Разработчик: Weird and Wry
Описание
It's the year 5781 -- and you have been chosen to build and lead a space station in a wild corner of the galaxy! Design its rooms and corridors to make your crew feel at home. Receive hundreds of visitors who are hungry for the most amazing products in the galaxy. Explore 30 star systems and more than a hundred planets -- all randomly generated for every game. Complete missions and discover new allies . . . and enemies! Fight for survival with a unique real-time combat system. Collect loot for your factories and equip your officers with the most advanced technology in the universe.
Key Features
- Design a space station and watch your crew as they build it in real time
- Receive visitors, cater to their every need -- and watch the credits flow in
- Experience a randomly-generated galaxy with 100+ planets
- Explore the surface of planets and asteroids
- Find natural resources and items that your officers can equip
- Engage in real-time combat with RPG elements
About Weird and Wry
Based in Barcelona, Weird and Wry is a game development studio founded in 2014 by two brothers: Carlos and Max Carrasco. Together, Carlos (programmer) and Max (artist) share a taste for sims and classic gameplay -- which is easy to see in The Spatials, their first project. Inspired by the great classic sim games of the '90s, The Spatials combines classic base-building gameplay (based on isometric tile room building) with a real-time combat system and an exploration campaign. After publishing version 1.0 in mid 2014, Carlos and Max saw the potential of their idea and developed a much improved second version with Early Access starting in August 2014. In October 2014, the game was approved for release on Steam. In 2015, The Spatials continued to grow in popularity -- featured in Let's Plays from YouTubers and articles in major sites such as Rock Paper Shotgun.Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows 7
- Processor: Core 2 Duo 2.4 Ghz
- Memory: 2048 MB RAM
- Graphics: Intel HD, AMD, NVIDIA. Requires OpenGL 2.0 drivers
- Storage: 350 MB available space
Mac
- OS: Mac OS X 10.9
- Processor: Intel Core i5 1.3 Ghz
- Memory: 4096 MB RAM
- Graphics: Intel HD, AMD, NVIDIA
- Storage: 350 MB available space
Linux
- OS: Ubuntu 14.04
- Processor: 1.3 Ghz or higher, 64 bit only
- Memory: 4096 MB RAM
- Graphics: Accelerated OpenGL 2.0 or higher under X11
- Storage: 350 MB available space
Отзывы пользователей
Works well on deck. Gameplay though i found it a bit boring and repetitive.
Cool!
Finally my dream can come true: to be a captain of a star ship like Captain Kirk. Except this isn't a Star Trek game. At least not officially. In this isomorphic open world game you are the captain of a star ship. You pick your crew, do away missions, build out posts. Meet aliens of various types. Only thing missing is Kirk's weekly alien love interest. This game is better than a lot of the official Star Trek games I have played throughout the years.
It's an OK game. I found the combat part boring. There's nothing to get really excited about in the game. If you want a slow-paced, relaxed game, this might be for you. By the time I was approaching 10 hours of game play I was actually bored with it. Bottom line is that it just isn't challenging (fun?) in any manner. I can only recommend if you want to give it a go is to wait for it to be on sale.
It's hard for me to fault a game I purchased for $1, but in this case I had a specific itch I wanted to scratch and this game looked as though it would do the trick. I was wrong. On the surface this looks like a hybrid between base-building/management, XCOM-like character progression, and Star Trek. In reality, it's a clicker-game wrapped in shallow progression systems with very little variation on anything to do with the aforementioned role-playing elements.
Gameplay
Select from your team of scientists, engineers, diplomats, doctors, and strategists to spread your influence across the galaxy, one planet at a time! Sound awesome? It isn't. Every map is painfully dull/hideous and your only objective is to click on the limited enemy types/objects to kill/destroy them. Oh, and it's super easy so no need to try variations on anything because you can just click your way through progress.
