This game has a lot of undeserved negative reviews. Here's what I hope is something a little more impartial. Space Rogue is an obviously FTL-inspired game in the same genre. However, this game is not, nor does it try to be, "FTL, but better". If that's what you're expecting, you WILL be disappointed (and that's likely the source of the negative reviews). Instead, Space Rogue should be recognized as being "Kinda like FTL, but different in almost every aspect". So, aside from cosmetic changes, what's different? It's quite a long list. First, here are things that were removed: - You have no Fuel count, no Missile count, and no Drone count. The related systems are always usable. - There are no Doors, Cameras, or Piloting subsystems. Your ship is always able to jump/evade, you can always see inside both ships, and the doors always permit passage. - On the default difficulty you have no time limit and can jump around between systems all you want. (Higher/custom difficulties can impose a time limit for a more FTL-ish experience.) Here are things that were added: - Monster fights, where instead of an enemy ship, you fight some tentacle monster, crystalline creature, or whatever. - A new section, the Main Computer, and its associated Battle Cartridges. These give short-term boosts with a cooldown on them such as cloaking, shield boosting, setting fires in the enemy ship, instant repairs, etc. This replaces systems like the Cloaking and Mind Control systems from FTL with something more flexible. - A new section, Life Support, which is a combination of the Oxygen and Medbay sections from FTL. - The ship's hull is now an upgradeable ship section. Upgrading it increases the ship's max HP. - Persistent events that occur at random and have a global effect (both you and enemies) for some number of jumps. - A new currency/resource, Tritanium. Credits are used to buy weapons, drones, and repairs; Tritanium is used to buy Battle Cartridges and to upgrade/install ship systems. You don't buy systems, you just install them into your ship when you have enough Tritanium. - A new enemy-only section, the cargo hold. Destroy it during the battle and the ship dumps the cargo in it, which results in bonus rewards after the battle ends. - One of your starting units is designated as the Captain; if they get killed, this is a game over. - Units come in different classes (engineer, navigator, or warrior). Engineers repair stuff and can man specific systems to make them more effective. The navigator (who is your captain) can man any system. The warriors fight well but can't man systems. - Units gain EXP and levels. At a level-up you can choose a bonus to one of their stats (HP, damage, repair speed). Level 3 engineers pick a system that they can man. - Roaming ships can appear on the map, resulting in an extra event if you arrive at a system with one still in it. - There are multiple missions. - An extremely intricate custom difficulty option has been added. You can tweak almost anything in the game to make it harder or easier, and you get more in-game experience for harder games. You can also make the galaxy bigger for a longer game. Here's stuff that's been changed: - Ship sections have HP counts that are typically multiples of 50, and weapons do numeric damage as well. - Your shield's value is also numeric. - When shields are brought down, some of the leftover damage punches through and damages the targeted ship system. - Missile weapons have a salvo size. Once you fire all the missiles in the salvo, the salvo has to be reloaded, which usually takes about 4x longer than a normal cooldown. - You still have a certain number of weapon/drone slots, but these go up as you upgrade the corresponding system. - All battles start paused, and all your weapons are ready to fire immediately. Your opening salvo can count for a lot. - As long as your teleporter is online, your crew will automatically be brought back upon destruction of an enemy ship, even if the teleporter is still recharging. This allows for more aggressive teleporter usage. - New content is unlocked just by playing the game. Whether you win or lose, as long as you make progress, you gain experience. When a game ends for good (you win, or you lose and do NOT load the last save) that experience is cashed in and you unlock new ships, new missions, new perks (basically, permanent bonuses that lead to a specific play style). Finally, here's stuff that's exactly the same as it is in FTL: - Missiles ignore shields. - Shields block energy weapons and flak ("cannon", in Space Rogue) weapons. - There are different races that do different things, though Space Rogue obviously has its own unique set of races (plus, of course, the common and uninteresting humans). - You can win by killing all the enemy crew (BUT - and I think this is a bug, not an intended mechanic - if your teleporter is offline when this happens, you lose your boarding party as if the ship had been destroyed!) - Hull breaches suck oxygen out of a room and get repaired before any other systems in the room. - Fires can start in a room and must be put out by the crew. - You can't jump out of a system until your engines charge. The enemy must do the same if they want to try and flee. - An in-game tutorial does an excellent job of showing you the ropes. - Shops are your friend, and can repair you too. So! Ultimately, the real question here isn't how Space Rogue matches up to FTL, but whether or not Space Rogue is fun. And I think that yes, it is, as long as you take it on its own value and don't try to make apples-to-oranges comparisons to other games. It has lots of replay value, and if you're bored of FTL, it's a good way to re-experience the genre. Whether it's better or worse is purely subjective, but the one thing you can say with 100% certainty is that it's different. And that's a good thing.
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