Technotopia on Steam - User reviews, Price & Information

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Welcome to Technotopia, a city-builder card game. Take on the role of an AI designed to build a perfect city. Build districts, meet the needs of diverse communities and maintain the delicate balance between factions vying for control over you!

Technotopia is a puzzle, deckbuilding and choices matter game developed by Yustas and published by Alawar.
Released on October 23rd 2024 is available on Windows and MacOS in 3 languages: English, Russian and Simplified Chinese.

It has received 406 reviews of which 355 were positive and 51 were negative resulting in a rating of 8.1 out of 10. 😎

The game is currently priced at 4.99€ on Steam, but you can find it for 4.20€ on Instant Gaming.


The Steam community has classified Technotopia into these genres:

Media & Screenshots

Get an in-depth look at Technotopia through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 64 bit
  • Processor: Intel(R) Core(TM) i5-4440 CPU/AMD Ryzen 5 1600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 960/AMD Radeon RX 760
  • Storage: 3 GB available space
  • Additional Notes: Stay Hydrated
MacOS
  • OS: OSX Big Sur 11.7.10 or newer
  • Processor: Apple M1
  • Memory: 8 GB RAM
  • Graphics: An OpenGL supported GPU
  • Storage: 3 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Feb. 2025
Techonotopia is a more narrative focused roguelike deckbuilder, once the story is done, the game's done, but that doesn't mean there isn't lots to love about it. The art direction, successfully achieving an art deco look and feel, coupled with the limited color palette make for a very readable experience. Building the city is sort of like Tetris, as you'll have to create specific shapes to build specific structures, which will give you certain bonuses depending on the color also. Because of that, The game resembles Dorfromantik more than it does Slay the Spire or any other deckbuilder that might come to mind. It's ultra chill, perfect for a calm weekend. If I were to recommend a tea flavor for it, I'd say cinnamon tea. for reviews about cozy or creepy (or both!) games, consider taking a look at my curator page https://store.steampowered.com/curator/44079361-Ghostly-Ramblings/
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Feb. 2025
High Quality of Life The first game start was such a positive experience. No endless loading times, no endless publisher/developer screens. The design of the starting screen is so pleasant. The volume out of the box was set to roughly 1/3 of max volume, which was the absolute sweet spot for me. The game and its sounds actually pause when you ALT+TAB to a different window. The system requirements say: Stay hydrated :) Game concept: The game is a puzzle-citybuilder-deckbuilder mashup with a story (with the citybuilder aspect far in the background). You have 4 different types of basic blocks, which are associated with the 4 factions (government, elite, business, public). For every block you put down, which you do by playing 1 of the 3 cards you have, you gain resources for the associated faction, and you gain additional resources for building districts (4 blocks in 4 particular shapes) which are also associated with factions. Building 4 public blocks in a row will therefore also give you resources with the business faction. The factions require resources upkeep every 10 turns. If your resource value drops below 0 with any faction, the game is over. During the story, you get missions from the factions, which require to build your way to construction sites and to build on every block around those sites. When you manage to do that before you're game over, you get influence with this faction. Your goal is to collect so much influence with each faction that you can advance in the story. That being said, the elements that allege it is a citybuilder are really just a matter of designation ("Districts"), because in terms of mechanics, it's just another layer of puzzle-gaming. The game lacks the depth & freedom to qualify as an actual city builder imho. My experience The start of the gameplay was a little hiccup, as the introductory explanations went off on a timer. I had to yawn during one, so I didn't get to finish reading it because the next slide was already there. After that, the dialogue was connected to user input, thankfully. The tutorial is a start, but it could be clearer in some points, especially that you have to build your path to a person you are supposed to talk to. That wasn't clear enough in the tutorial imho. Every 5th day out of 10, an event occurs to which you get 3 different ways to react to. Your choice will either increase/decrease your amount of resources with one or more factions, or increase/decrease your upkeep. I need to criticize how this is implemented, because you are shown the symbol of one faction, and yet in most cases your decision influences more than just one faction, and often you have no idea HOW this decision will influence this faction. A few can be logically deducted, but most can't. So when you click on your option, you have to hope that it will do what you want. A non-negligible design flaw is in my opinion, that you cannot end a run at any time, which you would want when you are at -200 upkeep but you start the 1st round after reset with less than 100 resources for 3 or 4 factions. The next time you play, you will only resume from where you left off. You have to actually play until your resources with one faction goes below 0. Sadly, as opposed to the trailer, the AI does not actually speak, nor does anyone else. There are no voiceovers in the game. You have to read all the dialogue, which thankfully is not a lot, but I just think it could have been nicer with actual voiceover. The game has 37 achievements and all but one can be accomplished with moderate grind. The last one, however, is quite luck dependent though (increase criminal influence 6 times in one run). In most runs I haven't even seen a single option to influence crime, much less 6. Although luck was on my side and I got it LITERALLY in the next attempt after writing this review . Otherwise, I can recommend the game. It was quite enjoyable, and the music was ok for 7-8 hours before I had to mute it, which is above average for me. I played through the game in 4-5 hours, and got all achievements but the luck based one in around 9-10 hours. After that it was playing for the luck based achievement which I got in a little over 14 hours.
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Dec. 2024
While I enjoyed my time with the game, it did fall short of what I wanted it to be. As you can see I do still recommend it, but that's kind of begrudging. It's a good game and exactly what it says on the tin... But it could very easily be a great game. It sorely needs it's rogue light elements better enumerated so people know how these interact with the rest of the systems. I know that it's nothing is that complex but they feel more like hidden bonuses than actual progression. These could similarly be enhanced without the need to actually create new content for them, but to get the most out of the content they have already. A small amount of effort could probably push this games run time as much as 10x longer... as it is now, I don't regret the money I spent on it, but it doesn't feel great either.
