Slipways Classic
The PC version adds a council of five races with varying technology and philosophical outlook, a replayable campaign mode, revamped procedurally-generated graphics, and many other features - while still keeping the swift gameplay of this preview. If you'd like to stay up-to-date with the progress, check out the Discord server or the Twitter feed.
How to play
There is an animated quickstart guide, but here is the shortest possible version:
Drag the map around using the right mouse button or the SDFE keys. Click to drop a wormhole that will become your starting point. Then click and drag to find some planets, which you can colonize with your chosen industry type. Drag from planet to planet to connect them with a slipway. Try to connect planets that make stuff with planets that need it. Buy structures by dragging them from the bottom-right corner. Research technologies from the top-left corner. Click the heart symbol to check your score.
Make the biggest, baddest, most prosperous empire possible!
Credits
The game design, coding and graphics are all by me - Jakub Wasilewski. All things audio by Gruber.
This game would not be possible without the help of my Patreon supporters, including these top-tier heroes: Tomasz Bylina, Adam Kwapiński, Thorsten Schleinzer, Marc Holmes, Grzegorz Dałek, Andreas Bretteville, Carlos Pardo. Thank you!
Status | Released |
Platforms | HTML5, Windows, macOS, Linux |
Rating | Rated 4.6 out of 5 stars (395 total ratings) |
Author | Jakub Wasilewski |
Genre | Strategy |
Made with | Aseprite, PICO-8 |
Tags | 4X, Economy, Mouse only, PICO-8, Pixel Art, Sci-fi, Singleplayer, Space, Space Sim, Turn-based |
Average session | About a half-hour |
Languages | English |
Inputs | Mouse |
Links | Homepage |
Download
Click download now to get access to the following files:
Development log
- Slipways PC - open beta available!May 06, 2021
- Slipways PC - final release date and roadmapMar 19, 2021
- Slipways PC - release date, trailer, Steam page!Dec 02, 2020
- SlipWays development - November updateDec 01, 2019
- PC Slipways are back in development!Oct 26, 2019
- SlipWays 1.1 releasedApr 07, 2018
- Working on a balance updateApr 05, 2018
- SlipWays updated to 1.01Mar 26, 2018
Comments
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A couple of other tips:
- Try to use Earth planets to create humans where possible. Although robot -> wheat can be useful, population affects your final score so you want to have a human bias.
- You can also create humans from ocean world, wheet + ore = human, which is useful, and if your human flows to a mining planet then then its a two-way flow immediately.
- The settlements that create happiness, I think for jungle it's humans and goods, for earth its computer chips and goods, these upgrade aren't great because it's hard (maybe not possible?) to upgrade the planet to prosperous or rich, and because the planets don't provide resources it can limit your expansion potential. I would only do this if there is no other option, like you have a jungle at the edge of the map.
- Try to get three resources into every marketplace. Four resources have no effect, so three is the max. If you have two spare resources on their own then it's still worth creating a marketplace for them but you may be able to route a third resource from somewhere using the upgrades.
I finally beat "Tough".
Some upgrades from memory:
- space folding
- geneseeds (allows development of "barren" and "iceworld", quite useful)
- the first extender that can't go under existing slipways. These are cheap and can very useful to unlock some valuable routes.
- marketplace (this seems to be fairly instrumental in getting a high happiness and good cashflow).
- the upgrade that makes settlement faster, I forget what it's called. Try to get this early if possible, the earlier you get it the more time you will save.
- the extender which goes under slipways, may seem redundant to buy this as well as the first one, but I had enough cash flow and there were a few key routes I could create to squeeze more out of the map.
- transcendence (or whatever it's called), which converts humans into happiness. I actually achieved five stars on the third last day, so I already have five stars when I bought this on the last day. I had enough cash flow to build four of these and boost my happiness bonus to 150%.
Tips:
- Don't bother settling on the first day, focus on probing as much area as possible and planning your initial connections. The initial cash balance gives you a couple of days before you need income.
- Yes, you need to restart if you get a bad start, luck is a fairly large part of this game, though there is enough skill to make it fun.
- Don't build the converters that convert the green circles into wheat in the early game. They are expensive and take too much time for the connections. Instead, you can create wheat by using the scavenger planet to create a robot then you can create wheat from either the earth or ocean worlds (and the wheat flows back to the scavenger planet, immediately fulfilling one of its requirements). Only build those greenhouse converters when you have already established plenty of cash flow and have the spare time and you're just trying to squeeze a few extra resources out of the map.
- Try to create structures where you have two of the same resource near a human, so you can create a science lab that produces three research points. It's important to get a couple of these relatively early (doesn't need to be before your first upgrades, but early mid game). The earlier you have science labs, the more research points you will generate over your entire game.
