | attempts to meet up outside of the office.
        
               | wahnfrieden wrote:
               | Worker friendship and solidarity is fantastic and should
               | be encouraged. I was commenting on their owners
        
               | fluoridation wrote:
               | The friend I'm closest with I met at a previous job and
               | we continued talking and seeing each other after I quit
               | that job. Your coworkers are not your family, but they
               | can be your friends if you let them, and that
               | relationship doesn't have to end when the professional
               | aspect of the relationship ends.
        
           | shortstuffsushi wrote:
           | > rather than be allowed
           | 
           | This seems like a particularly uncharitable interpretation
           | from the context of the post.
        
             | wahnfrieden wrote:
             | it's the industry standard to expect defined working hours
             | presence regardless of the work at hand. whatever workers
             | want to do in the lulls or otherwise, that's great for
             | them. I was commenting on their owners
        
           | bee_rider wrote:
           | We don't know anything about their business -- for all we
           | know they could be required in the office to provide
           | _availability,_ but with large downtimes in actual work.
        
             | wahnfrieden wrote:
             | that's the line given for every instance of it at scale
        
           | georgeecollins wrote:
           | I have a family and a great work life balance. Some of the
           | fondest memories I have of team building at work is playing
           | video games or doing activities like paint ball or volley
           | ball. So go ahead and judge.
        
         | fnordpiglet wrote:
         | You clearly need Eve Online
        
       | darkteflon wrote:
       | Those screenshots are triggering my Factorio PTSD.
        
         | [deleted]
        
       | memorable wrote:
       | I have this on my phone and my computer and haven't played it in
       | a very long time. Looks like I will need to give this game a
       | second shot.
        
       | thro1 wrote:
       | I flag this post, but to late - the game was already downloaded..
        
         | [deleted]
        
         | throwaway378037 wrote:
         | Uh oh! Your mind has been replaced by conveyor belts
        
       | koalalorenzo wrote:
       | I like this game a lot, I did not know it was open source! After
       | playing Factorio I find this refreshing. I am happy I paid for
       | something Open Source <3
        
         | Aeolun wrote:
         | You get much easier multiplayer when you buy it on Steam, so
         | it's not like you paid for nothing :)
        
       | RektBoy wrote:
       | Looks like Factorio.
       | 
       | Oh no no no no no, I need to work ....
        
         | [deleted]
        
         | cwillu wrote:
         | ...on your factory.
        
           | Winsaucerer wrote:
           | The factory must grow.
        
           | gww wrote:
           | The factory must grow!
        
       | bfors wrote:
       | I find it very interesting that they link to the trello board for
       | the project on the main site. I don't think I've seen that
       | before.
        
       | ubermonkey wrote:
       | I went through an obsessive period with this game on my iPad
       | early in the pandemic.
       | 
       | Eventually the game mode shifted away from the more tower-defense
       | factory situation into something else I found less fun, and so I
       | bailed.
        
       | Strilanc wrote:
       | I really like Mindustry.
       | 
       | One place where Mindustry is clearly better than factorio is the
       | feel of trying to build things quickly. It's very satisfying to
       | lay something down _fast_. A stumble there is that the keyboard
       | combinations are chorded but not overlap-free. So you hit like
       | 1-3 for one thing and 3-1 for another, which means if you change
       | your mind you can 't abort a chord by starting another. Quite
       | frustrating in the moment.
       | 
       | Another "so close to greatness" problem is that the campaign
       | doesn't allow you to trust your friends to run separate parts of
       | the planet. You all have to be on the same map at the same time.
        
         | Aeolun wrote:
         | > the campaign doesn't allow you to trust your friends to run
         | separate parts of the planet
         | 
         | I think this is more of a technical issue, not something the
         | campaign is designed to prevent.
         | 
         | Besides, what would be the fun in playing by yourself on
         | separate maps?
        
           | MauranKilom wrote:
           | Last we played, the "send from one base to another" building
           | (I forgot the name) worked _much_ faster when you were in the
           | sending base instead of the receiving one. So when topping
           | off resources before launching to an adjacent map, it would
           | usually be most efficient for everyone to hop to the
           | resource-sending base for a minute and then hop back to the
           | (now fully-supplied) bridgehead, then finally launch to the
           | new map.
           | 
           | In this case it's more the game design that's questionable
           | (why does stuff behave so differently based on whether or not
           | we are in the map?), but there simply are occasions where you
           | have to check or fix something real quick, and requiring
           | everyone to more or less stand by in those situations is
           | pretty dull.
        
