klabater

klabater OP t1_izdm6b2 wrote

The setting is not that precisely mirrored in one place so we could specify a County. During our research, we decided will focus on Appalachia. You get to build your bases in the mountains, forest, swamp, then a small and big city. It's definitely the USA, so you could think of it as Franklin County too, I guess... ;-)

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klabater OP t1_izdlle7 wrote

Wow, now that's a crazy thing to do when drunk! Haha!
The game might give you an idea about the process, yes ;-) It's cheaper than a physical set and you'd learn interesting things quickly through having fun. Might encourage you to finally use your set! :D
Then, you also can get in touch with our growing community on Discord: https://discord.gg/WMKV9kztNV

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klabater OP t1_izdl380 wrote

You will need to install either the Steam app or GOG to be able to purchase and play the game. Here is an example tutorial on how to install Steam: https://www.youtube.com/watch?v=XKpbJ9NygvE
Then you have to create your account, add a payment method and then you're ready to browse and buy the game on Steam. Then you will have to go to your library, add a game and activate the key you purchased. Sounds complicated, but it's not that hard! :D

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klabater OP t1_iz659pc wrote

Since we released the game only on PCs and digitally, we did not have to apply for an age rating. Considering the content, there is no vulgar language, no violence, not even drinking of what you produce. It's production and economy-focused. In the end, the answer would be - it's not 18+.

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klabater OP t1_iz48t4m wrote

The core team did, but not the whole team. We're all willing to try and that's the plan for our celebration/ Christmas team gathering ;-) Certainly, the chemist Andrzej, who committed to our knowledge, tried real moonshine many times (made in Poland). And, we've talked to several moonshiners (UK, USA) who got interested in our game about their impressions, and they found many surprisingly realistic aspects of the game. We're probably going to record two or three interviews/ articles with their input, so you can follow our channels to read them one day.

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klabater OP t1_iz485zb wrote

Rather not, however, there were suggestions given by our Discord community and ideas of how the multiplayer could look like. Right now we focus on fixing. Afterward, we will implement some of the bright ideas for improvements and try to improve the performance. Then, we will think of any DLC, possibly a Sandbox mode, but we do not commit atm. Thank you for asking!

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klabater OP t1_iz40awf wrote

  1. As often as it will be needed! It's hard to give a schedule right now, but so far we're focusing and fixing breaking issues, then balancing, then quality of life and new features.
  2. It's a parallel process. Some members of the team are going to stay on the project, first to fix issues, then later on to improve it and work on future DLCs.
  3. Sure! When we have new things to show
  4. We have a discord channel if you want to know more about the game. Dev team and players are usually sharing their tips and feedbacks. Both will gladly help you if you have issues with some mechanics.
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klabater OP t1_iz3zwj3 wrote

Maxime: Working as a team to create projects is fulfilling. Watching players enjoying the game is a great experience!

Maja: I love the relaxed atmosphere of our studio and game dev studios in general. I hate the constant chaos and going back and forth.

Paul: Free cd keys

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klabater OP t1_iz3z39g wrote

First of all, it was based on books and forums because there's extensive knowledge of people who are still actively brewing and distilling.

Later on, we worked with a chemist from Warsaw academy who helped us create all of the advanced algorithm that were later used in the game.

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klabater OP t1_iz3yy5j wrote

Of course there's a compromise to be made between a realistic and entertaining experience, but we tried to be as faithful as possible, from the real life apparatuses to as-close-as-it-can-be formulas and pacing of the game (we had to cut fermentation time though for gameplay reasons).

We still haven't covered all the possibilities of real life, but we'd like to add different kind of distillation technologies like columns. Those techs were sort of designed but were never really implemented in the game.

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klabater OP t1_iz3ygza wrote

>it will be Breaking Bad the Game

We're not the devs of Weedcraft, only the porting team and publishing when it comes to non-pc versions. As you may know, Weedcraft was originally published by Devolver and dev by Vile Monarch.

It's quite funny to see so many references to Breaking Bad. I've never though of it once when creating the game, but seeing the "hard chemistry" part of our game, it makes perfect sense. If you can convince Vince Gilligan, we're in!

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klabater OP t1_iz3ya7n wrote

The reason behind it was that the project started as a cooperation with the Discovery Chanel, and therefore a lot of assets were already produced at that time, hence the U.S. setting!

We haven't considered it, but that'll be interested, especially since Poland is not an usual setting when it comes to video games.

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klabater OP t1_iz3y3ed wrote

Inspired by the country we are (Poland) and the tv show "Moonshiners". We had a deal with discovery but decided to move on to have more creative freedom.

Regarding the name, it's about Moonshine... So you pretty much know where you'll end up. Inc. is a reference to so many tycoon games, which is a big inspiration of us for the non-simulation part of the game.

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klabater OP t1_iz3xxbw wrote

Throughout the production, we were between 12 and 15, even though that was changing based on our needs.

We are based in Poland, with extensive traditions regarding homemade alcohol (and not only vodka, but liquors and brandys as well).

We started working on cooperation with Discovery Channel, but we decided to part ways and have more freedom on the creation of the game.

We wanted to create an authentic and accurate experience, that'll be able to fullfill even the most experienced kind of players. We tried many formulas, and settled down for a tycoon/simulator which progressively became Moonshine Inc.

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klabater OP t1_iz3wj60 wrote

  1. In-game we have 5 different locations mountains, forest, swamps, small city and big city and the player has the ability to use them to set up production apparatuses.
  2. Based on the results of story quest (those limited in time) made by players there is posibility to reach 3 different endings of the game. Those 3 endings are related to the choices made by the player.
  3. There is only Police but in fact it is not mentioned directly, all the authorities are hidden behind the "Alert Level" system.
  4. There's a demand system which is the main pillar of the economic system. Its using quality parameters and prices of the product made by the player to confront yourself to the demand
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