- You can get discounts on upgrades by creating science labs using specific resources (look at the upgrade dialogue to see the resources). This can be helpful to get an upgrade one turn earlier than without the discount, but I found trying to focus on the discounts was unnecessary, it's better to get the good science labs generating three or more resources.
- I used sunburst a lot prior to "Tough", but in "Tough" I changed my strategy so that I no longer used it because it uses up a lot of time, both performing the collapse and connecting planets to the sun. Not only does it use up time but it is expensive too. It may be useful in some circumstances, but I certainly wouldn't rely on it. Try to avoid it if you can.
- The upgrade that makes greenhouses produce two wheat instead of one, I liked this prior to "Tough", but in "Tough", as I was no longer building many greenhouses this became less useful. It may help in one or two places just to squeeze a bit more out of the map, but I wouldn't rely on it. You can use it to more easily build science labs that have two wheat coming in, generating three research points, but the cost in time and money for the greenhouses makes this prohibitive at the "Tough" level, and there is no upgrade discount for wheat (not that the discounts matter too much).
- The upgrade which makes settlement faster, when you are close to this obtaining this, you might want to leave some planets unsettled and focus on market places for a couple of turns. This will give you more benefit from the upgrade.
- You can leave some planets unhappy as you build out, but, in the end, I had everything happy, using the upgrades to create routes around and under existing slipways helps. Focussing too much on keeping everything happy may reduce your income and growth potential as you may be satisfying planets that have low cash generation. Two planets with one unhappy is worse than five planets with one unhappy, so keep settling and extending and hopefully you'll find a planet that can solve the unhappiness.
Dude, this is such an awesome game and I love playing it. It's a great concept that your time is limited and you have to try to get the best organization possible. I had a really fun time figuring out how the mechanics work and making some mistakes early game. I would love to mabye see something like and infinity mode later on. THanks!
You could check out the big version (Slipways, without the "Classic") here on itch.io or on Steam.
It's got an endless mode and lots of new things on top of that, but same concept for gameplay.
This was way too much fun! First off, really love how you worked with the pico-8 limitations, it feels great and looks great even with the 128x128 and limited color palette.
Making mistakes in this game is punishing, but thanks to the 25 year cycle it's very much contained, so mistakes only matter for a short (well, round an hour) long run. Compare that to stellaris, where if you colonize the wrong planet at the start you really have to go for an uphill battle the rest of the game. Here it's more of a "oh fuck I probably shouldn't have done that, I'll do it differently next run".
Overall, this is really impressive work, good job!
Pretty fun game, but it's not cool it's only 25 years and no other goals apart from connecting planets...
Also it's annoying how little information there is, and mistakes cost heavily... For example you place something, but because of some mechanic you didn't know about now that thing is useless... Or let's say you accidentally make an unnecessary slipway, or connect the wrong resource to a lab... And there is nothing you can do to change that...
Also would be cool if there was an option to send more than 1x resource from X to Y.
Also not being able to change anything you placed has another issue - your infrastructure from before slipgates is less efficient... If you built it after inventing slipgates it could be much more profitable... But it is done, and you can't do anything about it!!
Finally got 5 stars on Reasonable. Now to tackle harder difficulties.
my speedrun record is 6 seconds : )
managed to explore an entire system
I would love it if this game had an endless mode that autogenerate new sectors via a struceure and had no time limit
Fantastic game! I think it would be nice if you could use planets like gas giants or iceballs to connect other planets and transport resources.
that's what the slipgates are for.
Any chance for an android version?
i dont know what you put in this game but i've spent several hours just doing the same thing over and over and will probably continue to do so. i fear what will happen when i eventually buy the finished version.
Blown away, didn't even finish a match. Exploring the game without reading the wiki was my best decision in a videogame in a long while. The fact that this is also the <3 Pico-8 is utterly fascinating. :D I am happy.
Great Game!
Can you add an endless mode? I enjoy the game but feel it is too short!
been playing 3 hours still haven't got over 1 star, 10/10
There isn't any sound any more
this game was good
installing with itch.io client doesnt work for me on win 10 :/
with the tutorial i understood the mechanics. fun little thing.
why esdf and not wasd?
would like to see a way to delete a slipway
fax an undo button would be amazing
it would, in free play. i believe that forcing the player to decide adds a layer of strategic complexity to the game, but i am also just a game design student so im not the most researched in the topic. as a player though i enjoy having to stop and think before selecting am optio
I just don't get this game. It honestly feels very luck dependent as if your starting area has bad planets, that just snowballs into not being able to do anything until much later, by which time any chance of a good score is gone. Is there some obvious strategy I am missing or is it just reset until I get a good start?
Just keep playing, and if it still doesn't click, maybe the game just is not for you.
