Go-Go Town!
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About the Game
Work your own hours. Be your own boss.
One quick phone call and, Congratulations! You’re the new mayor of Go-Go Town; a rundown tourism destination, well past its prime. Just like its residents…
Build
With some guidance from the elderly residents of Go-Go Town, you’ll soon learn the ‘ins and outs’ of being town Mayor, starting with constructing and repairing buildings. It’s all in the name of encouraging more tourists to visit!
But don’t worry, work will be a breeze with your tools – chainsaws, drills, trimmers, leaf blowers, and other power tools are at your disposal.
And once you’ve repaired the run-down buildings, decorated the town, and constructed a few new shops, it’s time to put your planning hat on.
Manage
You’ll need to make sure everything is running smoothly.
Making decisions about what shops to build, who will run them, how the shops will generate an income, and how to manage the supply chains to the shops, all while making sure your infrastructure is sound to avoid any major catastrophes.
Will you build an arcade with a dance game and neon lights? But then again, wouldn’t it be great to have a burger joint in town? And what goes better with a burger, than somewhere to buy ice cream and milkshakes. And what about souvenirs? Who wouldn’t want a memento from Go-Go Town!
Automate
Running a town will keep you busy, but don’t worry – Your residents are eager to lend a hand!
Expand your industries by hiring miners, fishermen, lumberjacks or farmers; Boost your towns commerce by hiring shopkeepers, artisans, and hotdog sellers; And get those goods flowing to where they need to be with a team of couriers!
With the right combination of tools, strategies, and infrastructure your town will be a well-oiled machine.
Expand
Soon you’ll find that your busy little town needs more room to grow!
Through the tech tree you’ll be able to unlock features like terraforming, which will allow you even more control over how you grow your town. Larger houses, buildings such as art galleries, and a greater variety of objects that allow you to add your own personal touches to each and every block.
Prosper
But all of the hard work you’ve put into Go-Go Town will not go unnoticed!
Word about your deeds will spread, and soon tourists will be flocking to town. With money to spend, they will be looking to Go-Go Town to provide places where they can get food and be entertained, benches where they can rest, and beautiful scenery that they can post on social media.
Some of them may just love it enough that they’ll want to move into town.
Steam User 57
Amazing game, Animal Crossing meets Automation and actual fun customization of the town. Even in early access it can keep you entertained for hours and hours just building up an amazing town and getting everything the way you want it. Definitely well worth the money and a blast to play. The future possibilities with this game are endless.
I'm Updating my review to confirm it takes a lot of hours to design a nicely laid out town where you use 70 of the 73 townies you can collect currently. Anyone complaining about not enough content might not of been interested in customization but if you are, the content is certainly there.
Steam User 54
Obsessed.
It's like Animal Crossing if it didn't run in real time, and you had things to do. There's SO MUCH to do immediately without being overwhelming, as there's no penalty if you don't do it. You unlock more as you complete each challenge so you can expand your town and automate some of the tedious stuff to keep up with demand, which works very well once you've set up the machines and assigned workers. It's easy enough to swing by every now and then and change the recipes or remove some of the surplus from storage.
Progression wise it feels quite organic, storage started to become a bit of an issue just as I unlocked the bigger storage area, and I like the import/export area to earn tickets to buy one off things like the XL storage if you're between challenges. You never feel like you're stuck at any point so no frustration or gating.
I got this on a whim and was expecting to play for an hour to see what it was like, but I'm hooked now. It is in early access and I think the challenges stop at 9 right now, and I've just completed challenge 6 at almost 9 hours of play time, but planning to take my time redecorating and redesigning once everything is unlocked
Steam User 53
An alien with tentacles is running the seafood shop. I ride around on a bug. A witch runs the book store. Life is good.
Steam User 40
This game is the magnum opus of the "build a town" genre and it is STILL in early access.
