At the time of writing this review, I've just dipped my toes into the endgame timelines system, and I feel reasonably confident in talking about the game as a whole. This is kinda going to be half review, half developer feedback considering the Early Access status. First: This game isn't a 4X. I understand why it was labelled as such, 4X games are kind of like strategy RPGs and HotM also has a lot of RPG elements, but it unmistakably isn't 4X. IMO 4X can be boiled down to players, whether they be AI or human, discovering and competing over resources. That's not really the case in this game, you and humanity are completely asymmetric. This is a turn-based management game, with one foot in simulation and the other in storytelling. A more detailed pitch for the prospective consumer: You're the world's first sapient AI in a corporate dystopia, and in a given turn, you have a limited amount of mental energy you can use to directly control androids, and eventually vehicles/mechs, to take all kinds of actions from shooting a gangster, to picking flowers, robbing homes or debating humans. You can also do all kinds of construction, which isn't directly limited by turns but obviously has a building time, which helps you create and use resources for stuff like developing/deploying new androids, expanding your consciousness into massive datacenters, or caring for humans who you displaced with those massive data centers, or putting the aforementioned humans into The Matrix. As for the Early Access state, it's a bit difficult to explain. The later parts of standard technological progression aren't fleshed out yet, so around the midgame/lategame you will start to run out of interesting new features. However, the endgame "Timelines" system is present in the game, and it allows you to create new games on the same savefile as kind of an NG+, jump across your active timelines/create new ones whenever you like, and use that to achieve a variety of different outcomes for the world, see how different quests could've ended, be a pacifist in one timeline or a killer in the next, you get the idea. I think for the price point, there's enough fun to be had here to justify it already, and that will of course only grow during the EA period and the game's very active development. If you want an eclectic strategy game that strives to give you a unique experience first and foremost, I can recommend HotM, and checking out the rest of this dev's catalogue. Now, I'm gonna list various thoughts about the game in a more disorganised bullet point format, and this is where the dev feedback takes priority lol. [*] The way the UI formats the game's options will probably need reworking. The game has about a dozen lenses for what interactable elements it shows you within the city. These aren't mostly optional like in most strategy games- These allow you to select certain interactable things, they aren't just for information. For example, Contemplation shows you some major story based opportunities that might involve inventing new tech or starting major new quests, while Exploration Sites are where certain androids can go for a few days and come back with tech upgrades, and Investigations are major story based opportunities where certain androids can go for a few days to complete certain quests... If you're feeling confused, don't worry, that's the point I'm making. I think this game needs better contextual menus to accommodate its massive diversity of player choice. A great example is StreetSense, which is for low level opportunities like grabbing seeds from a farm or etc. However, taking seeds from a farm is redundant once you have your own, because farms produce more seeds than they consume. Nevertheless, the seed stealing opportunity will remain, clogging StreetSense until the end of time. Same goes for things like the licensing agency for corporations or bovine tissue samples, and I would wager the reason why there's so many Lenses is because all this clutter needs organised filing. I would suggest some kind of context-based menu for buildings, eg. I rightclick on a building and a popup list tells me that its a Licensing Agency I could send an android inside to do business with, or what resources I'd get if I smash it, or I rightclick on a farm and I see what I could steal from it. This way, the actual city, the core of the game's visuals, can serve as the sorting system for actions, rather than dozens of abstract Lenses, they can return to being informational highlight features rather than mandatory in order to get anywhere, and the dev can saturate the world in the most absurdly specific actions imaginable with much less fear of UI clutter. [*] As some others have observed, the general theming of public awareness of the player is just... Weird. One of the first things you do in this game is build a giant tower as the centerpiece of your network, with the justification that you're going to be "moving too fast" for that much general corporate intervention? But then, a bunch of your other early game buildings, like biomass collectors, are stealthy microbot bushes? It truly doesn't make sense, and it feels like when and how you reveal yourself to humanity, a rather important element of the RP, gets really brushed over. Later in my playthrough, I've built a giant mech dragon that everyone in the city can see writhing in the distance, but nobody seems to really care! It's not gamebreaking, I can sort of buy it, but I still really think the gradient of who knows about you should be a bit more fleshed out. [*] A lot of the building mechanics should probably be rethought so there's some more strategy in there. The simple summary is that the whole chain of how you plan your resources is extremely linear, from top to bottom. All buildings need power, so let's start there. You start with Wind generators only, then you unlock Geothermal which is better than wind. In the Internal Robotics system that acts as multiple resource caps for buildings, Wind and Geothermal have their own 100% unique IR types, so there is no reason to not always build both to capacity, and you're not really making a choice. The same goes for some other very fundamental resources like Elemental Slurry, Microbuilders or Biomulch, you just build their structures to capacity and don't think about it. Even in more complex resource chains that share IR resources, like the biological materials and water all needing Cultivators, it all feels a bit too simple without enough decisionmaking. [*] The actual uses for resources also often feel too simplistic for depth to emerge. Some resources are genuinely just for one and done quests, and many others just feel randomly thrown into the game for 1 or two purposes. There's no better example than completing a quest chain in a certain way that gives you essentially infinite money, only to realize there's not that much use for it with such massive amounts, except perhaps to buy other resources you don't need. [*] While I've enjoyed the story elements of this game, I've felt a lack of resolution with quest chains. I find myself often wishing that quest scenarios would end with actual dialogue sequences, even if it's just a "Well, that just happened!" because at least it'd be some kind of closure lol. At the moment, most of the closure only comes from multi-part chains when a new situation starts as a result of the first one, or an achievement popup. This is one of those games which is punching so high in its ambitions that I really can't help but love it- It's a lot like immersive sims in that way, the ambition is admirable enough that I can easily look past many flaws especially during Early Access. But with that said, I do think this game's gonna have to adapt quite a lot to live up to those ambitions. I look forward to seeing it!
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