133 of 138 people (96%) found this review helpful 5 people found this review funny
18.3 hrs on record
Posted: December 23, 2014
Early Access Review
I bought Interplanetary on an impulse, because it was on sale and i wanted to play a new game with my friends. I didn't expect much from it, but it turns out to be a really good game!
Even though it's an early release, the game is well balanced and looks and feels like a full release. Have yet to encounter any serious issues (had a little lag in a single player game, but that is to be expected with those amounts of calculations).
Singleplayer is okay, the AI are a decent challenge. But where the game really excells, is in the multiplayer. Play with at least three people and watch the chaos unfold. Pacts are made, truces broken and backs are stabbed.
The only recommendations i would make to the developers: - Add more research; the skill tree is largely resource boosters. Perhaps some more unlockable buildings or weapons? - Different difficulties for AI - The ability to set teams before launching a game - More variety in buildings would be nice too, and perhaps the option to upgrade/specialize a city
The points mentioned are not essential to have in this game! All of them would, however, make the game better (in my opinion).
126 of 134 people (94%) found this review helpful 5 people found this review funny
181.1 hrs on record
Posted: May 13, 2015
I've been following this game since late 2013 when I got it, and since then it has turned out to be one of the best $5 I spent. Granted, that was on sale when it was in beta, so it's increased to 15, with a good sale going probably from 10-12, but the game is still a very good, if not an amazing buy.
Pros (As of May 13, 2015. Initial release):
+No issues with large lobbies anymore. Large lobbies are supported and quite awesome.
+Cool graphics. You can see every shot with very little FPS drop.
+From what my friends and I have tried and tested, the game seems decently balanced, from early rushes to late game turtle.
+Full, 26 piece tech tree that ensures that you can't simply rush in one direction without feeling the loss in other sectors. For example, if you singlemindedly rush lasers, you won't be able to build any defenses to counter the railguns that someone else built for half the cost and time.
+n-body physics on the main game map. Now I get it, a game about firing weapons through outer space better have a good physics engine, but this game is just awesome. Every massive (e.g. not weapons) body in the game exerts a force on projectiles, to the point where a gas giant that's behind your planet will mess up your firing arcs pointing in front of you. It can be frustrating, but its the best part and main attraction of the game.
+Non-instantaneous projectiles mean that you have to do some aiming at your target rather than just pointing your guns at them.
+Different level AI. Given that I haven't tried too many of them out, but still they offer training before you hit the scary players out there.
+Intuitive building mechanics. Everything makes sense pretty much instantly. You have two resources, balance them.
+Customizable lobbies. No more are games confined to 5 cities and 100000 minerals, but these are now modifiable for custom gaming. These, along with other things (like what weapons can be built, what size planets are, etc.), are nearly fully variable! This includes making games private so that only your friends can join.
+Turn timers. This was important, because people could sit in a game, raging, and never passing their turn. That would cause the game to stall out, but now with turn timers, that happens no more! Eat it, sore losers.
Turn timer only goes up to three minutes, which isn't enough in the late game.
Music is very good, but it is on loop and there isn't too much variety (About 8ish minutes of it, I THINK), but you can mute it and play your own in the background.
One game has a length of anywhere from 30 minutes to 3 hours, depending on how slow the starts are and how long it takes to get lucky with damage distributions.
-Has two decently sized bugs. One freezes the turn permanently if everyone in the game has passed except one. If that one person leaves the game instead of ending his turn, the game bugs out, sadly. The other is minor and easily fixable if you hit enough random buttons: the missile lock is funky. If you don't click on a target planet fast enough you screen looses its UI and you have to hit escape to go to the pause menu. When you come back, everything is fixed.
-Not a huge community. Before the game was fully released (i.e. beta) there was a very small community which could barely field a few pick-up games a day. Today there were lobbies open at all times though. Seems the release has breathed new life here.