This game is such an incredibly intuitive, smooth, and relaxing experience. Genuinely, every single town builder game I have ever played is absolute trash in comparison to this. This game basically takes out all the annoying, monotonous, repetitive, and clunky parts of its predecessors to give a nice and smooth experience. Last I was aware, everyone seemed to praise (or maybe they are just the most popular) games like Animal Crossing and Stardew Valley. I tolerated ACNH for a bit but dropped off for the above reasons and (later) below reasons. I played stardew valley and was immediately agitated by every single aspect of it and probably played less than 10 hours (no i wasnt "not giving it a chance" it was incredibly dull and crap). Below I will list this games top 20 features that I think other games in this genre lack. If you feel the same I do really think you should get the game.
1. The game's tutorial is incredibly short and the game, its controls, and its utilities require little introduction other than literally introducing that they exist.
2. There is a lot of inspiration from ACNH. Such as a little phone with apps that acts as your way to access all of your utilities. ACNH does not give much purpose to the little phone.
3. Like ACNH, you can shape your enviroment (the placement of building, streets, pavements, etc. What is ABSOULTE DOG CRAP about this feature in ACNH is that for alot of the features to create a town that looks good you will need access to community designs. Even then you'll have to sit there for a million hours switching between road tiles you downloaded to find a certain street file so you can have a street tile that is drawn in such a way it gives the illusion that your road is turning instead of going straight. What GO-GO Town does is actually have great road and floor tiles that are no illusions that can be accidentally erased when trying to pull a weed out of the ground. The road times turn where you want them to turn, are straight where you want them to be, and stop wherever you like (without looking unfinished).
4. As well in regards to point 3., you are not CHARGED in-game currency for placing down ANY BASIC ROAD OR STREET DESIGNS. They do not take any bloody 3 dirt clumps you craft into 1 dirt sheets that you then need 500 of (which you will then have to replace as you unlock better streets which means all of your work/effort was useless), Placing down roads in GO-GO is literally like drawing in square grids. If you unlock new floor, just draw over the old floor if you want and it immediately replaces it with brand spanking new detailed and 3d flooring. If you unlock a "fancy" flooring and you want to put it down it will minus the money (and its CHEAP) from your money pot. If you decide you dont like it you can just go in build mode, click road you want, and then draw over it AND IT INSTANTLY RE-ADDS THE MONEY BACK INTO YOUR ACCOUNT. You are not punished for redesigning as you go.
5. More advanced Buildings require new advanced materials- not 5000 cinder blocks, 210 dirt mounds, and 32 modified steel which takes 630 iron which is smelted into 220 bars, which is then smelted into 32 modified steel with a crafting process of 10 hours (or maybe 4 if you have 20 machines and have all raw material on hand).
6. You are not CHARGED in-game currency for moving buildings NOR does it take 5 in-game days for the movement to happen. HINT- ACNH. Often times when designing, you really need to see how a building looks a couple blocks this way or that way. In ACNH you will be charged some insane amount of money and have to wait like 2 days just to realise you need to move it again. To anyone saying that its "less immersive that way" I would argue that in "any world" you would chart out how something would look here or there and if a game doesn't supply that feature you shouldn't be charged for having to physically do it.
7. You can choose where people live AND move where they live WITHOUT having to lose a certain character.
8. You can customise the colour of all buildings including the homes of the inhabitants.
9. The game has segregated areas for collecting materials. You do not LOSE the ability to obtain materials as your town expands. they re spawn pretty quickly.
10. There are hidden locations outside of your town you can get to via hidden tunnels. You DO NOT have to walk 500 MILES from your town. ACNH has none of this adventure.
11. Perhaps its a "minority" thing but i DESPISE when games have their music too loud or have almost no variety in said music. GO-GO has it so quiet in the background AND when a song changes they give you the name of the song and the artist.
12. When you are walking behind any tall or wide object the object become see through so you don't get stuck on walls, bushes, trees, etc that you can't see.
