Trees in space is an incremental strategy game in which you will travel to planets and build various kinds of bots to perform tasks in order to gain resources. Each bot will only have a single task, such as hauling resources, chopping down trees, scouting the map, building structures or fighting enemies. Use the resources you gather to unlock new types of bots and greatly enhance their capabilities, upgrade your spaceship and crew and gain the ability to travel to new planets.

The project is currently a prototype and is still in development. At the moment there are 7 types of bots, 4 types of resources, 5 types of buildable structures and each of the 7 tech trees has 4 branches (the upgrades on the branches of trunk level 3+ are not implemented yet). You can see planned and upcoming features here. Please share any feedback in the comments!

Camera Controls (PC): WASD or right mouse button to pan. Mouse wheel to zoom.

Map Perk Reference:

  • Bountiful (Tree with bunch of apples on the ground) - Every fruit tree spawns with maximum fruit.
  • Orchard (5 Fruit trees) - Trees have a 50% higher chance to be fruit trees.
  • Densely Forested (5 Trees) - Forest tiles appear more often (so fewer empty tiles).
  • Beautiful (Flowers) - Encouragement lasts twice as long (technically it drains half as fast).
  • Low gravity (Floating rocks) - Hauler capacity increased by 5.
  • Sap Fruit Rich (Tree with Sap Fruits) - Double chance for fruit trees to bear sap fruit.
  • Sap Trunks (Tree with 3 Sap in trunk) - Double chance for Sap to appear when a tree is cut down.
  • Mountainous (Rock on grey background) - Tiles with rocks will appear more often.
  • Deep Veins (Mirrored Rock) - Every rock will contain the maximum amount of stone.
  • Sappy Veins (Saprock under rock) - Double chance for rocks to spawn Saprocks.

Buildings Reference:

  • Stockpile - Acts as a drop-off point for Hauler bots.
  • Beacon - Automatically encourages bots in a radius around it.
  • Greenhouse - Regrows trees in a radius around it (like the Planter bot).
  • Farm - Generates Food over time, for the current map, but eventually also for the storage used as starting resources for the next map and in future maps. Does not actually work in the current patch
  • Lumbermill - Same as farm but for wood.


StatusPrototype
PlatformsAndroid, HTML5
Rating
Rated 4.4 out of 5 stars
(17 total ratings)
AuthorHildeVandela
GenreStrategy
Tags3D, Idle, Incremental, Sci-fi, Singleplayer, Unity

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TreesInSpace.apk 25 MB

Comments

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(+3)

Abandoned?

It starts off initially as fun, but as it progresses it is repetitive.  There need to be new challenges of some sort to overcome or something that requires some strategy or decisions.  I get the idea of it being an "idle play" game, but it needs something to hold the attention long term and be something players want to replay or even just keep playing.

A small thing that bugged me was if I accidentally build the wrong building there was no way to cancel it.  It would be nice to be able to do so before it started to be built.

(+1)

i had a blast with this! i'd love to see more updates in the future :D maybe there could be more resources you'd take back like the sap. maybe you could have another goal of… idk, building a ship or a space colony. something else to work towards besides just maxing out your bots.

just got all the upgrades so far I'm fairly new to itch.io is there a way to have it notify us if there's an update to this game?

The pathing could be better in practically every level I get one bot stuck trying to walk through the home base and it just doesn't go anywhere 


It was alright I guess...
  • An upgrade path for being able to recruit units faster would be appreciated.
  • A display showing how many of each bots is currently owned would be nice.

Looking forward to future updates, the Trello feature queue looks great.

(+1)

Some improvements I'd like to see:

General:

* Please fix the typo in the description "Trees is space is an incremental strategy game ..."

* Release more often. According to your trello page, some issues have been fixed some days ago now, releasing those would allow us to actually benefit from those.

User interface improvement in planet view:

* Highlight the selected location tree.

User interface improvement in game:

* The green color of the objectives bar is indistinquishible from the green grass color. Better change that color to maybe blue or yellow or whatever, maybe even keep it green but change the hue.

* When building a greenhouse I'd like to see the radius of a) the greenhouse I am about to build, b) the radia of the greenhouses that are already there c) the radia of the greenhouses that I already ordered to build or which are in the process of being built right now and d) the radia of the greenhouses that could be placed on empty building places.

* After commanding a construction, the building should be visible (transparency or some extra construction site graphic).

* Then hovering over a construction slot, maybe highlight it if something can be built there.

* When clicking a construction slot to build something there, do not open a window but either a) just show the possible buildings to build in a circle around that slot or b) change the leftmost bot building menu to a building building menu. Also: Clicking again should de-select that building slot.

Change in game play mechanics:

* The Planter bot should prioritize where to plant new trees: a) trunks that can never be reached by greenhouses (even those which would have to be built yet), b) trunks that have no greenhouses in range (but where an empty building slot exists so one could still be built) c) all other trunks (i.e. which could also be plant by greenhouses). In case of c), further prioritizing of trees, that can only be planed by a single greenhouse, etc. or trees that can be planet only by greenhouses, which have many other trees to plant could also help, but I admit, that would be much harder to implement.

* Generally for all bots: Make better unit selection (take nearest free unit).

