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There are also some serious, run ending/game breaking bugs. My people are randomly starving despite having enough food, connected roads etc. Resource transfer screen randomly stops working. I opened sector 2. I now have some polymers I need to transfer from sector 1 to sector 2. I select the minimum amount in sector 1 then proceed to select the needed amount for sector 2 but I can't do it because sector 2 shows 0/0, meaning I don't have any storage for it so I can't even move the slider. I have storage for polymer in sector 2 with connected roads(even between the two sectors) and everything ready. Before this bug, I was able to transfer alloy just fine, I'm saying this just to let you know I know how to use the resource transfer screen.
TL;DR
Game needed a few more months, perhaps a year before release. Reviewers are right for writing a negative review. If I didn't buy it from epic, I'd leave a negative review too.
There's a bug where your people starve to death even if you have enough food and mess halls, and all the mess halls have a green tick next to the food icon.
There's a bug where if you send a freighter with resources in order to resolve a science ship encounter, other freighters will start to collect those resources.
Science ships are 'stuck' until you resolve events. BUT you can delay resolving them indefinitely. Either allow the ships to leave or force me to pick an option.
Cargo and mining ships should be individually controllable like science ships.
Chapter 3 space weather should have made it clear it moves, and when it does. I can't be expected to look at the system map all the time.
No notification (audio or popup) when research finishes.
Fullscreen pop-ups/windows/tabs like the research screen should pause the game, not have it running in the background.
When a building finishes construction it should automatically turn itself off if it would cause a blackout.
Trying to turn on a building when it would cause a blackout should get you an error sound and stop you from doing so. Blackouts should only be possible via solar panel damage, essentially.
2. Some questionable decision by devs that make certain actions look really dumb. If some mechanics were redone like useless pops that do nothing but taking food and space - f.e, they could provide additional hull repair or science instead - it would be a viable reason to open these without complains.
3. Overtuned accident system - while you can easily avoid issues long term by some micromanagement with staff and building multiple infirmaries, this can be infuriating.
4. Certain mechanics should be explained better than they are.
Overall alot of nitpicking, but also game has it's drawbacks, hence mixed reviews. Also alot of whiners that gave up the moment they saw -1 stability on 250cycle because they thought its going to stack up and didnt even bother to continue and check next system.
THIS
THIS
THIS!!!!
30-40 points + research time to see what the specialization requirements are for tier 2? Is that a joke? Any other game would show me this for free. Should be free research / only cost time.
30 points to auto-repair buildings? Should be 5 points max
Ship upgrades are per ship class instead of being global. Ship speed at least should apply to all ship types (except the station itself perhaps)
Research costs for main quest items should be reduced or removed completely
Also, the story itself is...not good. It's kitschy, cliche, & shows a puddle-deep understanding of issues they are trying to pontificate about. It's also set currently, so there's like 0 replayability once you get a run past Ch. 1.
I'd really love a sandbox mode divorced from their story set, with procedurally generated systems. The mechanics are there, it's just implemented very poorly.
Remember that frostpunk didn't had endless mode on release. That's something that could come later.
That's my hope. A straight sandbox could do wonders for the game, & might even alleviate the harshness of story mode by giving people more space to play.
A couple of decent balance patches to make Ch 1 & 2 a bit less punishing & something to up the difficulty later on might give the game some longevity, but the story itself is the problem.
Frostpunk had multiple, legitimate decision points that lead to victory for its story missions where Ixion has the right choice & the wrong choices for its decisions. You either intuit the dev-approved proper choice or get hosed out of resources/crew.
I'll use a chapter 1 decision as an example: the choice of what to do with the dead bodies from the mega-station. The right answer is to leave them there, even though repatriating the bodies of loved ones makes some intuitive sense. However choosing that costs you 4 crew & nets you nothing.
Frostpunk would have a choice point like that give you a similar penalty, but would net you a law choice or perhaps take your people on a religious path. Here you get "bzzt, wrong answer".
Most of the negative reviews are only after an hour or two - that's not nearly enough to get into the game. People buy this thinking it's "Anno in Space". It's not though - it's not meant to be a city-builder - it is a colony survival game which is VERY different. It's more like Frostpunk or Banished in Space, and it is as brutal as I imagine it would be if this sort of thing happened in real life.
It's TOUGH - by design. It's an easy game to get into (very well designed and so simple to learn as a result) but it's brutal to beat - and that's the fun in it. Like all tough colony-survival games, there's a lot of fun in starting over and wanting to do better, and inching further forward on every retry. I'm saying this as someone who HASN'T beaten it yet, and yet I'm 60 hours in and loving it.