13. While inventory size is far smaller than ACNH and a bit smaller than Stardew's starting capacity, it is for GOOD reason. You are given MULTIPLE TRUCKS that hold SO MUCH STUFF. For example if you need to bring 10 apples to cindy, grab 3 steel and 3 planks to craft a new building, and pick up a like 20 octo-sausages to drop off to restock the seafood diner you do not NEED TO MAKE 20 TRIPS. You throw all your crap in the truck and just drive to each place and unload only what you need for that task. BEAUTIFUL.
14. When you cut a tree, forge a bush, etc you do not get a bunch of other junk. For example, instead of shaking a tree and getting 3 STICKS 1 SEED AND 4 WORMS when you just wanted the sticks, in GO-GO if you cut a tree you get the wood and thats it. Sometimes you may get A special treat. SINGULAR. not 10 items you DID NOT WANT AT ALL. Hint- lego fortnite.
15. You are not forced to pick up anything you do no want. It stay on the ground and doesnt disappear. Hint hint- lego fornite.
16. Crafting is clear and doesnt have an annoying and pretentious learning curve or grind. Hint- ACNH, Stardew, Minecraft, Lego Fortnite.
17. This game has PLENTY of decorations (reminding you again that this game is early access right now) and no doubt they will be putting in a whole lot more. I despise with my whole heart the lack of customisation in games. I was enraged by ACNH lack of customisation and variety. Same goes for stardew, Lego fornite, all old AC games, Sims(not paying 1000 bucks for all the customisation i want), and all games in this genre that I PERSONALLY have seen on the market.
18. Incredibly control. You are given the ability to assign whichever inhabitants to whatever job. You are also given variety in your shops in what they sell. For example, instead of only being allowed to sell burgers in a burger joint you can switch (or add) other related dishes which require different ingredients.
19. You are rewarded for your time and progress in the game with the ability to hire OTHERS to do the original dull work so you can actually manage your growing town. You can hire others to pick up cindy's 3 fish, 1 cabbage, 2 beetroot for her restaurant while you can deal with crafting a new material. BEST OF ALL its automatic- YOU DONT HAVE TO GUIDE THESE BOTS. They know what needs to be done and they do it. You'll often find yourself getting distracted with 10 other things just to come back to the first thing and find it done for you. Its lovely.
20. Don't let the front cover deceive you. The reason I hesitated was because I thought the game was gonna be a lot uglier that I thought. In reality it looks a lot better than the front cover art.
20/10 would recommend.
Steam User 24
I'm more obsessed with this game than I thought I would be. Everything really comes together once you've got your resource zones and couriers set up. They require so little micromanaging that it allows me to just have fun and play with the town layout.
And if I wanna chill from town planning, I can just play around in the resource zones, work on export missions, or just explore the area and watch the townies go about their business. I can't wait to see what new assets will be added to really jazz up the town!
Also, I appreciate that there's no combat. Just an awesome chill city builder game. :D
Steam User 26
Want to know if Go-Go Town is as good as or better than Animal Crossing? Straight to the point: This game is not Animal Crossing but is uniquely it’s own.
The Good:
The game has you hit the ground running. After a brief tutorial, you are left to zoom around at your discretion decorating, designing, dismantling, deciphering, or disorganizing the town to your liking. Progression is swift with no excessive time gates preventing you from achieving your design goals in one afternoon.
A boisterous soundtrack keeps you company. The music is so cheerful and upbeat, you might be nodding to the beat subconsciously while tackling the to-do list.
Income is based on a functional tourism industry and there is some consideration to put in the town layout. This adds some welcome complexity beyond just decoration.
Bright, colorful, cheerful, and ultimately silly world design assaults photoreceptors and cones.
Set the pace! Need to take it slow to redecorate the town? Close the gate and staunch the flow of visitors until things look just right. Moving things forward or pausing them to design in peace adds a lot to how relaxing the game is.
Player housing was recently added and the level of customization available and the nuance item placement is amazing and miles beyond Animal Crossing or even The Sims.
Great control scheme on both Steam Deck and PC with ample ability to rebind keys.
The Mediocre:
There are some genuine laughs with the humor in game, but sometimes it falls a little flat.