Build and manage your asteroid base/colony - gain tourists and supply your crew and visitors with the things they need/crave! Sweet! Nope, not much variation here. Each level of crew member gives them a certain need - most of which are standard for all characters - with the ones that aren't you won't need to specialize or make strategic choices because half of your crew will require those things anyway. Mind-numbing progression and management. Oh, and you can never run out of money (simply send another away-team for a click-fest), no one dies, and (from other, braver folks who've spent more than 3 hours on this trash) no need to optimize or make anything efficient because of the aforementioned. Awesome.
World-building, story, interactive elements
Half-hearted humour, standard dialogues, no character interactions. Not to mention the clunky interface. I'd use my imagination but, for this game, it isn't worth it.
Awful everything
This game is so ill-conceived I won't even be purchasing the follow-up/2.0 version of it, entitled Galactology. I honestly don't have faith that anything remotely entertaining could come out of this foundation.
Pros
+ Very cool idea
Cons
- Limited strategic elements
- Limited progression elements
- Limited interactive elements
- Lazy writing
- Clunky interface
- Unsatisfying gameplay loop
- Messy inventory system
- Unimaginative map and combat design
- Hideous/uninspired tilesets
[quote]Get high quality, short reviews by following Balance Patch.[/quote]
I don't know why this game has so many positive reviews. It's repetitive as hell.
Another game where your people forget to eat.
All you do is go to a planet, kill the objectives, kill everything else you can, wander planet until you've found all the loot boxes, return to base, make food. Then repeat this over and over and over (this need a auto-resolve button, after I did this for the eighth time I wanted to shoot myself). I was expecting you'd be able to do something else on planets, nope, just kill, loot, lots of running around to make sure you have everything. Honestly, this gets old really fast, unfortunately you have to do this constantly to earn money and resources.
Combat just consists of rapidly clicking on your enemies.
When you raid a planet you get a research point, get enough you can unlock instantly a new building (the tutorial didn't explain this, I was left wondering how to make food, since you have to unlock it).
What the game doesn't tell you clearly is how to make money, which is a slow grind..
Funny thing is that my crew won't eat even though there is plenty of food on hand. This eventually leads to not being able to go to planets and you eventually run out of money and can't do anything. To me this is a severe game breaking bug that should have been fixed a long time ago (this alone earns this game a negative review (reminds me of other games that have the same problem)).
The tutorial really didn't explain much, it leaves you to figure it out.
Once you assign a person to a station you can't unassign them from it to "for anyone".
The other issue I had was In the diner, if you queue a large amount of food that you don't have yet, you'll see a error that this station doesn't have any of the resources in stock. I set a minimum of 70 rations, but only had 50, so no one could eat because I didn't have the 70 (so they're too stupid to find the other 50?).. Once I dropped it to 20, my visitors got food, but my crew still didn't eat anything. They slept plenty, but just wouldn't eat no matter what I tried.
Did I mention you have to find everything to use it, like the recycler, you have to remember it's location, then click on it, then select what you want to put into it. I can already see the complications of having a large base and trying to find a specific machine.
After two hours I was bored to death with the constant repetitiveness of this game.
Update 08/2021: Save your money, don''t buy this beta version, and instead buy the finished product, called "Galactology"
Odd game. Just feels like someone needs to go through and tighten it up, because after playing for a few hours I can finally see the point of the game. I had to dig through layers of obscure menus to find it, though, which is strange because the UI is bright, big, and friendly. Stuff feels globbed together, like it was added a bit at a time. At the core, it is a base building and manufacturing game, where player characters establish resource production lines, through missions. The missions are fun, but trying to manage the characters, character skills, character inventories, character contract missions, characters in embassies, and characters needed for production is NOT FUN especially through all the various menus with slightly different interfaces.
