![slipways wiki slipways wiki](https://i.pinimg.com/736x/2f/71/77/2f7177548382434c08397e1e51da6e25--st-ives-cornwall.jpg)
Writing for Wireframe Magazine, Ian Dransfield called it "a focused, delightful puzzle game masquerading as space empire-based grand strategy." References
![slipways wiki slipways wiki](https://i.ytimg.com/vi/-mCTbDQs8xw/maxresdefault.jpg)
Rock Paper Shotgun subsequently listed it among the best space games for the PC.
#SLIPWAYS WIKI PC#
Reviewing a pre-release version of the game, Andy Kelly of PC Gamer wrote, "It's a wonderfully simple, streamlined strategy game, but still makes you feel like you're building something grand." Nic Reuben of Rock Paper Shotgun described Slipways as "a phenomenally smart piece of design" that pits players against their own poor impulses instead of AI-controlled players. When Wasilewski polled the PICO-8 players, he found they did not consider war to be a priority feature, so he stuck to the original design when developing the commercial game. He was also interested in an empire-building game that did not depict war as unavoidable. War slowed these games down too much, so he completely removed it. Instead of managing individual planets, Wasilewski focused on the logistics of an empire. Wasilewski wanted to streamline out the parts of strategy games that he found to be busy-work or excessive micromanagement. He originally implemented a prototype of the game on the PICO-8, a virtual machine in the style of a game console, using a pay what you want model. Slipways was created by Polish developer Jakub Wasilewski. Alternatively, a sandbox mode allows endless building, and a campaign mode offers more challenging puzzles. In a standard game, players compete for a high score by the final turn. If the empire's populace become too unhappy or the player runs out of money, the game ends. Researching new technologies can open different ways to satisfy these desires, and desires can change over time. Goods not exported cause unemployment, and goods not imported cause resource shortages. Each planet has desired imports and exports. As new worlds are discovered and colonized, they must be efficiently integrated into the empire's trade routes. Each alien race has their own priorities, such as performing research or establishing new colonies, and will reward players for accomplishing tasks related to their priorities. The galaxy is procedurally generated, and different aliens can populate each galaxy. Instead, players focus primarily on resource management and directing their growing space empire. Slipways incorporates gameplay inspired by turn-based grand strategy wargames, but it lacks war.