Town automation overall is welcome and the AI is rather smart at only producing what is needed. However, there is lack of information on when there is too much work for your workers to handle. For example, it is easy to create too much work on the farm for the three workers to handle.
Town logistics requires some thought when finally getting access to the couriers. It is not readily apparent at first, but poor design pathways for couriers can significantly slow down replenishing shops.
NPCs that move into town are fun and silly but offer little in terms of personality or interaction living in town once hired. They do not feel very alive, but they ultimately are a means to an end (automation and running shops).
There is so much to do, it can be simply overwhelming at times.
Exploring can be irritating without being able to carry any tools while using a vehicle. However, nothing time limited is beyond player control. This is only a minor irritation.
A few resource harvesters need to be moved manually when they rarely run out of materials. There are no notifications delivered to the player when there should be.
The fishing zone seems to be the bottleneck with resource production being the slowest of all zones.
The Bad:
Specific audio is unbalanced and either too loud or too quiet. Unfortunately, the audio options do not allow fine tuning. These options should be expanded more (ambient sound effects, footsteps, etc.).
The mayor (player character) customization should precede the intro/tutorial. To be clear, there are no restrictions customizing the mayor after the brief tutorial. This is more a design/flow choice. Personally, it makes more sense to customize the player character before the tutorial if that character is the player.
Several UI elements lack information. This is especially noticeable when browsing wares from a visiting trader. It is confusing trying to figure out if this item has already been purchased before. It would be helpful to have that information (how many items are in my inventory) or an easy way to tell if I already have collected it (previously purchased/unlocked).
The exports app only lists three options and has three reservation slots. It would be better if there were more options to pick from at a time.
Collision with objects is not uniform and getting trapped behind collision happens a little more frequently than preferable (vehicles especially).
The most egregious issue is redesigning/moving large amounts of placed objects. Objects can only be moved one at a time. Often, it is easier to delete large swaths and rebuild. However, cash runs out during these redesigns making moving some objects tediously necessary. This could be alleviated if there were "temporary money" for what was deleted to ease this process for players - For example, deleted objects added money to a temporary pool that only went away when closing the build interface.
THE FOLLOW ARE EARLY ACCESS ISSUES (and hopefully get corrected):
Town Maintenance workers bug out and all of them hyper focus on cleaning the same spot all at once. All garbage collection comes to a screeching halt while all of them do the same task instead of splitting the workload.
Farm seeds sit on the ground until the player collects them. NPC farmers will not collect them. Visiting farm fields every now and then becomes necessary or you run out of seeds.
Rice is currently not getting harvested by the AI.
I have absolutely enjoyed my time with Go-Go Town and look forward to the upcoming full release. Time spent on this game has been relaxing and self-paced with giant amounts of fun customizing the town. The asking price is well worth it. I also rest easy knowing Prideful Sloth will finish their game as they have finished their previous ones.
Steam User 28
wew approved? YES, YES, and YES! (cuteness overload!)
Go-Go Town is a cozy casual game. I think it can be considered as a management sim? After all, you are the mayor in charge of the town (you may or may not be kidnapped a ha ha).
It’s basically Animal Crossing, BUT with lesser restriction and faster progression. Unfortunately, as a person with quite a low attention span, I was not able to enjoy the AC series to their fullest due to the real-time system (always envied how others have such aesthetic decoration)… But now I have Go-Go Town :D
This game really fulfilled what I’ve always wanted to do in AC (some parts remind me of a certain trash raccoon… haha).
The game is currently in Early Access, but the game as it is currently already offer a lot of gameplay. I’ve been playing for almost 3/4 days straight WITHOUT SLEEP (addiction is real, please avoid at all cost). Personally, I really love decorating the town, I’m really looking forward to what the devs are going to add in the future (hopefully more customisation and automation!).
Overall, I think I really like this game, and am hopeful that it’ll just get better. 8/10 for now as there is still room for improvement!
PS: I’m playing it on the Steam Deck, and I think it works great! I do find that playing it on the PC is more flexible, so hopefully they’ll improve the controls on the SD in the future.