Just to give an example: You find an upgrade implant from a mission. It is in your inventory but you need to go to your character interface to use it where you cannot see inventory. There is no way to tell what type of character uses that implant except for clicking on every single one. When you find that type of character, you will usually discover that the randomly generated stats on the upgrade are slightly less than the existing. So now you have got to recycle the implant by going back to the base map, finding and clicking the recycler on a big map, dragging the implant into the new recycler interface, and recycling it into new random resources, which then you have to figure out what you do with those. YOU WILL DO THIS MULTIPLE TIMES PER MISSION! The missions generate tons of useless garbage that all needs to be handled in a similar way. Every. Single. Time.
And it is sad for me to point out these gameplay faults, because technically it works great: it is fast, clean and bright UI, no lag or snafus, and the developers are dedicated to supporting linux gamers. I would only recommend this game if you have a lot of time to kill, and want a very slow micromanagement basebuilding game. Maybe the next game of the series is better!?
Quickly reached the point where I had no reason to do anything. Normally in a game like this it takes 15+ hours to reach the idle point, where a base or city or whatever is self-sufficient and can exist forever without player input. I hit that point in The Spatials after 3.
Nothing costs credits to maintain, not the infinite sources of resources, nor anything on the station, nor your Spatials themselves. All of these are one-time costs, and then cost nothing for the rest of the game. Spatial needs are unlocked at levels, so the entire base can be crewed by level 1 Spatials and they'll be free labor. Spatials stationed in embassies are free as well. Spatials can't die on missions either, so the away team will be the ones to have any upkeep at all. But that upkeep only comes in the form of consumed resources, resources you're already creating for your visitors.
I built up a base to 2 star ports, with enough amenities to keep my visitors and away team, and that's end of the game. There's no impetus to expand beyond that. I was making consistent money. Everyone's needs were met. I had no grand goal to achieve. The missions aren't interesting enough to engage in for their own sake. There's no increasing flow of mouths to feed and heads to shelter, there's no increasing demand for resources, no long term goal to dump resources into achieving. There's a long tech tree to go through, but no reason to down it. There's nothing.
It's a game that's interesting for a short while, but peters out very quickly.
This is really an ultra simplistic game with very simple game mechanics. I am not even sure if it is possible to loose, maybe you can if you go AFK during a mission or something, and even if you did, it seem that there are no penlties at all for 'dying' other than starting a mission over again. The missions are also almost indentical in nature so it gets repeitive very quickly.
In short, this is a boring game and not worth your money, let alone time.
I have bought the spatials and the galactology second game. I decided to play the base game first. It is very very very very repetitive. It is a cute game and is good for killing a few hours. I found it a little difficult at first as the tutorial does not seem to actually cover much, and then you realise that if you click on every tab, every tab comes with it's own tutorial ... so for new players click on everything.
I am hoping that the galactology game will add more to it, as after 7 hours I don't feel that there is much more to explore. There is obviously more things to find and different chemicals to build but it just seems so bleh!
I will load the galactology game and see if that gives you more.
I must admit to so far being dissapointed, this is at best an app.
To me, The Spatials is a good alternative to Spacebase DF-9.
I really enjoyed building my base in The Spatials, receiving visitors and meeting different kind of "races" with specific needs. The game can be repetitive but it always gives back good rewards (new buildings, rooms, products, planets, missions...). I had a great time playing it and i think i will play it again from time to time.
[quote]
In a galaxy far-far away Spacebase DF-9 was forgiven by Gods and got another (much better) reincarnation...
It's about:
- farming and grinding (a lot);
- micromanagement;
- building a spacebase of your dreams;
- saving galaxy from the invasion of Bagelhead.
Why you should play this:
- various gameplay with light elements of strategy, management and RPG:
- conquer planets (through real-time battles) to get research points, gather resources and obtain better implants for your team members;
- use research points to gain access to the new production technlogies;
- use resources for producing goods;
- build different spasebase's premises (shops, food spots, medical and entertainment centers, etc.) to attract visitors and earn money;
- use money to hire new members for your team to keep sustainable growth of your production lines or/and for paying contractors which make your officers more expirienced for future assessments;
- use implants to make team members more powerfull;
- send your team to accomplish more difficult missions for increasing the amount of mined resources;
- assign some of them to a planet's embassy to decrease the period of resources mining.
