Before I say anything else, I would like to praise the game for having a depth and complexity of systems that has given me 50+ hours of game time, most of which were enjoyable, so the game receives high marks for that alone and its worth the price of admission. Having said that, having invested 50+ hours of time into the game at the time of writing this, I've both seen and discovered through experimentation the limits of the game that has been developed so far, and I find myself frustrated with the constraints of what's been sorely overlooked and what clearly hasn't yet been finished. The game implies and promises an open world with a diverse set of playstyles, but as things currently stand, the game is really only fully developed around one gameplay loop of one particular style of gameplay and not much else at the time of this review. The core gameplay loop involves flying out to derelict vessels in the small system you start the game out in, boarding broken and abandoned ships and then salvaging any valuable loot or in-tact systems like reactors and fuel, fighting the ocassional pirate, then repairing, restoring, and selling those systems/loot on at station kiosks or the black market to steadily increase your bank account, allowing you to improve your ship and eventually earning enough to buy a bigger one, which in turn lets you haul more and more stuff on each of your salvaging trips. There are, however, a few fundamental problems with this gameplay loop that'll eventually leave wanting wanting to stray from the formula, and the moment you do, you really start to see the glaring gaps in design and development not yet finished. For starters, the vast, vast majority of ships you have access to at the start are very small, yet also very expensive. You need a certain amount of space to make sure all your vital systems have room to be installed and maintained. This includes anything from your Nav console where you actually pilot the ship to the fuel canisters and intake valves you'll need to run the thrusters, the oxygen tank that gives life support, heating and cooling systems to keep the cabin conditions livable without an exo-suit, the transponder which is how the game handles your ship ID, ship batteries, and a number of alarm systems and wiring that strings it all together. You need all of this to operate, AND you also need as much cabin space as possible to load the often very large and very cumbersome pieces of tech you strip from the other, bigger ships. It won't be long before you realize you'll need a bigger ship to earn more money, but you'll quickly run into a fundamental problem in that, even on the blackmarket, in perfect restored condition, you are only ever going to earn $20,000 - $80,000 for the big items you take off the derelicts, of which you'll be lucky to fit only one or two onto your small starting ship. The second issue you'll encounter is that, even with fast forward capabilities, everything takes a very, very long time to actually accomplish. Everything from uninstalling a componenet, to repairing it, to then restoring it, takes a lot of in-game time that can take minutes on end even at x16 speed, and that in itself is nothing compared to the tediousness of space travel and having to manually operate the docking and undocking procedure every time you need to land to travel anywhere. The process of leaving the starting port, traveling to a derelict, docking there, stripping it for parts, traveling back to and docking at the port, repairing everything that's broken, then restoring everything to perfect condition for sale, even at high speeds, can often take you anywhere from 45 minutes to over an hour of IRL time, all for what amounts to only $80,000 - $120,000 of in-game currency. This is not an economical use of time, especially when other expenses also chip away at your earnings, like constant docking fees and refueling needs for power, fuel, and oxygen, as well as a mortgage payment that kicks in every in-game shift and penalizes you with late fees if you forget to pay. As it turns out, you don't even own the vessel you start out with, you have to pay off an expensive mortgage that ranges anywhere from $300,000 to over $2M depending on the vessel you wind up with in the beginning, so by the time you're feeling the inadequacies of your starting vessel not only do you not have any money to invest into buying a new one, but you have a mortage to pay off before you can even think about getting a new ship. Even when you're stripping out valuable reactors and rare intake thrusters from giant derelicts, you will be playing most of the game in debt. After the gameplay loop gets boring after awhile, this is where you'll be tempted into expanding into the other avenues of gameplay the game seems to offer, like paid delivery quests or even piracy, but sadly these are underdeveloped or not implemented at all. As to quests, you'll contacted all the time with a hundred different quests that all sound interesting, but the trouble is there's no real way to track where any of them are. Certain NPCs on the port you start in will have some simple social quests to accomplish, but beyond that, the vast majority of the quests your receive both at random and at the "gig board" in the station wind up going to places that are currently inaccessible. Many times the NPCs you need to talk to are on another vessel somewhere in space, with no real way of tracking where that vessel is where it's going. The rest of the time, you'll see lots of quests based in larger and different spaceports, but as things are in the game currently, you have absolutely no way to reach them. All the ship systems that are currently in the game are, so far, designed only to travel around the small starting area. Other systems DO exist, but they are so so far away that no ship battery or fuel system currently exists that has the speed or longevity to reach them. With most current ship systems you have, at most, a few in-game days of power and fuel to travel. The other systems are SO FAR away that even if you use all your fuel to max out your ship speed on normal thrusters, it will take you over a in-game year to reach your destination. Even if you magically could make sure your fuel never runs out and your batteries never die, your character has food, drink, and sleep gauges that need to be constantly micromanaged. With salvaging parts taking too much time for not much money, and with the lucrative quest system mostly broken, you're not left with many legitimate ways to earn real money to buy better ships, so this is where you might start flirting with the idea of playing the game more like a pirate. This IS fun for awhile, and raiding the smaller stations in the starting area's perimeter as well as patrol vessels turns out to be more of a guarantee of good loot than the random junk you can often wind up with docking with derelicts, but you still suffer from a lack of cargo space and its ultimately not any more time effective than salvaging. This is where you might get the idea to start stealing patrol ships or finding larger derelicts and patching them up and taking them for yourself, but for me, this is where the game completely fell apart. This is due to the biggest and most frustrating aspect about the entire game, and that's the ship registration and transponder system. Everything your ship does, from paying your mortgage to docking at ports, is dependent on your Transponder ID. If you uninstall your transponder it has an 80% chance to break, meaning you can't even dock at the home port anymore. Even if you DO successfully uninstall it, it cannot be placed anywhere except your starting ship. If you put it in a derelict you've repaired to working order? It doesn't work, put in a stolen patrol ship? Doesn't work. This means there's no real way to have a ship other than buying one, so playing as a pirate? Not possible. Very fun, but not finished.
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