Also, remember, this is basically a demo.
i feel like something to keep in mind is that some of the strategic planning comes from deciding which planets to use and which to ignore, as well as when to use planets. i hope this helps
Also just because a planet is unhappy doesn’t mean you have to satisfy it.
Just move around the map and find an area with high planet density? If you still get bad rng, just restart. But I played many games, and I don't think rng is really such an issue.
doesn't work for me on MM+ latest onion FW / Fake08
gives error cart not found
tried changing the extension, checked gameslist.xml seems fine
have the PC game already and was really keen to try it but am at a loss here
have many other PICO 8games running all of those have .p8.png extension as well
Not sure what the acronyms you use are referring to, are those emulators, hardware?
If yes, I'm afraid I can't help much with troubleshooting - I can only test on actual PICO-8 and in-browser.
thanks for responding, I am referring to running the game on the Miyoo Mini Plus handheld emulator using the Fake-08 core (which itself is being managed by Retroarch i think)
I realized it is actually working and to get it starting properly I just need to load Retroarch and do a 'restart game'. Then it loads to the title screen as it should.
That said once is loads it shows a mouse cursor but no way to control the mouse cursor using the miyoo dpad or buttons. Usually one can remap the inputs in retroarch but it doesn't give any way to remap mouse.
I realize you didn't build this game with this handheld console/emulator in mind so not expecting you to give a solution. In fact big thanks for making these great games!
I am sure there are other ppl than I who would also love to run your game on it. Having slipways running on such a pocketable device would be awesome. So in case anyone else knows how to get the mouse controls working for slipways on a MYM+ let us know! :)
Still having fun enjoying this game :D
awesome, game putting the steam release on my wishlist. my best score on challenging so far:
now it is reasonable to buy the game
man this game is good to play, its a stress relief once i understand how the game works. i just hope that there'll be an endless mode of this game.. but since forgiving is done i still have another challenges to be completed :D but still this game makes me replay a billion of times that my friend told me to "move on, this is 2023"
i'd pay a lot for the pico-8 version to be made endless.
Its not that the PC version is bad by any means, but this version's graphics are in my opinion more aesthetic, a good breakoff from traditional 3D graphics.
Reminds me of MOO1 and the barebones simplicity is an aspect which I feel isn't kept 100% in the PC version.
can you please add endless mode to the pico8 version
very dificult even on the easiest mode still very fun
It's not that hard after you really do understand their "how to play" methods
This is such a great game. Would it be possible to sandbox play after the time runs out? I've gotten four star runs with unexplored planetoids, and it's a tiny bit unsatisfying for my completist soul.
The PICO-8 version of the game is not getting any new development, sorry.
You can take a look at its bigger brother, which includes many new ways to play (including an endless mode for when you want to colonize *everything*): https://store.steampowered.com/app/1264280/Slipways/
The other Slipways look cool, but I don't think that there are any other forain empires, foragin trade, or battle mechanics. I may be wrong (nad correct me if I am) but if I'm right that may be a cool update or mod.
the star is op
I got a 4 Star run on Forgiving, with 8 or 9 Rich planets, 15 or 16 Prosperous planets and 3 Green planets. My best run by far.
Jakub, are you no longer accepting patreon supporters? I assume with Slipways doing so well you have less time but I’d still love to support you and get access to past patreon-only goodness! :-)
Unfortunately, the Patreon creator page is no longer active. Slipways is indeed 99% of my creative output right now and it's treating me well financially, but the flipside is that I have much less time and energy left for other projects. This might change in the future once the project is complete (soon!). Thanks for your support either way!
Can I call this a 3X game? eXplore, eXpand, eXchange?
The official version is eXplore, eXpand, eXploit, eXhale ;)
lololol
Highest score is 9806 on Forgiving. Not great, but it's the products of a double-digit number of runs, which is a lot for a small free game on Itch. Love this game, I'm glad it got a AAA release
good game
i want a sandbox mode pls
Amazing game! I know that full-fledged PC version is out (already on my wishlist), but I believe I found a small bug - when you connect an Ascension Gate with a star first and then connect the same Ascension Gate to a source of people, the people won't be converted into happiness. The "Wants More" of the Gate will only show the star resource.
Gates that first receive people and then star resource do not have this problem - their "Wants More" correctly shows both people and star resource.
That's just how energy works - and that's true even in the updated PC version. If you use it to replace a need, that needs gets replaced completely - only more energy will be accepted, not the original resource. So, not a bug - but maybe a little counterintuitive.
Have fun with both versions of the game! :)
Why is the cartridge download a png file?
That's how cartridges work on PICO-8! (the PNG contains all the data necessary to run the game, as well as the picture)
Holy crap. Now THAT'S clever. That's outstanding.