- flexible difficulty: you can make a death of Spatials permanent, contract's costs higher, cut production in half or pay your officers a salary which is increases with their level (good luck!).
Why you may not like it:
- there's a chance you will find the game monotonous and repetitive (devs promised to make gameplay more vivid in V3 *);
- useless tutorial - it's faster to understand game's mechanic through decent video tips guide;
[*]despite the fact that there're dozens of planets, all tasks is about just simple "kill'em all".
Save the galaxy today otherwise tomorrow it will be saved by someone else.
* EDIT:
On May, 28 developer announced that promised V3 version morphed into a stand-alone game "The Spatials: Galactology" - free after release for all owners of original "The Spatials".
[/quote]
Its ok,but the combat ruins it.
Also the way you need to set up the space station sucks.
You get 5 guys that land on the planet to do combat missions,but they only attack one person at a time,the one you click on. They also move as a group aswell. They can't split up or do much. Also its very clunky.You should change out the ground team often to prevent them from leaving or wanting to leave.
IMO, really do not see the point of the classes,or the need to use 5 guys that act as one guy.
You can not rotate the camra to see at anytime or anyplace in the game,makes building a tad clunk.
You need to make all the rooms around or very close to the starport,as the visitors have like 2-3mins to shop and fullfill their needs.So a very large waste of the map that could have been used.
5/10
got about half way or more before being to bored to go on..uninstalled.
A fun base management and space exploration game. Perfect for someone who likes their games a little more on the casual side. I love the adorable graphics and light-hearted humor. Sound/music is nice too though I have to keep it turned down as the repetitive blaster/gun sounds annoy the husband. After 50+ hours I'm almost finished the campaign and still looking forward to building up my base into a mega space mall before I quit. If I were to go back and try to complete all difficulties on all planets I could add even more time to the gameplay. (at time of writing this I've done most of the planets on hard but very few on "wtf") The game isn't perfect. Missions can be repetitve and having to level ambassadors was a bit of a bore but still the game is well worth the price.
Imagine if DF-9 and Cosmonautica had a baby and it was tutored by Dwarf Fortress.
You build a base for two groups: Tourists who will visit your base and give you credits in exchange for goods and services; and officers who build the base, staff it to produce those goods and services, and go on away missions to unlock more planets/systems to get more resources to unlock more goods and services to make more tourists and officers happy.
As officers complete missions they level up and their needs change. At first they just need to have a place to sleep, then eat, then drink, then hygiene etc. Higher level officers give better bonuses but are harder to keep happy. Unhappy officers leave.
Combat is very casual. Death is not an issue. Failing is not an issue. This game does not appear to have a fail condition. And I almost did not recommend because of that.
But it is fun.
I enjoy the sounds of laser fire as I smash yet another pirate raid. The visuals are pleasant to look at. It is rewarding to watch your officers grow as you groom them for their future jobs, be it leading the away team, governing a solar system, or forcing poor Jerry to be a fry cook for the rest of his life. The choice is yours.
Pro:
Music
Sound Effects
Graphics
Is actually fun if you enjoy management sims/base building
Con:
No fail conditions, but that also means you are not at the mercy of idiotic AI you cannot control.
This game is such a gem! It combines strategy, simulation and action. It's basically Dwarf Fortress/ Gnomoria/ PrisonArchitect combined with Civilization and any kind of group fighting game. If you like games such as XCOM Enemy Unknown this will suit you perfectly. It has beautiful graphics, nice short tutorial and smart with humor storytelling. The basic idea is that you make a space base, manage production (e.g. cleaning robots, pizza), explore other planets for resources and quests, train your army and unlock new rooms/features through a tech tree. There are 5 classes and they all come with a variety of skills and weapons that you find gradually. Finally your army levels up and develops personality traits (wants etc). Could this be my best Steam discovery? Very likely.