-Game incorporates randomness in play affecting areas. Everyone's population and science increase at slightly different rates, meaning that you can never quite have the same opener/information on all players. On turn 10 of one game, a certain tech may be 1 turn research, where in another game it is 2 turns. Not huge, but for the hardcore people like myself, this can, in theory, hurt a few games in a hundred.
-Learning curve exists. While a pro to some people due to it's depth and skill based gaming, this means that you WILL lose your first game against random players. Hopefully you will be talking in chat the whole way with more experienced players who can teach you the ropes, but maybe not.
-Slight runaway leader scenario. The player with the better economy on turn ten will also have a better econ on turn 20, and 30 and 40... If you try and build a ton of railguns or lasers to hit the guy who is shooting you every turn with 10+, you are going to lose the war. If you try and fight fire with fire, you are going to get burned. Sadly, this is the most intuitive way to go about playing, and some people might call certain strategies unbalanced as a result.
-+- All in all, if you like not-casual-but-not-super-competitive games about space, and/or artillery, and/or resource management, then this game could be for you. It certainly was for me. It is 100% worth the $11.99 on sale, and it's almost surely worth the $15 normal price. It's been a fun 80 hours, and I put in about 8 a week. (Buy this game.) (Do it.)
76 of 100 people (76%) found this review helpful 6 people found this review funny
5.9 hrs on record
Posted: March 30, 2015
***This review was written using a Press key provided by the Developer for review purposes***
Interplanetary is a turn-based strategy game set in Space that is currently available through Steam Early Access. In Interplanetary you wage war against AI or human players across an entire solar system which is randomly generated each time you play so you'll never play the same game twice.
A word of warning, if you want this game purely for a singleplayer experience I'd suggest holding out on it but if you're looking for a great multiplayer strategy experience you have found it.
+The graphics are quite nice and even when you zoom in very close to the planets they look great +Nice visual effects when enemy planets or your own planet gets hit by enemy fire +The game has fantastic projectile physics but I'll come back to physics later +Thanks to the turn-based nature of the game you can really take your time with choosing what to build and where to attack to maximise your power +Despite the tutorial being several intimidating pages of text explaining core mechanics this game is relatively simple to understand and once you have a basic understanding of it you'll quickly improve and figure out how everything works +Buildings can be upgraded to improve them in a way which suits the building, for example extra damage for railguns, and each building can only have two upgrades which prevents AI and players alike from developing overpowered buildings +The resource management is very simple in Interplanetary and there are only two resources in the game so you often have to make simple but difficult decisions regarding what to build next +Trying to figure out the right trajectory for your attacks is incredibly challenging but also a whole load of fun though I did feel that it was too difficult at times especially when firing across the solar system with other planets in your way as the game gives you no indication of their speed so you have to guess where they'll be to avoid entering their gravitational fields +Even at this relatively early stage in development the tech tree is already quite good and it contains boosts to material, power etc. as well as the expected unlockable buildings +Even just loading up an empty game and shooting at nearby planets is fun +Good variety of weapons +The game's calculations take place impressively quickly
-AI are overpowered and have no levels of difficulty. In my time playing this against AI I never once saw them miss a shot and as far as I can tell they also build much faster than you can, as I was struggling to build a second weapon I was already being bombarded by three weapons -Of course it is in Early Access and allowances should be made but it isn't overly realistic. First off not all of the planets orbit in the same direction. Secondly, and this is me perhaps being a little too critical, the type of planets you'll find in a solar system often don't match what should be found where they are orbiting, for example Earth-like planets orbiting very close to suns and barren Mars-like planets in outer orbits towards the edge of the solar system -There aren't many people playing this game so if you don't have friends who own it or you can't play local multiplayer you might struggle to find any matches -The defensive buildings in the game are almost entirely useless, particularly against AI -You can't save your progress
Worth a mention: -The predicted paths that the game provides when you are choosing trajectories become entirely incorrect as soon as your weapon fires
Despite the lack of a good AI this game is a fantastic strategy game and can be enjoyed in more than just the usual ways, I'd strongly recommend getting this to play with friends.
