You can put a rubber duck on your dashboard and it has a cowboy hat and you can squeak it. You can have 4 different ducks on the dash! !!!! Star Trucker has apparently just had a major year 2 update drop so is not quite the same game that launched to mixed reviews. But, my review is mixed. I want to recommend it but it could be better: The game starts with you finding yourself in your rig dealing with hull breaches you need to patch up, and nearby truckers befriend you over the Ham Radio (you "Convoy"). The game is visually very pretty, yet graphically undemanding, and the controls are straightforward yet driving a space tractor trailer takes practice (so does docking). Several of the characters you befriend over the radio are quite memorable while a couple are easily confused with one another. You don't actually "see" these other trucks in the field, either, and none show their faces. Outside of one segment where you and other drivers are tugging the same object, these convoy members are essentially ghosts, even when the story suggests they should be right beside you, jumping the lanes together etc. you won't see them driving around. You can upgrade various aspects of your truck, like acceleration or hull strength, and you can put better quality components into your hardware slots for longer lasting batteries and better wear and tear. The start of the game is a little more survival-esque - like Tin Can, which is a great game that ends too soon (lookitup!), except you can't clean air filters or really do anything to used up components except replace and sell them. Playing on normal difficulty I found that maintenance was not too much of a hassle, and there is an easier difficulty that makes it even more trivial if you don't like this mechanic. I found it fun. But, there are only 4 types of input you need for your rig: fuel, batteries (the rig can't power itself, electrolysis and artificial grav is costly), UCCs/circuit protectors, and air filters. The rig will run for literal IRL hours without any intervention if you put good quality items in it though. You're never going on EVA or anything to perform field maintenance on a faulty thruster or anything (missed opportunity if you ask me), a hull breach at worst. The hardest thing to manage was climate controls. Customization too, lots of cosmetics, with good taste and humor. Many sectors have 'highways' where there is less debris but you have 6 DOF to go where you want. In addition to hauling contracts, there are now 'ventures' where you have side-tasks to do things like find missing bags of mail, wake up sleeping truck drivers or patch air leaks in greenhouses (bring tape). Some of these ventures are simple and fun pick-ups, literal 30 second jobs. Some are downright frustrating, like turning you into an Instacart trying to shop around for toilet paper and beer, or other big 20-minute diversions. There is somewhat of a story progression too, where different Convoy side missions unlock new sectors with truck upgrades they provide for you, like window shutters to deal with solar flares. Some of these missions are fun an interesting (I want to deliver more pizza tbh), and I praise this is a game and a world setting where violence is effectively non-existent except for accidentally crashing into stuff (or one time where it's on purpose to take out a radio relay). All the game's problems are solved with a truck hauling stuff, pretty much. The story ending feels very 'to be continued' and rushed, ripe for expansion. Oddly, no cars/busses/ambulances etc. in this world setting. Strange. The most significant truck upgrade - and gamebreaking, is the Scanner. This turns your horn into a sonar pulse, and right off the bat it interferes with your ability to slam your horn to the beat of some music because it has a limited use and cooldown (sad!). But it does highlight upcoming debris for you making it easier to spot, in addition to some other hidden mechanics revealed in the story. This allows you to travel more freely and faster while dodging hull breaches. But more than that it reveals the game's biggest cheese: wreckage sites. Free loot just floating in space, you can just take it, nobody is stopping you. And what will you find: all sorts of valuables, some commodities worth $5,000 or more (that's a lot), top tier ship batteries and UCCs, fresh air filters, and all of it unscratched or unused despite being part of presumably a shipping accident. And what's worse is there are a dozen of these wrecks in every sector and they can respawn on every jump. This makes the trucking part of the game arguably pointless. See, the avg haul job takes a good amount of effort and can net you on average maybe $2,000, requiring lots of skill progression to find jobs worth $10,000 or more that will take a good amount of play time to pull off - you have to dock at a Job Board, find the job, sign up for the job, undock from the Job Board, go to the haul, Dock to the haul, haul the haul, oh, stop at the weigh station, get weighed, keep on truckin, drop off the haul - that's you know, sometimes half an hour or more. But a shipwreck? You can trip over these shipwrecks when you upgrade the scanner, they require no skill tree progression, and you can sell this stuff for thousands on thousands, and you can find all those ship components meaning you never have to buy any again. You can spend an hour hauling and, maybe, make $10-15k, you can spend an hour salvaging and you're going to make $50,000+ especially if you know what you're looking for - ignore the beer, forget the gas cans, or even the explosives, they're all huge wastes of mass:profit -it's all about the Micro Stabilizers, fam, they are 1-slot storage items, weigh practically nothing and sell for $5k base plus local market forces can push that price up to $8-9k per pop if you sell in a place like Kingsweave where the Electronics demand can push past +80%. They are more valuable than any contraband too for that matter, by about 5-fold. It's actually absurd, and makes the game Star Salvager; hauling, side missions and ventures pale in comparison to the earnings potential. The devs really ought to balance this better: wrecks need to spawn and respawn WAY less frequently (if not simply not respawn at all, tbh, this isn't a 1,000 hour game y'all) and the flotsam needs to spawn with existing wear and tear on it so it doesn't just automatically beat using the stores or earning cash from the Star Trucking part of the game. Speaking of the hauling earnings potential another problem the game has is the skill tree: it's interesting and all but lookit, you're going to hurt yourself if you don't 1st specialize in one field, if you spread the points around the jobs you get are all going to be pretty mid. When you specialize, that's when jobs start paying pretty good. The storyline also has you going to many particular places in a particular way and I found that, while I specialized in long hauls, I could very very rarely find jobs that were going where I was - so I was dead-heading far too often. This was super frustrating in a game about trucking. And to unlock skills you need to be hauling, that's the only way to get XP, the convoy story missions don't award any XP! So if you make mistakes in your skill tree, whell you're SOL, sorry. I might advise you stick with the left-side of the tree, the fast side of the tree, until you unlock Perishables III, that should provide you more opportunities to take on short but valuable hauling jobs wherever you are. Devs could really spruce this up 100% by having Convoy missions provide XP. I didn't run into any bugs in my run. You can ingame stream real internet trucking sim channels or the stream-safe radio option with in-house tracks, some of these are incredibly good tunes! I really love "Lightyears" and it's part of my Spotify now. You should still pick this game up, but devs please consider some of what I've said.