My overall conclusion about the game and the idea behind it—especially considering its early development stage—is positive for now. You get about 10 hours of solid gameplay, and beyond that there’s already quite a bit of content, though it can become somewhat tedious to access due to the lack of QoL features and the still very rudimentary UI. This game is primarily about logistics, so you will spend your main time planning and optimizing production chains and flights between planets and asteroids to get the materials where they are needed currently. At first its mostly simple A->B missions, but after a few ingame years its starting to get complex with keeping remote stations alive and getting ressources not available on a planet. Given the slow ingame r&d and for some buildings long build times, you will find yourself skipping years just fast forwarding between doing macro and micro adjustments. Of course, I’ll try to update this review over time. (I’ll avoid mentioning things already listed under Known Issues in the patch notes.) Last Edit 30.04 after Hotfix. The game’s biggest strengths so far are: [*]The visuals of the star map and flight routes [*]The core concept: while simplified, it still manages to present a somewhat realistic simulation of humanity’s ambition to populate space—without excessive sci-fi elements or aliens but on with mostly focus on the logistics needed to do so. [*]The first 5–10 hours are already quite enjoyable. Early contracts do a good job explaining the core mechanics, and later they evolve into broader goals with increasingly complex logistics [*]Having achievements already implemented is actually a nice motivation to keep playing even when the game starts to feel a bit exhausting. [*]Performance and stability are already acceptable. There’s definitely room for improvement, but in my playtime so far I haven’t encountered any lag or crashes Things that are present but definitely need more polish: [*] Resource cycle: Items like rations are simply “destroyed,” even though in reality they would be transformed. Rations are produced from carbon and water, but once consumed, those resources disappear entirely—even though humans would realistically excrete them in altered form with less energy content. A possible solution would be for humans to produce reduced amounts of carbon and water. However, this would conflict with the current habitability system and varying ration consumption, which would also need adjustments. Mobile modules seem to run on nothing—they require neither energy nor personnel, which is odd given that there’s a mobile and effectively infinite energy source in the radioisotope generator (which arguably should function more like a battery that slowly depletes). Overall, the system should better reflect the basic principles of thermodynamics—even in an abstract way—to create a more believable resource cycle [*] Flight planning: Early on it’s manageable when you’re only setting up occasional flights and waiting for contracts to complete. But once you’ve transported 1,000 people to Mars and established 1–2 asteroid mining outposts, the lack of QoL and the clunky system become very noticeable. Combined flights involving slingshot maneuvers feel like unnecessary trial and error. Adding waypoints in flight planning would help determine whether such maneuvers actually save time or fuel. In its current state, it’s often easier to just ignore them unless absolutely necessary [*] Trading: Trade with AI factions on other planets is currently completely broken. In the early years I was able to earn hundreds of millions by selling alloys because one AI kept buying them for ~€200,000+ per ton and didn’t even use them. Sometimes the price drops, sometimes it stays the same. If you play it smart and ship resources to Mars for resale instead of people, you barely need any production on Earth [*] Money economy: Money is essentially useless aside from paying upkeeps. It’s far too easy to earn through trading. If you build mostly self-sustaining systems on planets and manage logistics well, you almost never need money [*] Research: While I understand limiting research labs to one per location to prevent unrealistic speed, the current system still feels off. It’s tedious to maintain research stations across many celestial bodies just for small percentage boosts, and even with 8+ stations research remains slow. It also doesn’t make sense that a research station on Earth provides the same benefit as one on an asteroid when researching fusion power. Additional structures that boost research—like AI data centers, particle accelerators, or quantum computers—would make sense. Even after the minor rebalances the r&d is rather slow. [*] Exploration: Using a rover often feels unnecessary because orbital satellites can reveal almost everything on a planet (albeit more slowly) beside exact sizes. Even portable mining equipment can determine deposit sizes quickly enough. With 3–4 observation satellites, you can usually scan the entire solar system. After 10–20 years you’ll also reach the maximum number of asteroids, and shortly after that you’ll have found all the useful ones Things that exist but barely function: [*] AI simulation: The AI is far too slow (by 2080, NASA has only about 100 people on Mars, China just 1, while I’ve transported 1,000 myself at a relaxed pace while experimenting on the side). The AI sometimes doesn’t consume resources (e.g., populations don’t use rations), and there’s almost no interaction beyond trading. One idea would be licensing systems for resources based on who first reaches a celestial body or asteroid [*] Cyclic routes: Likely still bugged— while they fixed that they suddenly stop, now you cannot plan some missions because the button is greyed out without an explanation. For example while planning a cyclic transfer from the surface to orbit. [*] UI (more examples): The UI is too large and not scalable. No pinning or collapsing side panels means constant opening and closing of windows. There are almost no filters or full-text search options. Selecting flight planning constantly zooms in on origin and destination planets, making it hard to see the flight path preview until you manually zoom out again. Flight route overview is poor—this should probably be a separate window rather than a cramped sidebar. There are almost no “back” buttons, forcing you to reopen windows repeatedly. Overviews are lacking (e.g., object search shows minerals, but hovering only displays descriptions, not actual deposits). Overall, the UI is not friendly for people prone to carpal tunnel syndrome Things that are missing: [*]A lot of QoL features (understandable given the early development stage) [*]Hotkeys (e.g., for zooming out) [*]Keybinding overview and customization options [*]Various graphics and UI settings
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