My first impression of this game after 4 hours of play is pretty good. In spite of the kiddy graphics there's a surprising amount of depth to this game. Each game is randomly generated giving you a different experience each time. I haven't played too far into the game yet so I don't know how it develops later on, but I'm certainly enjoying the early game.
https://youtu.be/NVt57iFHjX8
The Spatials is basically split into two parts: first you have a base-building tycoon style game, second you have a real time RPG game where characters go on missions, level up and so on.
Base building is the core of the game, your goal is to build a large space station that will attract many visitors from different alien races, supply them with their needs and of course, make money out of them. To do this you'll not only need to build the station, but supply it with resources, and there are many different resources to be found on the hundred or so planets out there.
Research is necessary to unlock new room and equipment types and there's a tech tree that you progress through, making your station more advanced over time. To unlock new techs you need to gain research points by going on missions. This is also how you discover and acquire the resources you need.
Your station requires staff. There are five different types of characters, obviously modelled on Star Trek - the diplomat, the science officer, the doctor, the strategist and the engineer, each with colour coded uniforms making it easy to tell them apart. Not only do they work in the station but more importantly, they go on missions to various planets. This is where the real time RPG part of the game comes in.
Each character possesses different skills and items. Going on missions gains them experience which causes them to level up and further develop their skills. They also develop increasingly sophisticated needs that must be fulfilled, like certain foods for example. Oddly, their only need at the beginning of the game is sleep, apparently they don't even need to eat at the start, which is just as well, because you don't have any food or the means to cook it.
Missions consist of choosing five characters, landing on a planet and performing certain tasks, like destroying enemy bases and so on. The combat is pretty simple once you get the hang of it, with each character having a certain special skill that can be activated with a keypress (1-5). It's very important to keep pressing the 4 button to keep healing your characters. They can't actually die in combat, but if their health is reduced to zero they are put "in stasis", so they can no longer take part in the mission. If this happens to all your characters then you've failed the mission. You can easily try it again later though, perhaps with different characters and equipment.
Once you've won a mission you get certain rewards, such as resources and items, as well as experience and research points. You also have access to the planet's resources, which you can start harvesting, to add to your station inventory. You can upgrade your characters with new skills and new weapons to make them stronger in future missions.
You can also accept contracts which are like missions, but you don't actually play the mission, you just send up to three officers on the mission, pay a fee and get a result a few minutes later.
New staff members can be recruited at embassies, and every system has one career mission which unlocks a new star system. Over time, enemies grow stronger and your characters level up, making them stronger. All the while you have to keep growing your base and providing more and more services for the visiting aliens.
While the graphical style is a retro isometric view, it's detailed and colourful and serves its purpose. It won't win any prizes but that's not what the game is about. The gameplay is straightforward, easy to learn and enjoyable. It may become quite challenging to satisfy all of your visitor's needs once the station grows large enough, but I haven't got that far in the game yet.
My first impression though, is very good. It's a fun game, an interesting challenge, and very relaxing to play. I recommend it.
Good things first: The game looks great and the soundtrack is amazing. It has a really polished UI. At the beginning the game seems interesting and even though the tutorials don't teach you everything but leave a bit to discover (like removing items when your inventory gets full) it's quite easy to get.
Unfortunately that simplicity also is the root of the problem with the game. It's just too simple. There's no much strategy involved - you just need to build everything your visitors require. The game doesn't allow you to do much planning or optimization. Soon you also start to run out of resources, which can be helped with the away team and "diplomacy". Unfortunately there are also some weird requirements for materials you just don't have or will have in long time (like fibers). The campaign starts to feel one long linear path you're unlocking.
