Highest Rated Comments
klabater12 karma
- 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.
- 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.
- There is only Police but in fact it is not mentioned directly, all the authorities are hidden behind the "Alert Level" system.
- 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
klabater10 karma
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.
klabater8 karma
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.
klabater6 karma
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.
klabater19 karma
Indeed. It's a request that comes often.
We're working on two solutions:
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