Collection Status
Your Rating
Description
Description from the publisher:
It's the year 1899, and strange phenomena are being observed in places like Stonehenge and the pyramids of Egypt. Time goes crazy, and newly discovered crystals have exhibited strange properties that allow for the creation of fantastic apparatuses.
In a race to exploit these discoveries, the rapidly industrializing nations have used them to construct gigantic steam-driven airships to travel through time and space. In Steam Time, the race is on for long-lost knowledge, vanished cultures, and hidden treasures. Travel to past ages, search for crystals, and use your crystals wisely to stay ahead of your competitors.
Year Published
2015
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment:
pos 3 ·
mix 1 ·
neu 0 ·
neg 1
Showing 1–5 of 5
Video kDRq1MGNwYY
JohnGetsGames general_discussion at 20:53 sentiment: positive
video_pk 11290 · mention_pk 33175
Overall sentiment (raw)
positive
Pros
- enjoyed by the host
- replayability in two-player mode
Cons
none
Thematic elements
- resource/engine building
- steam-punk aesthetic, operational efficiency around rail/time themes
Comparison games
none
Mechanics (from transcript analysis)
- engine-building — players develop mechanisms to generate actions/resources over time
- Two-player dynamic — designed for two players with tight pacing
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- If this was just a job if i was just doing this for money well first of all the channel would be a lot different
- it's been a real problem you know i mentioned that these playing with friends videos have been taking a lot longer to make
- these update vlogs are about me being transparent about stuff
- two cameras that work
- i'm tinkering around hitting a bunch of things with a hammer to see if things get better
References (from this video)
No references stored for this video.
Video A4KfrQ0G6r0
Chairman of the Board top_10_list at 7:43 sentiment: negative
video_pk 3014 · mention_pk 8779
Overall sentiment (raw)
negative
Pros
- solid engine-building core
- clear upward trajectory once established
Cons
- colorblind accessibility issues
- could feel stagnant once the engine is built
Thematic elements
- industrial efficiency and progression over time
- engine-building in a time-management world
- economic engine-building with time pressure
Comparison games
none
Mechanics (from transcript analysis)
- engine-building — build an action engine that grows with the game
- time track / non-return — time-based constraint prevents going back within a round
- worker placement — place workers on action tracks to activate abilities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- there's no super Superfluous rules there's no fiddliness so it's quite nice and pure
- this one stays true to what hidden role or hidden movement game should be
- I think this one is still my favorite one as one person takes the role of Jack the Ripper
- I absolutely hated this game I did not like anything about it apart from the visuals very stylish and I'm deluxified looking game
- the colorblind-friendly at all and me and my brother are both quite badly colorblind
- not colorblind friendly at all and me and my brother are both quite badly colorblind
- the ketchup mechanism in this game
- one of the nearest misses I've ever played
- therefore it's just not subtle
References (from this video)
No references stored for this video.
Video 0XeafPqi5WQ
Chairman of the Board game_review at 8:04 sentiment: positive
video_pk 1649 · mention_pk 4811
Overall sentiment (raw)
positive
Pros
- solid engine-building and approachable weight
- design by a favored designer
Cons
- colorblind accessibility issues; gems use colors that are hard to distinguish
Thematic elements
- time, engines, resource management
- steampunk-inspired world with engine-building and time-track progression
- engine-focused, strategic
Comparison games
none
Mechanics (from transcript analysis)
- engine-building — progressively unlock abilities by collecting gems and powering actions
- Time track — progress along a time track; strengthening later affects engine output
- worker placement — start at the bottom of an action strip and climb up as actions resolve
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the best thing about this game is that it is pretty much a full worker placement game but in a tiny little box
- I found it quite forgettable
- there's just so many good Tile placement games and so many good area majority games that this one does not even stand close to most of them
- I generally do quite like the idea and concept of this but I did find it a bit too abstract for my personal taste
- the game was certainly lacking
- production is pretty damn awful
- color colorblind gamers
References (from this video)
No references stored for this video.