Speaking of the away teams and exploration mode. It's interesting, challening and funny at first, but becomes mundane quite soon. All the missions are basically variations of three architypes: find items, kill pirates, destroy buildings. After dozen of levels, you feel you've seen it all.
The difficulty levels in exploration is quite uneven. At first the missions are extremely easy (12 first planets or so), but the you hit a huge wall where completing a level becomes a true (much needed) challenge . Unfortunately the game still repeats the same pattern, and with no chance of strategy throw in, it becomes boring. The difficulty comes from the fact that enemies have more health and they do more damage. They always behave the same: go to the attack range and attack. No specific AI or anything. I was able to complete WTF difficulty boss just by running around in the room and sniping him in the head.
The game feels like a casual mobile game. Judging from the trello todo list they also wanted to target mobile, so that might explain it.
Unfortunately I cannot recommend the game in it's current form.
Some people have said that this is the game DF-9 was supposed to be, and now after playing the Spatials that certainly isn't a compliment :P
Honestly i did not expect that much - i was just looking for a small sim, not too expensive.
But i was really surprised by this game. First of all you get 4 games in one.
Simulation - Manage and build your base, train your crew and make your visitors happy.
Strategy - Decide which missions to do to get the different resources of the different planets.
Tactical realtime combat - You play with your 5 man landing crew on the planets to solve mission, fight bosses.
RPG - Decide how to develop your crew, equip them with stuff you find or get in missions. Control what they should do, and what not.
All these for parts of the game are more or less lite versions of each genre.
The simulation part makes fun, but it is not so hard - crew members can leave if they are unhappy, but in my game they did not yet. You gain money permanently, but you decide what to spend it on and when - so you should never reach 0. But still their is enough micromanagment possible to make your base work better and better.
They strategy part is nice to have, but easy to handle. If you level your crew up to fast, they demand goods you can only produce with later ressources. So you have to ensure to get this resources quick before your crewmembers leave. You have to decide, if you want to spend money on gather resource or put personal on the systems embassady, to maximize the output of the system.
The tactial realtime combat part makes a lot of fun, i easy at the start but get very difficult later. Each planet can be played in 3 levels, normal, hard and wtf. And if one crew member "dies", he just goes to stasis and can join you later after the mission - so its not so frustating, as you dont lose long trained crew members.
The RPG Part seems to be not so important, but later in the game the importance grows. You have 5 different types of crewclasses and each member has its own "carreer" to get better. Addionally each class hat 6 equipmentslots for equipment of a specific type. The carreer attributes can buff your abilites to work on the station or buff equipmentslots to get additional stats for the missions on the planet. This does not matter at the start. But in my game for example, i recognized with level 22 crew, that my doctor is always close to dying and has a lot less life then all the other crewmembers, even with the best equipment. When i checked his carreer i saw that this guy has 0 % bonus on life, where the other members had 50-90%. But therefor he was a perfect worker, so threw him out of the landing crew and picked up another doctor who was level 20, but had already 65% bonus life.
And in this more then 25 gaming hours i did not find a single bug.... this is really impressive. Ok the pathfinding is not perfect and the crew does not always the most clever thing, but everything work. And each option they a thought of while playing, is already there - but sometimes not easy to find (Sort crew by class would be nice - Ahhh, there is the button on the bottom of the list / Some statistic would be nice - Ahh, below the notifications there statistics to show me almost everything).
I bought this game just for some our between other really good games.... now i have more than 25 gaming hours in less then a week and dont play anything else. So i suggest to buy this game. For me it is PERFECT!
Update 6.4.2015: Played 50 hours now and finished the campaign at normal difficulty. On the 2nd run i will make a lot different - so here some hints:
- Visitors and crew always want to fulfill their highest demand. This means if food is on 40 and sleep on 39, they will run and get sleep, even if they are in the bistro and would be more clever to eat first. After sleeping the will run back to bistro, but wasted much time.