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Nov. 2024
(Подробный обзор на русском с картинками: [url=https://dtf.ru/s/590518-yakor/2955242-tehnotopiya]> тут < ) A story-driven resource management game in a rogue-lite format. Construct buildings and make law choices to maintain a balance between factions. + Form «tetris»-like districts to get bonus points for factions. + Many special buildings that improve the efficiency of construction. + Events that give building cards, fraction scores, long consequences and unlock even more events. + Graphics. Take a closer look at your city: there are people near shops, steamy factories, parks with fountains and flying airships. I love these little details. + OST. Pleasant futuristic music. + Achievements encourage you to try different extreme strategies. + Price. = Short. ~2 hours for the story, and the same for the rest of the achievements. = Rogue-lite format. You keep your completed story objectives between runs. After each run you unlock new cards (according to your actions for fractions). = The story looks naive — but dark after you rethink all the events. – The story ends before you have unlocked most things. – There are many cards/events, but you see them many times. – No side quests, no choices. The world is dead after the story. – I've missed combined cards like house+park that were in the demo. – No journal to see all the unlocked buildings. The little casual game about AI, future and choices. It's OK, but I wish it could be more deep in mechanics.
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Oct. 2024
Short version: Fun game that could've been so much better that it kind of hurts. Get it cus it's cheap and fun and kills a few hours in an enjoyable enough way with good art, but if you want to see a casual card city builder done even better check out "concrete jungle", this one misses the mark of being a true classic. Long version: I wasn't sure if to review this game as positive or negative. If I had to go by the steam review scale it would be "mostly positive", but in the end even when sutff bothered me i kept coming back to the game, finished it, and it felt cheap enough to have been worht the time i played it. Having said that it hruts because this game could've been way better. It's a card based city builder with a really cool art deco metropolis-inspired aesthetic. The mechanics are, at their core, good nad itneresting, the game is fun and back when the prologue was out i was getting a bit of tetris-effect from playing it in my head even after no longe rplaying it because it's very catchy and addictive. It also runs fine for me. PROS: -love the metropolis inspired art -fun, addictive gameplay mechanic -decently challenging at times? Having said that the game also has some glaring issues that must be mentioned. CONS: NOTHING YOU DO MATTERS. Failing the game doesn't have any consequences. The story will continue from right where you left off no matter what. So you think you might just build to see how far along you can get in building your city, except... the game doesn't keep score. there's no beating your own high score like there is in dorfromantik. It's like the building mechanic is there just for you to have something to do while progressing through a... frankly uninteresting visual novel. This particualrly scorns me sicne it was a problem evident in the prologue too and I did mention it back then, but I guess they didn't think it needs to be fixed. The game is basically split in two. There's the story, and then there's the gameplay mechanic. The two feel completely disconnected form each other and often hurt each other. The story doesn't really make sense (someone asks to meet you so you... build buildings in their general direction? jeeze just send an email. and the city gets demolsihed and you ahve to rebuild it every time the AI fails? that makes sense from a gameplay perspective but not a plot perspective), there's five plots going on at once, i was struggling to keep up or stay invested in any of them. Meanwhile, the gameplay, while really fun, doesn't keep score or anything so it's unclear what your goal is in playing the game except to progress through the story (which as we've mentioned is... not fascinating). If the point of the gameplay is to build your city as bgi as you can before the AI can't keep up then the game needs two things 1. some kind of scorekeeping system so you can compare how well you did ot previous attempts 2. a deck that doesn't change from round to round. i get it it's a deckbuilder, but... i typically don't get much say in how my deck looks because a lot of thigns i don't control affect it and it's hard ot tell if i'm doing better than last time because i got better or because the cards i have now are way better than the cards I had before, just because the game gives you new cards at the end of each round. 3. more predictable outcomes. it feels like every choice you make has 4 outcomes but only the first one is in any way shape or form predictable. this gives the game too much randomness and makes it rely too little on skill in my opinion. I only encountered one bug through my playthrough when a few buildings that are only supposed to be activated when they are surrounded by other buildings either activated too soon, before they were fully surrounded, or didn't activate at all, thinking there's still 2 empty slots next to them, when really there were none. Thankfully this didn't happen with any of the important buildings so it didn't halt progression of the story. how to fix this game: 1. add some kind of penatly to losing the game and some kind of benefit for lasting longer in it. ideally maybe divide the story into a few separate scenarios that have to be restarted if failed, but ending each one is a ssort of "checkpoint". 2. add a turn counter and a score saving system so you can see if you lasted more turns than last time. 3. having some unforseen consequences int he game is fine, but we need less. when it's this many it's practically like rolling a die any time you make a decision.
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 10 April 2025 00:05
SteamSpy data 08 April 2025 14:51
Steam price 15 April 2025 04:21
Steam reviews 13 April 2025 12:03

If you'd like to dive deeper into the details about Technotopia, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Technotopia
  • SteamCharts - Analysis of Technotopia concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Technotopia compatibility
Technotopia
8.1
355
51
Online players
3
Developer
Yustas
Publisher
Alawar
Release 23 Oct 2024
Platforms
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