
There will be! Before that, we want to run playtests so we can gather lots of feedback and properly polish the game.
Probably never. Our entire focus is on PC.
We’re a team of two, and I’m the only programmer. Splitting time across multiple platforms wouldn’t be fair on you or the game. Depending on how well the PC version does, we might consider other platforms in the future, the last Steam game we ported to Switch was BAFTA nominated, after all, but no promises.
We’re extremely lucky to be working with Jordan Rees again, who has composed the music for all of our projects.
The music currently in the game and trailers is from our other games, while Jordan works on a completely new soundtrack for Captain Contraption’s Safari Park.
Mini Metro, Jurassic Park: Operation Genesis, Vampire Survivors, SimAnt, Spore, and many others.
Mostly, I’ve just always been fascinated by simulating life and ecosystems, and I’ve spent years thinking about how to turn that into a game.
Captain Contraption is a robot from a future where humanity — and all other life — is extinct.
Before getting into safari parks, he ran a chocolate factory:
The game is run-based, and most of the randomness comes from differences between runs.
For example, one run might let you choose between starting with farm animals or dinosaurs, while another has you choosing between sentient cars and insects. Once you pick a starting species, you’ll receive a random objective from the ones you haven’t completed yet.
The randomness is designed to make you rethink your strategy — not to be frustrating.
Absolutely not. None of the art in the game is generated by AI. Every asset you see has been purchased from various game asset stores, directly supporting the artists and creators who made them.
Yes, you’ll be able to remap controls in the final game. Mouse control is required for the cursor.
Yes, with no black bars. (I have an ultrawide myself.)
That’s the goal, and so far we’ve hit it.
While the visuals are fairly simple, there’s a lot of CPU-heavy simulation happening behind the scenes. Performance is currently in a place we’re happy with.
Unity.
No.
That said, it is a game I really enjoy playing alongside someone else and talking through decisions together.
Linux: Yes
Mac: No
For small teams, Mac support is very difficult due to frequent backwards-compatibility breaks with OS updates.
No plans right now. Depending on the game’s reception and success, it’s something we may consider in the future.
It’s a mouse and keyboard game.
There’s no native controller support, but Steam Input should allow you to use a controller to control the cursor.
The current aim is sometime in 2027, but there are no firm plans yet. It will largely depend on feedback from the playtests.
Oh yes.
Wishlisting the game on Steam and signing up for the beta helps us a lot.
Wow … thank you.
Sharing the game with other people would be incredible. We’re a tiny team, and word of mouth genuinely makes a huge difference.