Video 3jPDOXc95SA
Chairman of the Board general_discussion at 6:09 sentiment: mixed
video_pk 829 · mention_pk 2380
Overall sentiment (raw)
mixed
Pros
- Creative concept of building spots collectively
- Potential for powerful combos when set up well
Cons
- Overwhelming iconography and tracking
- Tendency to tangle in setup/recalibration rather than flow
Thematic elements
- Workshop/engine-building via evolving board
- Worker placement with self-built spots
- Creative, interactive with other players' builds
Comparison games
none
Mechanics (from transcript analysis)
- engine-building through shared spots — As players create spots, the options proliferate and become harder to track.
- information overload / executive overhead — Icons are small and the board can be overwhelming, requiring constant cross-checking.
- worker placement — Players build and activate spots that other players can use as the game develops.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the twist on this game was that these are animals not only do they move in different ways when you landed on them on the board which means you could plan turns ahead
- Meadow is kind of this little Tableau building game as you're playing cards out in front of you
- no rules overhead in this one
- this was almost enough for me to keep this one around
- there was no real interesting decisions to be made and it became quite frustrating at times
- less is more
References (from this video)
No references stored for this video.
Video 4q37jqWyTJI
Bort to Death game_review at 0:00 sentiment: positive
video_pk 503 · mention_pk 1485
Overall sentiment (raw)
positive
Pros
- Classic Euro gaming experience with balanced, multi-path victory conditions
- Low reliance on luck, emphasizing planning and tactical nuance
- Deep tactical depth and high replay value via multiple modes and mission variability
- Clear, structured progression across eras that rewards strategic foresight
- Tight resource economy that rewards color matching and thoughtful conversions
- Solid endgame structure with meaningful choices and timing pressure
Cons
- No standout innovative mechanic; design leans on familiar Euro conventions
- Artwork style and graphic design described as traditional rather than groundbreaking
- Some minor rule or component hiccups noted in casual play
- Potentially intimidating for new players due to dense strategy and multi-layered systems
Thematic elements
- Time travel, exploration, and resource management driven by crystals and generated upgrades
- 1899, time travel via steam-powered airships in a multiverse governed by the Temporal Institute for Monument Exploration
- Abstract, procedural Eurogame storytelling where players pursue eternal glory through missions and upgrades
Comparison games
none
Mechanics (from transcript analysis)
- Color-coded crystals and set collection — Crystals come in colors; collecting and matching colors influences upgrades, bonuses, and upgrades costs.
- Crystal conversion — Crystals can be converted or re-colored to enable different upgrades or expeditions, creating strategic flexibility.
- Endgame scoring with multiple conditions — Endgame victory is determined by several overlapping conditions tied to missions, esteem, and fleet status.
- Expeditions and upgrades — Elements like expeditions and fleet upgrades compete for scarce crystals and influence scoring and positioning.
- First-player token / turn order — Taking the first-player token affects early tempo and access to color/upgrade options.
- Income phase / round-start income — At the start of each round, players receive income from their upgrades, reinforcing planning and pacing.
- Resource management — Players collect and allocate crystals and gold to power generators, upgrade their fleet, and fuel expeditions.
- Tile and card reveal cadence — New mission tiles, upgrade tiles, and expedition cards reveal periodically, adding dynamic strategic choices.
- Time stream risk management — Sending airships into the stream commits resources and tempo; players must balance short-term gains against longer-term timing.
- Time track / era progression — Airships operate within a rotating time stream; advancing eras changes available actions, missions, and rewards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Steam Time brings forth a classic Euro gaming experience
- The real fun comes from the in-depth tactics and strategy
- it scores 8.5 out of 10
- anyone seeking a good oldfashioned euro game which offers a good classic feel should check out steam time
- Want a full in-depth review check us out at bort to death
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–5 of 5