Making it Home Reviews
A vehicle building game. Put your engineering, design and creativity skills to the test as you combine simple elements into complex contraptions. Jump around your vehicle to keep it moving and overcome challenges in the campaign, or just relax and build your dream machine in the cozy mode!
App ID | 1098220 |
App Type | GAME |
Developers | Pill Bug Interactive |
Publishers | Pill Bug Interactive |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Shared/Split Screen Co-op, Shared/Split Screen, Partial Controller Support, Remote Play Together, Steam Leaderboards, Stats, Steam Workshop |
Genres | Simulation, Adventure |
Release Date | 3 Sep, 2021 |
Platforms | Windows, Linux |
Supported Languages | English |

15 Total Reviews
15 Positive Reviews
0 Negative Reviews
Negative Score
Making it Home has garnered a total of 15 reviews, with 15 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
99 minutes
Good game. Story is kinda repetitive but the creativity this game gave me was endless i always tried new things
👍 : 0 |
😃 : 0
Positive
Playtime:
264 minutes
This game introduced me to a feeling I haven't felt in a long time. it developed the feeling using very fun but very difficult campaign. It introduced the impossible task of making it home on time and no matter what strategy you choose it always manged to put me even more behind schedule. however unlike most games It did not require you to repeat any levels and instead gave you the chance to retry if you think you could have done better. This along with the cute graphics and the interesting and new strategy aspect game this game is highly recommended if you have a few hours to kill on a fun adventure.
👍 : 3 |
😃 : 0
Positive
Playtime:
3379 minutes
Is it a platformer? Is it a sandbox? Is it an optimisation puzzle?
Yes! and it keeps growing and developing in ways I couldn't have predicted.
Build your vessel, mario all over it to get coins, use coins to make a grander vessel, and all against the clock.
Depending on your style, maybe the vehicle operates itself, maybe it's 100m tall, maybe it's 100m long, maybe you can use your melee 20XX skillz to go even faster than automation allows?
👍 : 5 |
😃 : 0
Positive
Playtime:
235 minutes
The gameplay is unique and really fun, but the game just lacks a little polish overall, especially with the graphics. That said I still think it's worth playing, and I found the story interesting and weird.
👍 : 0 |
😃 : 0
Positive
Playtime:
826 minutes
This game filled a niche I didn't think would satisfy me. I found myself spending most my hours trying to maximise my speed trying to beat the boss of each act on my first try. It brought such gratification, both in designing a vehicle that could surf the dessert, and maintaining it through platforming. I really did enjoy the unique gameplay, and chaotic nature that was presented from drones, to competing with an aeroplane that bombs you, to going head to head with a train you have to board and sabotage while keeping your vehicle in the lead. If you love optimising, and working with obscure tools to achieve success, this game is as close as it gets.
👍 : 0 |
😃 : 0
Positive
Playtime:
91 minutes
Story: 7/10
Gameplay: 8/10
Graphics and audio: 5/10
Overall: 7/10
👍 : 0 |
😃 : 0
Positive
Playtime:
103 minutes
Really innovative and clever game - not played anything quite like it! Great job Pill Bug. I would recommend to anyone whose looking for something different or they're into platforming or management games - or indeed BOTH! Can't wait to explore more!
👍 : 4 |
😃 : 0
Positive
Playtime:
182 minutes
Neat little game with innovative ideas and design-choices. A little bit rough around the edges, well worth a try if you’re interested. See the suggestion portion for some more info regarding aspects that are potentially flawed.
[b]Pros[/b]
• Innovative gameplay.
• Unexpectedly good music every now and then, it just goes off and is great.
• The core mechanics are very well made and feels great to play around with.
Roguelite mechanics where you can permanently unlock parts, always fun with a bit of roguelite.
[b]Cons[/b]
• The story and surrounding aspects are quite rough around the edges.
• The pacing of the music is a bit too varied, doesn’t set the mood properly. For example, when racing a bunny, the music was slow and then all of a sudden it went into a chant that gave an impression of a tense moment and increase of pace, then it just died out and left a bit lacklustre moment; The music built up to nothing.
[b]Suggestions[/b]
1. Have tutorial windows on the left side instead of the right side. Currently the tutorial windows are obstructing coin pickups which can potentially cause the player to skip the tutorial windows to get a better look at the coins. They cause more harm than help as they stress new players and confuse.
2. The “cinematics” which are conversations should have a way to hop through quicker, currently you can only skip the entirety of the cinematic which might not be to one’s wish. This might just have been the first intro-cinematic though, the rest of the dialogues can be quickly read through.
3. Having the controller bindings visible in blueprint-phase gives the impression that one is able to construct the vehicle with it, but it appears multiple functionalities aren’t available through the use of controller which forces one to use keyboard and mouse. This presents the following questions: Why should I play with controller when I am forced to use KB&M either way? The partial controller support is accurate, but it feels a bit odd that *some* of the construction aspects are supported and some aren’t.
4. The game speaks of a schedule, the player is not shown this in a well thought out way. Maybe display a more visual timetable to give the player a better view of how one can strategize the use of time. For a game that encourages speed and optimal time-use, I didn't see any obvious way to get a good feel for how much time I had to work with. The game said "You're X time ahead/behind", but this was very abstract as I didn't really know how much I had to work with in the whole. How much is two hours behind relative to how many hours in total? How long time left?
5. Recharge indicator for objects. It’s difficult to plan on how to move without indicators on parts. Nothing big, maybe just a small meter on the object that progressively fill depending on recharge. This is also something the player themself plans, so it might be a design-choice to exclude this as it encourages planning in a different way. If this is the case, maybe give the player some more info regarding the parts? Recharge time in seconds when in blueprint phase or maybe the possibility to run around in blueprint phase and activate the parts to see their recharge time and effect. Might be in the game already but with me missing it.
👍 : 4 |
😃 : 0
Positive
Playtime:
73 minutes
Very nice little game, the car building mechanics have a lot of variety and replay value. There's a rewarding gameplay loop as you'll definitely make some mistakes when building your panels, but it's quick to try another strategy and get back into it.
👍 : 5 |
😃 : 0
Positive
Playtime:
1497 minutes
I'v played a total of 24.3 hours in 2 days, this game is addictive. I haven't even tried half of the contraption and mechanics, this is just fun is all I gotta say.
👍 : 4 |
😃 : 0
Positive