         | TillE wrote:
         | Factorio is quite deliberately designed so that you gradually
         | progress from somewhat tedious manual construction to conjuring
         | blueprinted designs out of thin air with fully upgraded robots.
         | It's very satisfying.
        
       | mcv wrote:
       | That page has no real info on what the game is actually about.
       | Lots of people here compare it to factorio. So how does it
       | compare to factorio? Is it a factorio clone, is it better or
       | different in some way?
        
         | Kiro wrote:
         | Tower Defense + Factorio
        
           | Filligree wrote:
           | So Factorio.
        
             | hajile wrote:
             | Factorio is a factory with some tower defense to mix things
             | up. Once you get your defenses up a bit, the biters are
             | never really a big threat again.
             | 
             | Mindustry the opposite. It's actually either a tower
             | defense or an RTS (depending on if you're playing the
             | campaign or against other humans).
             | 
             | In Mindustry campaign, waves are timed and if you don't
             | pause, you're going to be building frantically trying to
             | keep up with the increasing difficulty of the upcoming wave
             | as the clock counts down.
             | 
             | Also unlike factorio, space isn't unlimited. You have to be
             | very efficient to pack as much stuff into the limited space
             | as possible. Enemies aren't just limited by walls and a
             | boss flying overhead is a force to be feared.
             | 
             | Each sector is its own factory. Once you get far enough
             | along (spoiler alert?), your older sectors will start
             | getting attacked by enemies again (much more powerful
             | ones). A lot of locations are lacking some resources
             | necessary to create top tier weapons, so defending these
             | means managing how you send these resources to them from
             | other sectors.
             | 
             | Then as you get that worked out, five sectors all get
             | attacked at once. You try as hard as you can, but the more
             | you build, the more they attack. Then the conveyor break
             | and it's publishers clearing house day!!!
        
               | mcv wrote:
               | In Factorio, my defenses are usually pretty weak, because
               | they can never keep up with the growth of my factory.
               | Instead, I take out biter camps before they become a
               | threat. So there's not much tower defense about it for
               | me.
               | 
               | It sounds like in Mindustry, taking out camps to prevent
               | an attack doesn't work?
               | 
               | On the other hand, building very compact comes naturally
               | to me. My Factorio journey had been mostly about learning
               | to use more space so the factory stays scalable when it
               | needs to grow. But I'm very bad at that; everything
               | eventually turns back into super cramped space-efficient
               | spaghetti.
        
               | nindalf wrote:
               | Destroying biter camps in Factorio makes them evolve
               | faster. Maybe that's why you're finding the enemies hard
               | to keep up with?
        
               | mcv wrote:
               | I haven't really had any problems with that. Sometimes
               | there's a brief period where some camps are too powerful
               | for me to engage with, but soon enough there's a new
               | technology that gives me an edge against them again
               | (modular armor, tank, artillery).
        
               | shawabawa3 wrote:
               | > It sounds like in Mindustry, taking out camps to
               | prevent an attack doesn't work?
               | 
               | No, it's a more traditional tower defence format where
               | there are set waves that spawn on a timer, there's
               | nothing you can do except build defences to kill the
               | enemies that spawn
        
               | hajile wrote:
               | The enemies spawn into a restricted area when the spawn
               | counter finishes.
               | 
               | There are some maps that require you to invade the enemy
               | base too, but they also spawn invading enemies and those
               | bases have defense towers like yours does, so you aren't
               | just going to walk in and deal with it.
        
               | blktiger wrote:
               | For many levels the enemies come from "off screen" so
               | there is no base to attack. There are some levels where
               | you are supposed to send troops to destroy the enemy
               | base, but once you beat that level if your base there
               | comes under attack the enemies come from "off screen"
               | again from what I remember.
        
             | smolder wrote:
             | No, because like in a tower defense game, there are stages,
             | and every stage has its own base to build and a different
             | level of technology available to the builder.
        
             | wongarsu wrote:
             | Short 1-2 hour games with a focus on wave defense, with
             | somewhat factorio-like resource gathering and defense.
        
             | cardy31 wrote:
             | Different though because you never really end up with a
             | mega base.
        
             | Kiro wrote:
             | In Factorio you put down a big wall with turrets behind it.
             | In Mindustry you build a maze with towers and bottlenecks.
             | You can't build it off completely and always need to leave
             | a path for the enemies. The production line is all about
             | feeding your towers.
        
           | yjftsjthsd-h wrote:
           | And it's open source, which is a pretty good selling point
           | for some people.
        