I had a lot of fun with this game. Even only playing single-player and a couple hot seat games. Destroying enemy planets with WMD's is awesome whether AI or another player. I decided to write this review because of the update that has just been announced. It's nice to see the dev coming back and re-working the game for their players. I look forward to the new features and stabilization. When the update releases, I believe it would be a good time to get into the game. The most fun I had with this game was when playing hot-seat, so I'd imagine online play would be cool as well. I've never found an online game, but if you have some friends with it, definitely get one going. I'm always down to play too, hit me up.
42 of 54 people (78%) found this review helpful 7 people found this review funny
10.0 hrs on record
Posted: September 27, 2015
War. War never changes.
Strap in and put on your helmet, soldier, 'cause Irreverend Opinions is taking a shot at Interplanetary!
Interplanetary is a three-dimensional artillery tactical game of war between planets. Players (or AI) control a planet, directing research and construction, and then aiming various cannons, missiles, lasers, and superweapons at their opposing cities and infrastructure, having to work around the gravitational pull and orbital drift of their opponents.
The simplicity that Interplanetary depicts their controls cannot be overstated. The various screens give you access to all that you need at that level; construction shows you what you can build (and whether you can afford it), weapons show you 'targeting lines' to display what the expected shot path is, according to gravity and such.
No number-crunching beyond "do I have enough power to shoot this laser" is needed, and even then, graphical displays demonstrate things for you.
For a Unity-based game, the physics engine incorporated by Interplanetary is robust and bug-free. Kinetic shots follow paths dictated by velocity and planetary mass, meaning you have to factor these into the shot like a space-age game of 8-ball.
Intelligencia is a factor in the game, expressed as simplified "intel" and "counterintel" pointers that require their own individual building types to generate. Simply enough, higher intel than enemy counterintel means you can see their buildings and cities, and you cannot see their constructions if they have higher counterintel than your intel.
The tech tree is likewise streamlined, giving some small room for options in early to middle game, focusing on kinetic weapons (railguns with biological weapon warheads, for example) or lasers, etc.
Multiplayer is both easy to set up (hotseat/internet) and fun.
Late game tech is homogenous, meaning that choices break down in importance fairly soon. It's possible to research everything in the tree, with no exclusive tech lockouts or cultural 'themes'.
Intel/counterintel generates quickly, making the midgame as much of a 'cookie cutter' scenario for tech development and building. Doing otherwise leaves you defenseless to precision strikes, or firing blindly at a planet in the hopes of breaking something important.
By that same problem, given that midgame tech development must be followed in certain patterns, early game requires specific development and tech, eliminating much of the 'individuality' allowed.
Not really anything, though Interplanetary does not apparently function on Windows 10 systems.
Players are encouraged to stagger weapons tech development with intelligence and defensive tech capacities, and largely ignore utility techs until lategame. The same requirement largely exists in construction; weapons, (counter-)intel, and then spamming utility in order to fund construction of your superweapons. Once you have enough weapons to survive, simply focus on intelligence. If you focus hard on counterintelligence, the AI will largely ignore you entirely, meaning that in VS AI matches, you can largely skip defensive techs until later in the game as well.
For developers; the recommendation is to make the tech tree one of individual flavor, rather than railroad paths. Spread some of the various tech benefits (city growth, chosen weapon potency, energy generation, etc) through each 'branch', and then focus the 'branch' on a particular playstyle (widespread bombardment, precision strikes). Slow science generation enough that choices are meaningful, and the "science victory" achievement is actually one that takes effort to receive. Perhaps some effects in the kinetics tree to show variation expected thanks to gravity and orbit (cone trajectory, rather than a line).
Definitely playable, Interplanetary is a fun artillery game for players who don't want to micromanage or focus on number crunching. 7/10.
