Crave New World is a strategy sim about building an addictive drink. Buy compounds, rebuild the formula, collect Thirst from demand, open routes country by country, and turn consumers into addicts before Heat brings the operation down.
Crave New World 在线人数与 Steam 图表
实时
在线人数—24 小时 —
24 小时峰值玩家0今日最高样本
30 天峰值玩家0平均 —
历史峰值玩家0自开始追踪以来
30 天游玩时长—估算值
Steam 图表 · 30 天在线人数等待采样
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24 小时—7 天—趋势持平
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关于这款游戏
游戏
发行日期2026年10月6 天后发行
开发者World Map Tycoon发行商World Map Tycoon类型策略独立模拟
—成就1
关于这款游戏
玩家数更新于 — · 商店数据更新于 9月23日 00:56 UTC · 来源:SteamWebAPI
辅助功能与音频Custom Volume ControlsMouse Only OptionPlayable without Timed Input
更多Playable At Your Own Pace
系统需求
最低配置推荐配置系统Windows 10—处理器2 GHz dual core—显卡Hardware Accelerated Graphics with dedicated memory—内存2 GB RAM—存储空间1 GB available space—
关于 Crave New World
You make a drink people keep buying after they have stopped thinking about why.
Crave New World is a strategy game about getting that drink into the world, improving it as the operation grows, and dealing with the consequences when it works a little too well.
You begin with a base formula, an empty bench, and one place to distribute. People try it. Demand starts to build. Little by little, the map stops looking like a map and starts looking like your customer list.
The money is Thirst. You collect it from the demand you create, then put it back into the operation.
A new route might get the product into a country that can carry the whole run. A new compound might turn a harmless formula into something people actively seek out. Or it might add just enough toxicity to make the next few decisions much harder.
Each reactor holds two compounds. Pair them and they can react. Some combinations improve Appeal. Some build Addiction. Some spread faster through Chaos. Some solve one problem by making another worse.
The Market changes every run, but it is not random loot. You see the compounds that are available and choose what to buy. A cheap Tier I compound can be exactly what the formula needs. A stronger one may be worth the risk. Sometimes it is not.
Appeal gets people to try the drink. Addiction keeps them coming back. Chaos helps the operation move. Toxicity is the stat that makes every good-looking formula feel slightly unsafe.
You can publish with a simple formula. You can fill every reactor. You can rebuild the whole thing halfway through a run because the world has changed and the old recipe is no longer doing the job.
You choose where the product goes next. The first route is easy. After that, expansion gets more expensive, so every new country becomes a real decision instead of another checkbox on the map.
Then there is Logistics.
A good route gives you demand. A bad route still gives you consequences.
Countries fill with Consumers, Addicts, and Dead. You can see the shape of the operation from a distance: the places where the drink has caught on, the places where it is spreading too fast, and the places where the numbers have started to look ugly.
The world notices eventually.
A distributor wants better terms. Someone finds something in the product. A local problem becomes public pressure. You can pay for time, take the hit, or keep pushing and hope the formula gets there first.
Love buys the product a little room. Heat is the part that does not forgive you.
Reach Heat 10 and the operation is shut down.
The current objective is to make 80% of the world addicted. Toxicity can help you get ahead in the short term, but dead people never count toward the target.
Crave New World runs in real time with pause and speed controls. Every run has a different Market catalogue, a different formula to discover, and a different map to manage.
There are easier ways to make a bad drink.
The hard part is making one the world cannot quit.