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As for 2 years in development, that's not super long. Games are very complex. If it really remained unchanged for 2 years, I would be amazed, but I doubt that's really the case. It probably has had a lot of development on the later game, the infrastructure of the game (like saving/loading/checkpoints/quests), and polish (watching some footage from 2021, it's clearly a better experience than what they were getting back then.)
Now it's okay if none of the changes are important to you or there was no meaningful content added from your perspective, but it's not right to say nothing changed in 2 years.
Since they've been on Steam I think they've shown a pretty active response to the feedback. This is exactly what you want to see.
But no - 2 years+ of development doesnt really show off for 30 bucks of worth.
Also, no clue why hes trying to tell me that im "frustrated"? Never said that.
You're clearly triggered, only frustrated people are as passive aggressive and combative as you are. What does "almost rad" mean? It doesn't really come off as smart, clever, or even coherent. Are you okay?
I built one, found one seed and planted it. It gave me a couple wood and I never used it again. I was hopping for maybe food.
Keep in mind that that's not 2 years of "development". That's 2 years of Early Access, after presumably spending some time in development beforehand. To be fair, Voidtrain is indeed one of the most polished Early Access titles I've ever played (blows Hardspace: Shipbreaker out of the water). One has to wonder what state it must have launched in on Epic for it to be like this on Steam.
It does feel very placeholder, yes. I'm not sure why the developers went with a "seed" mechanic in the first place, considering seeds are exceedingly rare. A player with a grapple gun can generate substantially more Organics than they can grow, because we get access to maybe 2-5 seeds per depot. I personally feel that the game should let us plant our Organics directly, for a return of say 1-5 over 5-10 minutes or so. At least then, it could constitute a simple self-sustaining loop of food production.
Let's face it - hunger and thirst meters suck ass. They're never interesting or compelling. Allowing players to build a self-sustaining garden for themselves and their Leemos wouldn't be the worst thing in the world.
I played this two years ago and since then NOTHING about the gameplay has changed. It's as tedious, super-grindy and lacklustre as it was back then. Thank the gods I got it for under £10 which is just throwaway money.
A bit down your post one had written, that fertilizer "gives a chance" to get a seed back - with fertilizer it should be guaranteed, and maybe have "a chance" when harvesting normally. Anything makes gardening pointless... or "a placeholder".
Actually, that's something I was curious about. What's different between the Steam version and the original Epic Games release - whenever that happened?
I'm sure there are other changes. I'd love to hear what they are.
The intro part where you start in the workshop has changed. Originally you where fleeing some Germans chasing you. New version you are sucked into the portal after stumbling onto the workshop to escape a blizzard. The first depot has also changed, mostly in appearance. Also they added those plants to the void zones, the ones that push in a direction or explode.
Epic version didn't update for a time until the Steam version came out. Which it was updated to be the same as the steam version.
I just own the epic version, still find invo management the most frustrating part.
Ah, so that's why various guides from 2021 refer to them as Nazi soldiers. I guess that original storyline got repurposed as being "The Scientist" we chase as "The Engineer"? Was the narration part of the original game, as well? The underlying mechanics of the game feel quite grounded (besides the floating railway, obviously), but all the storyline stuff has a very Stanley Parable / Borderlands feel to it, with a wisecracking, fourt-wall-breaking narrator. Did the game switch tone?