62 of 88 people (70%) found this review helpful 1 person found this review funny
10.5 hrs on record
Posted: April 16, 2014
Early Access Review
A review isn't ethically possible until the game officially launches, but so far I'm having a great time with it. The game shows a lot of promise and is well worth a look. It has all of the ingredients for a potentially outstanding game. My son and I especially like the hotseat option...check out video #3 below to see what I mean. :)
75 of 111 people (68%) found this review helpful 4 people found this review funny
5.3 hrs on record
Posted: December 30, 2015
Interesting concept, horrendous execution.
Projectile combat is just a guessing game, one that can simply be reduced to "attack when you're ahead of the enemy's orbit and there are zero obstacles in your way." The only way to reliably get hits is to let your attacks fall into the target's gravity well. There's zero room for interesting maneuvers because you can't see or reliably guess where the future positions of the planets will be, and you can't adjust any its trajectory mid-flight.
Lasers trump everything. The only thing balancing it is that it has a small radius and that you need to have intel to really make use of it, but intel/counterintel is just a resource sink, i.e. can I build Telescope Arrays faster than the enemy builds Data Security Hubs?
Strategy-wise this game sucks, especially if you have more than two players. The innermost and outermost players inherently have a strategic advantage compared to the ones in the middle because there are fewer attack approaches. City placement is random and it's much better to have cities that are relatively closer for shielding purposes.
It's not in your best interest to shoot first because that draws away energy that could be used for defense/construction. Since you can't loot enemies for resources, the only strategic advantage that you get from it is that you remove a threat, which quickly dwindles to nothing the more players there are. Thus it favors defensive strategies over offensive ones, i.e. just keep building until you strip the planet dry before making a move. Also, a 3+ player free-for-all becomes a Mexican standoff, which disincentivizes attacking even further.
Honestly the game is just a one-trick pony that actually kinda fails on its selling gimmick. The physics simulation in the game is ridiculously simplified: it's all in the 2D plane and it's no more complicated than eyeballing it. Approach vectors don't matter; the only thing the game cares about is that the shot connects. Which makes no sense for, well, a freaking railgun whose projectiles are governed by orbital mechanics. For instance, tripling the impact velocity should increase the damage by roughly an order of magnitude, which would also be nice because it would reward more difficult (i.e. moving, not falling) shots.
Also, the interface is clunky but at least that can be fixed.
30 of 37 people (81%) found this review helpful 1 person found this review funny
6.4 hrs on record
Posted: April 18, 2014
Early Access Review
I played the game during the alpha, and it is quite fun. Granted, if you are looking for fast paced action this might not be the game for you. However, if you enjoy turn-based strategy games that require some thinking, planning, and a a dash of luck, then Interplanetary is well worth a look, especially for the price.
I wrote up an in-depth hands-on of Interplanetary during the alpha test in case anyone is looking for more info about the game:
21 of 22 people (95%) found this review helpful 1 person found this review funny
23.6 hrs on record
Posted: May 16, 2015
A very fun game. It can be difficult for newer players because you have to allocate your resources wisely and have to take into account planet movement, spin and gravitational effects when firing a weapon. Also, you have to choose when it is the correct time to go on a complete offensive and give the enemy hell, or hold back and build buildings that generate power, minerals, intelligence and/or counter intelligence. A few of the many reasons I like this game is because it took only 13 minutes to download, and I have a down speed of 2.4 mb/s on a good day. Equally, the game is well-balanced and I have not yet encountered any bugs or performance issues.
I must say, upgrading your buildings and cities, whilst handy, does not seem to give you much of an advantage. It appears that building more weapons can be more effective than improving existing ones. I would, therefore, say that this is something the developers would want to take into account, in the future. As well as this, I do not like the fact that each player can only control one planet. Admittedly, if this were a feature, it would be rather OP, however I do still feel a little disappointed that you and the AI are restricted to one planet.
Overall, This is certainly a four-star game, if not five-star. I am greatly impressed and pleased that, although I am still playing on easy, it did not take me long to get the hang of the game. I would certainly recommend this game to anyone interested in turn-based, strategy and multiplayer games.