* Hauler bot: Do not only reserve one object to pick up but instead plan whole tour of hauler from it's current location, taking up all objects it's meant to pick up and then carry it back to the stockpile in advance (this will reduce big armies of haulers running across the map all the time). Once the last object was picked up, the hauler can re-plan to pick up more stuff instead of returning to a stockpile, but there should be some threshold, like: Say the filling rate of the hauler's capacity is 70%, then the hauler is only allowed to move 30% (100%-70%) of the length of the path back to the nearest stockpile to new objects to pick up instead. (I.e. if it is statistically "cheaper" to return to stockpile and then get the new objects, then return to stockpile).

* Allow pulling down buildings, maybe with recovery of some ressources, but most importantly, I want to get back that building slot.

* If you add pulling down buildings, then maybe also allow selling/recycling of bots or changing their kind.

* Allow multi-purpose bots (maybe using upgrades). Like "Allow Fruit Picker Bots to help haulers by carrying objects when they have nothing else to do". Upgrade levels can be like (be 25% 50% 75% as efficient as Hauler Bots) or something like that.

* Add new upgrades "start a map with n Fruit Picker bots" (for all bot types). Or have the height of the upgrade tree determine the number of bots to start with.

(+1)

Thanks for playing the game and giving such exhaustive feedback! I have been busy with other things, but I will be finishing the update soon. I will be considering adding some of the stuff you have written here.

(+1)

Constructive criticism

If you're using a data structure to hold the order of what order resources are created (IE Hit the ground and ready for pickup) you may want to do some quick calculations to prevent every single Hauler head toward a single resource then across the map to another resource then across the map to another resource.  More interesting is when they are heading to drop off a resource and then turn around part way because a new resource dropped on the ground.  The distance traveled can be ridiculous on larger maps and really starts to become inefficient in later moments of a given cycle.  You may want to introduce some logic that attempts to optimize how many haulers head to a given sector ( perhaps behind the scenes math for hauler capacity and resources in general location?)

Additionally, the haulers may need some logic for efficiency (perhaps an upgrade to buy) that allows them to drop off at stockpiles without having a full inventory.

Its an interesting game concept that could be developed more.

There will be some improvements to Hauler AI in the next update, including early drop off, a more balanced approach to gathering resources early game and better stuck detection. Thanks for trying the game and giving feedback!

(+1)

I'm probably missing something obvious, but it's unclear to me how to build new structures (it took me reading the comments to realize the tech tree UI was interactive). I've got builder bots and plenty of stone, but don't know how to actually build.

(+1)

And I've just worked out that you click on the flat gray space that remains after a mined rock lump to build.

Yea there is a message that tells you that when you unlock the Miner, but I will be adding some better ways to find info like that.

(+1)

Thanks for the reply and for a fun idle game.

I did find that later in the game the Hauler bots would go back forth as a big group between newly release resources, which could mean they take a while to drop any off. Not a big issue as it's near the end when I'm just waiting to get as much sap as possible, but did make me wonder if more smaller haulers, or smarter haulers would be good.

Thanks again!

While not a game changer, I'd like the option to rotate the map.

The game is great but the panning system is a bit wonky so maybe fix that! Also if the code is not optimised for better performance maybe try to do that too...

(3 edits)

Okay well maybe there's just something wrong with my gpu (wouldn't be the first time) where it doesn't like running the game because I used a buddy's setup and the game was a lot smoother. However I ran into a bug where a tree was very close to one side of my main building and my hauler(red bot anyways) just kept running into the main building on the opposite side trying to get it.

Hey, thanks for trying again. There are indeed some issues with units getting stuck in the current patch, but they should be fixed next update!

I think you're on track to get something pretty neat going. I made a list of notes while playing, and I'll go ahead and share them below.

Upgrade tree wasn't super obvious

Most of the resources don't feel super useful in the greater context

Encouraging bots is not great and the related objectives feel tedious

Some of the objectives seemed impossible based on the map specs

Some of the location perks aren't immediately obvious by the tile. Maybe a tooltip could help.

Building box didn't fit neatly within screen, selecting a building space close to the edge made it impossible to close window

I didn't really get a lot of strategy and after a couple hours of letting it run in the background while I worked, I switched it off.

(+1)

Hey, thanks for the feedback! Fixes for some of these things are already planned. With additional features I intend to deepen the strategy, especially by adding stuff like enemies and combat. There will also be more types of upgrade-relevant resources beyond just sap.

Finding the balance between players who like to play actively by doing things like encouraging and people who like a more idle approach is challenging. The Beacon structure that automatically encourages bots can be used to complete those objectives passively. There's also a Leader bot type planned that will encourage nearby bots.

That's awesome! I'll be following the project. I love idle games like A Dark Room and I don't think you're super far off achieving what they were able to achieve. I looked at your roadmap, so I know there's a lot to be excited for.

(+1)

I enjoy the concept but it seems to eat up a ton of resources.. I can only imagine it gets worse in bigger maps. Would love to see a less resource-intensive setup so it would be easier to run in the background while doing other things.. while not for everyone, I'm not a stickler on there being actual graphics so perhaps a purely text-based build would be suitable for this. Still, good work!

(+2)

This game is really fun! Only complaint so far is that fullscreen cuts of the left and right borders, otherwise great :)

 Thanks for playing the game and making me aware of this issue! I adjusted a setting that should ensure the UI doesn't cut off on certain aspect ratios, so it should be fixed next patch.