Yeah, there was a recent PowerPC request (following IBM open sourcing their chips and them getting into the enthusiast price range), but the forum moderators answered that a supported version didn't make economic sense, and an unsupported version would be a bad idea :
This looks like the same framework as a recent reactor idler I player recently. I think it is the same dev. It was horribly time gated and had a scummy practice of offering the player to “buy fast ticks” and then balanced the game around it. I like reactor games (and am working on one, praised be to ic2 and gregtech) so I played it, but I cheated in infinite fast ticks. Even then the game took me weeks of open browser time and CPU load to get to the end. Reactor games have inherent metagame difficulties to overcome and this dev exploited them to make money. I am not a fan of them.
They’re a small class of game where you have a 2D cartesian grid where you can place heat sources, heat spreaders, and heat dissipators. The goal is to maximize heat production without melting down. The first instance I know of such a game is industrialCraft2’s nuclear reactor. You can play with it here.
Nuclear reactors are fun because fuel cells are also neutron sources, so their heat output increases if you place them adjacent to each other. The allure of these games, to
me, is a geometry playground where you can make your number bigger if you do a little mental math. The 2D grid nature limits complexity if you have simple rules and components, so the solution is to have more rules and components. ;)
I know a fair bit about the tool set of these games just by spending many hours playing and thinking about them, but I’m not going to turn this post into a design document. I should write/publish one at some point so maybe fewer clumsy balance mistakes are made in future games.
There are instances of games like this popping up. Some of them are low effort money grabs, but some are okay.
I have thoughts for solving the idle nature of the game by having diminishing returns on a design as time goes on (perhaps changing what metric a player wants to maximize) or by giving them complete control of the tick rate (this seems like a bad solution since some players may feel the urge to just idle anyway). I want to add in more fun designs, equivalent to multiblock structures in minecraft. Perhaps a fusion reactor that requires spending energy on confinement coils and heat injection.