         | willis936 wrote:
         | Everything is derivative. Factorio was built out of love for
         | the industrial games that came before. How does factorio
         | compare to Gregtech 4? Is it a Gregtech 4 clone, is it better
         | or different in some way?
         | 
         | https://web.archive.org/web/20171021012424/http://www.minecr...
         | 
         | My point is to not be dismissive of new things. There is likely
         | missing context.
        
           | otachack wrote:
           | I love the Wayback machine. We really are risking losing
           | historical sites and data like this but I'm happy there are
           | active people working on archiving like this like the
           | Internet Archive.
        
           | corobo wrote:
           | Were they being dismissive? It seemed like they were after
           | more information to see if it's something that works for
           | them. The opposite of dismissive if anything
           | 
           | I think this one's a bias in your ingress filters rather than
           | their intention
        
           | the_af wrote:
           | He/she was just asking how it compares to Factorio. It's a
           | valid question, since I already own Factorio...
        
           | weberer wrote:
           | Parent comment was sincerely asking for information, not
           | being dismissive.
        
       | unhammer wrote:
       | I don't really play games these days, but I was looking at non-
       | bullshit games[0] one evening to see if there was something fun
       | to put on my kids' tablets, and stumbled upon this. When I looked
       | up from the screen because the dog was barking, five hours had
       | passed. Caveat emptor.
       | 
       | [0] https://nobsgames.stavros.io/
        
       | potatototoo99 wrote:
       | I haven't played it but it looks heavily inspired by the Creeper
       | World series:
       | https://store.steampowered.com/app/280220/Creeper_World_3_Ar...
        
         | dusted wrote:
         | I love creeperworld and factorio, definitely going to throw
         | some time into this one :)
        
       | geogra4 wrote:
       | My 6 year old loves this game. Great creative fun.
        
         | enimodas wrote:
         | Funny, I quit this game after a couple of tries because I found
         | it too hard. So even 6 year olds are better than me.
        
         | PostOnce wrote:
         | Play it coop with them, it's great fun as a team with your kid
         | if you have 2 computers.
        
       | gigel82 wrote:
       | After finishing shapez.io (another open source game similar to
       | Factorio) I went looking for more and stumbled upon this
       | masterpiece that's been occupying my evenings for the past weeks
       | - thought others would want to check it out too.
        
         | agentwiggles wrote:
         | shapez is really great, I've been following the development of
         | shapez 2 with great interest. I like shapez because it removes
         | a lot of the grindiness in Factorio, resulting in a more
         | relaxed experience. Shapez doesn't require you to do anything
         | but build factories to process shapes - there's no real
         | resource limitation. (Technically there are one or two
         | mechanics, but once you have a sufficiently good blueprint
         | factory you won't really be in situations where you don't have
         | enough of something).
         | 
         | There's a great free demo online at https://shapez.io/, and
         | since the game is open source, you can technically download and
         | build it yourself to get the full version for free (it's 10
         | bucks, which is well worth not having to figure out one more JS
         | build process in my free time)
        
         | hajile wrote:
         | If you think you've finished shapezio, install the shapez
         | industries mod and enjoy a bunch of extra mechanics.
        
       | balentio wrote:
       | I guess it's neat there is a game, but I am burned out on
       | "industrial building type of games". It was cool back in the
       | Starcraft era, but since then it has been wearing thin for me.
        
       | Aperocky wrote:
       | The coding aspect of mindustry is a lot of fun, having robots
       | intelligently deliver resources and engaging enemies enable
       | builds that use to be impossible.
       | 
       | Yes you can code in mindustry!
        
         | samstave wrote:
         | Anyone remember ROBOTS or whatever it was called for the
         | TRS-80?
        
         | vageli wrote:
         | How? I have been playing the android version for some time and
         | have yet to discover robots or coding.
        
           | Aperocky wrote:
           | mechs can be remotely controlled via logic processors (they
           | can also remotely control basically everything in this game).
        
       | jackmott42 wrote:
       | People who enjoy this may also love the Creeper World series of
       | games:
       | https://store.steampowered.com/bundle/1984/Knuckle_Cracker_U...
        
         | silveira wrote:
         | First thing I thought when I saw the screenshots. I played a
         | lot of Creeper World and I will at least play a bit of
         | Mindustry.
        
         | culi wrote:
         | Been playing the creeper world series since it was a wee little
         | flash game. Underrated game. Tho, relevant to this thread, it's
         | worth noting it's not open sourced afaik
        
           | joshstrange wrote:
           | Same here and I was super sad when the newest version was
           | released windows-only. One day I'll build a gaming VM or
           | maybe get a steam deck so I can play it. I still go back and
           | play through all of those games every year or so.
        
