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While in fight- Assigning them their job place, pilot seat, power control, turrests, ...
- Moving them on the ship, tell them to grab tools and where to go
- Using their perks, better aiming, auto detec ennemies, ...
- Choosing your ship behavior, go on objective, defensive piloting, ...
- Managing your crew, choosing secondary job, hiring better crew
- Upgrading your ship
- Choosing your mission
In the base
And if it worth it? Its free and once you grab it sty on your library. Test it, unistall if you don't like, you won't loose anything.
Make a wise decision!
Firstly because there is no menu to turn music off in the main menu, but you can do it later in the game, at least in the base.
Secondly, because the combat is severely limited by having to use a giant periscope, with the traversal speed of a snail, to aim across space and mark enemies (otherwise your guns won't shoot at them) and while you do that you neither see nor have control of your ship and what's going on; it's like its own game-mode.
This regularly lead me to coming back to a jumpscare, where aliens had boarded my ship or something was burning. Of course it would be no problem to let crew simply do their job without manual intervention needed, but apparently developer wanted an obstacle system requiring busy-work.
The other issue that's nagging me is that you simply don't have enough crew to man all your guns and stations because the developer thought it's meaningful gameplay if players are constantly stressed trying to opportunistically fill in positions they don't have enough people for.
And this synergizes badly with the previous issues of having to mark enemies, because while you mark them (which takes time) you don't see if a gun has an angle to shoot on them, and crew doesn't simply run to the gun that has a good angle, nor run to the next station where they should do a job.
Instead you have to do that manually between scoping for enemies, fending off raids, healing, fire-fighting and repairing damaged systems, making use of skills when they come off cooldown, grabbing and using items such as med kits or fire extinguishers, and planning for your next hyperjump.
Between all that annoyance it's a sort of promising-looking game that teases intuitive clicky-snappy controls, without actually taking advantage of them; because the more hectic the battle, the more the micromanagement scales out of control.
Also Bomber Crew (same dev) and Space Crew share a similarity where coming back to the game means learning the ropes once again; submitting to the arbitrary ruleset imposed requires forced suspension of disbelief to enjoy the game enough to be ready for a learning experience.
With that in mind it's still hard to say whether a game I have my issues with is the same for you. What can be said; most of the difficulty during on-boarding comes from idiosyncratic design choices rather than nail-biting adrenaline-soaked action.
Hope this helps.
For the rest I just populate each turret and zoom out from the ship to what is happing and scan ennemies and tell the pilot to be on defensive cruise. I zoom in when I have action to do inside the ship and if I need a break there is a dodge perk that you unlock quickly. You have will have EMP a bit later.
This a challanging game, its not 2 Point Campus or else where you can sit and wait. You need to monitor the action, use your perk and move your crew accorrdingly. If main mission become too hard do secondary ones aand farm XP and money to upgrade your ship.