On another day I might call it the first ever citybuilding game.
Even a Settlers orFactoriocannot match its extreme focus on logistical simulation.
It is… a lot.

It’s too much at times.
But if you have those times, it will occupy them like nothing else.
In other city builders, you might enable recycling to make pollution go down 10%.

In W&R, populated buildings fill bins with “mixed waste”.
You must organise rubbish trucks, build them a depot, and a site to dump their collections at.
The theme isn’t “lol concrete commies”: it’s centralisation all the way down.

More research unlocks more facilities to put the remainder through, recovering different materials in the process.
Better still to research sorting, so people will separate it at home.
Being in charge of everything means exactly everything.

This is not a game about painting zones or lowering taxes.
There are trucks for that, too, and pipes and pumps.
Vehicles and buildings wear out and need repair crews, or a scrapyard to recover their ingredients.

you’ve got the option to’t demolish an occupied house at all.
There’s no “upgrading” a building.
You have to build things to demolish things.

That might be Workers & Resources in a nutshell.
You’re not managing budgets (money is exclusively for imports/exports), you’re organisingstuff.
Let’s say it: this sounds like a nightmare.

But W&R wants you to enjoy yourself.
You’re free to switch many challenges on and off at will.
Simplify electricity if it bores you, teleport stock into shops to save time, activate infinite money.

you could’t automate everything like aDistant Worlds, but you could tone down its demands.
Every new build ripples outwards with consequences and competing ideas.
The logic of where things fit and overlap is fickle and sometimes maddening.

I love its conceptual commitment to a planned economy that its genremates observe de facto but don’t examine.
Its complex models and processes built for the joy and satisfaction of watching them come together.
Its foundations in Slovak history and experience, and its refusal to be like anything else.
Many of you already know you would hate or have no time for it.
You ought to trust your own instincts.
But some of you are going to adore it like I do.
Give it some room, and you’ll be glad you let it take over your life.
It is, and I say this with love: fine.
I imagine its thriving mod scene will fill in those gaps.
Biomes is a nice bonus.
Thus: it’s fine, with potential to become more appealing over time.
These reviews are based on review builds of the game provided by the developer.