       | sprkwd wrote:
       | I like games like this, but they suddenly become a time sink and
       | I'm short on time. So glad that there's a bunch of OS games being
       | show on HN.
        
       | Kiro wrote:
       | Regarding putting it on Steam at a price tag. I've been thinking
       | about doing the same for my game but on the other hand it feels
       | bad that I take profit on something people contribute to for free
       | without getting any share of it (even though I am the biggest
       | contributor).
       | 
       | What's your view on it?
        
         | notahacker wrote:
         | There are blockbuster Steam games which sell tens of millions
         | of copies largely on the strength of an active volunteer
         | modding community keeping them interesting, and no shortage of
         | OS projects whose founding company profits from selling
         | [derivatives of] that software to people that want paid
         | software licenses.
         | 
         | Obviously it's less legitimate if you rugpull access to the
         | existing base game or if your original OS project marketed
         | itself as being always free everywhere...
        
         | axus wrote:
         | As long as you have a free-to-play version available outside of
         | Steam, you're fine. Keeping a game updated for Steam is extra
         | work on top of the other free versions.
         | 
         | Think Dwarf Fortress, but your source code is open and always
         | free.
        
         | lawl wrote:
         | mindustry allows you to still get the game on github, you just
         | don't get steam integrations. i think that's pretty fair.
         | 
         | However, even if that wasn't the case i think it would be fine.
         | If I contribute to a BSD licensed project, i shouldn't be mad
         | if someone ends up selling my code.
         | 
         | So as long as the license permits it, I think it's generally
         | fine. Otherwise, what's the point of the license?
        
         | hajile wrote:
         | What game (out of curiosity)?
         | 
         | As long as the game is freely available to fulfill copyright
         | license clauses, I don't think people would mind.
         | 
         | Steam makes it easier for people to keep updated and allows
         | them to support the creator. People who can't afford that can
         | still download independently.
         | 
         | This seems like a win for everyone.
        
         | andrewchambers wrote:
         | I think its more fair if you say your intentions from the start
         | so nobody feels ripped off.
        
         | andruby wrote:
         | I think it is fine if you keep an easy to install free version.
         | And if you earn a significant amount, you could distribute some
         | of that back to certain contributors if you wanted.
        
         | freedomben wrote:
         | As long as you keep it open on GitHub, and keep it installable
         | for people, I don't think there's any issue. In fact, I think
         | it's a great thing! If it makes money, it incentivizes you to
         | put more time and effort into development, which in turn
         | benefits the entire community of contributors. Again, as long
         | as you don't remove it from GitHub or make installation outside
         | of steam a pain in the ass, it's win-win for everyone.
        
         | Aeolun wrote:
         | Make it obvious that whatever is sold on Steam is also freely
         | available, and I don't think anyone will have issues. The only
         | thing Steam specific to Mindusty is the multiplayer logic (as
         | far as I'm aware), and that wouldn't work without steam in the
         | first place.
        
         | MikeTheGreat wrote:
         | As other people have replied, I think it's fine as long as
         | there's a free version that's also available.
         | 
         | Personally, I started playing Mindustry using the free version.
         | I enjoyed it and started playing it with a friend. Keeping my
         | version up to date was _just_ annoying enough that throwing the
         | developer $6 (USD) to not start each game session with 20
         | minutes of fiddling with software versions was worth it. I
         | really liked that it's free and open source AND I really
         | appreciated the easier to use option once I decided that I like
         | this particular game.
         | 
         | So giving people the option (free & manual, or token payment
         | and Steam makes my life easier) is actually a really nice,
         | appreciated option for players. Or at least, appreciated by
         | this player :)
        
         | Inhibit wrote:
         | As long as you honor the license you all agreed to and you own
         | any IP not covered by copyright, I can't imagine what the
         | complaint could be.
         | 
         | Plenty of copies of games get charged for by people with no
         | connection to them at all. Asking for a non-required purchase
         | as the creator of software shouldn't feel weird.
         | 
         | Plus you'll be providing and updating the Steam release de
         | facto providing nominal support. That's not free.
        
       | dmos62 wrote:
       | This thread is an energetic littering of tongue-in-cheek warnings
       | that this game is addictive. Not sure why, but that puts a smile
       | on my face.
        