- Each person has different demand and craves. Later it makes sense to reduce rooms which fulfill demand on lower levels. Nevertheless you still need all of them, because some persons want special stuff from low level rooms. Example: Later i build about 10 suites all around the base and deleted my 3 baracks, but kept one. So i force the people to use the better beds to gain more sleep at a time. But some still need the low level soap, so i kept one barrack, without beds, but 2 showers.
- You can build large rooms (you really have enough space), but it makes no sense. You need to build more than one room of the same type at different locations, so people dont waste time to run around your whole base to fulfill 2 or more demands. So i built many small rooms of the same time everywhere.
- Use corridors and security gates. With this you can ensure that vistors and worker dont get into the same areas. This way you can optimize the paths between the rooms for both of them. If you ways go through rooms, this get more difficult and you need to change gate settings many times to build.
- Free your landing crew from production so they gain happiness faster, cause they fulfill demands faster and you can do mission after mission - but let them still be builder for rooms and so on. If they got stuck behind some security gates in the visitors area, they will be free after doing the next mission.
- Free the workers from building, so they dont run long ways between building and production.
- If you feel unpowered, use lemurian sniper rifle and rockets to kite your enemies - it take some time but you will be able too finish each fight successfully.
There's a lot about The Spatials to like, and a lot that falls flat. The away team leveling process is pretty cool and works reasonably well as a game mechanic. The base building and visitor attraction mechanic is a cool concept, though the economics of it are extremely simplistic and not really that interesting. There's also a big mismatch between when nodes in the research tree unlock and when the corresponding resources required to use the stuff you've researched unlocks. You end up with a substantial amount of time where you can't use anything you've researched. Worse, later on, once you hit level 13 or 14 officers, their vital needs get complex enough that if you happen to fail a mission and they become unhappy, you can't raise their happiness levels back up in time to keep them from leaving, even if they started at near-full before the mission began. And because you lose all their items when they leave, it's hard to replace people.
Essentially, there are major game balance issues right now that keep the game from reaching its full potential. But the game is also a diamond in the rough. Fixing the game balance issues really shouldn't really be that hard. A few of the planets around level 6 or 7 should get a couple of the more advanced resources sprinkled in to tide you over until level 10 or so when the advanced resources really start becoming available in bulk. The AI for officers should be smarter about fulfilling their vital needs and cravings more quickly so that they don't time out when unhappy through no fault of the player. It's certainly possible right now to get totally screwed by suboptimal base design, but you don't know the base design is suboptimal until you're frantically trying to make someone happy again with a timer ticking on you. And the game needs a lot more variety in the missions, particularly in terms of different types of enemies. Every mission is the same couple enemies with very little variety. After the 10000th pirate you kill, it gets a little monotonous.
If the game is on sale for < $5, or if they fix these issues, it's worth your time, otherwise, probably not.
Fairly polished (text errors aside), looks nice, interface is good, the base building is interesting enough... but there is literally no risk, and virtually no challenge. They've basically built a really nice cow-clicker, which would be great if I actually wanted to play that sort of game.
Once in a while, you find a little gem in all those Indies these days.
This is one of them.
The combat feels a little like 1995 (that is not that bad, at least i was young back then), but it is good enough (albeit i really like turn based tactical battles, just saying^^).
That there even IS real combat in a space-station-building-game is nice.
And thats what this game is, a modern space station builder with a bunch of depth, alot of good ideas and a suprisingly fair price.
When you have a look at the horrible stuff for 20-30 bucks around, EA titles from that you know after a short look that the "game" will stay in EA for 2-5 years, this can't be mentioned enough.
I hope this game runs fine and don't gets lost like Lantern Forge.
Thanks to the devs for the great game already.
I know, i won't get turn based combat, but...
may i ask for the option to rename and maybe even alter the look of my crewmembers?
Anyway, worth every cent, thanks a bunch.
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Дополнительная информация
Разработчик | Weird and Wry |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 20.01.2025 |
Отзывы пользователей | 70% положительных (188) |