         | [deleted]
        
         | andruby wrote:
         | It is addictive, but it has an "ending". I played for 98 hours
         | (steam stats) and reached the ending, and with that I reached
         | the end of my mild addiction.
         | 
         | I am much more afraid of Factorio which seems a lot more open
         | ended, and thus _endlessly_ (ha) addictive
        
           | cheschire wrote:
           | Factorio has a defined ending which is launching the rocket.
           | Many people play to that point and then stop. It doesn't take
           | _that_ long to get there though as long as you don 't get too
           | distracted with efficiency.
           | 
           | The endless part is that launching the rocket is a necessary
           | step for acquiring the endgame science pack, which unlocks
           | the handful of endless research tracks. From that point on
           | the entire game is focused on improving efficiency.
        
             | aeneasmackenzie wrote:
             | Many people feel that launching the rocket is just the end
             | of the tutorial. I think this is the same crowd that
             | installs power armor/roboport starting mods and sneers at
             | Satisfactory because it doesn't have bots. There is a split
             | here into the group that plays mostly vanilla and goes for
             | extreme scale and the group that plays fuck you tech tree
             | mods like bobangel, krastorio, or pyanodon if you really
             | have a lot of time.
        
               | cheschire wrote:
               | Now that Earendel was hired for the official expansion, I
               | imagine a lot of concepts from their mods are going to be
               | considered for addition to what will be "vanilla" after
               | the DLC launch.
               | 
               | Space Exploration mod was a huge change, and I hope the
               | core dev team can temper some of the crazier aspects.
        
           | breckenedge wrote:
           | Factorio let's you keep playing after reaching a certain
           | goal, which took me about 80 hours, but it was a lot easier
           | to put it down afterwards.
        
           | hajile wrote:
           | They're expanding to add extra planets with all new mechanics
           | in the upcoming v7.
        
           | awelxtr wrote:
           | What ending have you reached? Campaign?
        
             | baking wrote:
             | I assume he means launching the rocket.
        
               | andruby wrote:
               | indeed, the end of the campaign when you launch the
               | rocket to the next planet.
               | 
               | I might pick it up again when v7 has matured a bit, but
               | I'm happy to have more time to spend on life (and work)
        
       | AndrewOMartin wrote:
       | I'd like to join the chorus of warnings. I've had this on my
       | phone for about a week and I've already had dreams of arranging
       | conveyor belts.
        
         | rochak wrote:
         | Had the same happen to me, but with Into the Breach. That game
         | is very addicting and should come with a disclaimer for this :P
        
         | lake_vincent wrote:
         | Oh no, it's on mobile? I just assumed it was not on mobile
         | because it's FOSS.
         | 
         | My productivity karma was trending up this week. Was.
        
           | yjftsjthsd-h wrote:
           | If it helps, I advise avoiding it on mobile because it makes
           | my RSI flare up like crazy. YMMV.
        
         | Aeolun wrote:
         | This is the worst. If I've been overthinking something like
         | that my entire nights rest will be disrupted, very much akin to
         | a fever dream.
         | 
         | So far that's only happened for Factorio, but Mindustry is a
         | good contender.
        
           | b0afc375b5 wrote:
           | I remember when I was addicted to Factorio, I could vividly
           | "see" conveyor belts everytime I closed my eyes.
        
             | PebblesRox wrote:
             | I've experienced this effect with jigsaw puzzles, Tetris,
             | and the pedestrian paths in RC Tycoon.
        
             | Aardwolf wrote:
             | I once saw and felt myself biking when closing my eyes
             | after riding a bicycle the whole day, so this isn't limited
             | to computer games
        
             | drifkin wrote:
             | https://en.m.wikipedia.org/wiki/Tetris_effect
        
             | jasonmccay wrote:
             | For me, in college, it was Age of Empires. We'd have late-
             | night LAN sessions with roommates and friends and when I
             | eventually crashed into bed, my brain would continue
             | strategizing for battles, determine necessary resources to
             | mine, etc.
        
             | culi wrote:
             | I've had this experience with all of the Conceptis logic
             | puzzle games
        
         | [deleted]
        
       | culi wrote:
       | Both Mindustry and Freeciv made it to the frontpage of HN today
       | so I feel it's necessary to share the OS Game Clones site in case
       | people haven't yet looked through it:
       | 
       | https://osgameclones.com/
        
       | uo21tp5hoyg wrote:
       | Also available on Steam[1], I wonder why they don't link to steam
       | on that page nor their GitHub readme.
       | 
       | [1] https://store.steampowered.com/app/1127400/Mindustry/
       | 
       | edit: nevermind it's in there, leaving this comment for others
       | that block 3rd party iframes.
        
       | gurubob wrote:
       | This was too much for me - I had to uninstall it and literally
       | hide it from my Steam library after clocking up 20 hours in the
       | first week. And no, I'm not a youngster with time to burn lol.
        
         | [deleted]
        
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