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It's the differences between this and an idle game that makes it great.
1. Story/Ending, minimal but there.
2. The whole game takes place while you are playing the game.
3. No micro transactions.
But yeah, whenever someone asks what it's like I always say it's a cross between survival and idle game.
The interesting thing about the minimal story, is that it kinda reads like a post from the HFY subreddit. :P
Aliens met humans. Things seemed great, we even looked alike! But humans were still set in primitive ways and very expansionist, starting to take over everything. Aliens tried to flee and hide away, only delaying the inevitable.
And once again, I'm not saying I suddenly don't like the game. I had fun up until now. Definitely worth the price. But that last stretch... to 5 TTi...just not worth it to me. I'll probably do a new playthrough eventually though.
you only go from 10^0 to 10^12 in this game.
I did launch many rockets and built many machines, which was definitely the main factor. I don't get the complaints about the slow progress in a game where you control the progress speed.
Though for you guys near the end of the game, I also understand that a big problem is a lack of things to do (beyond building more machines that have practically been built the same way since insects). But I don't think the game goes slow at all.
At this point, I feel like everything starting at Flora should probably move up a step, if not two, in terms of requirements to clear them. But really, I'd love to see the Terraformation Stages system itself be reworked to actually require x amount of the associated type of terraformation. Like the current system works sort of fine up until lakes (as long as we only consider pressure/heat), but it gets kinda silly when you can clear moss, flora, and trees without a single blade of grass to your name; clear insects without a single bug beyond the larvae on the ground, etc. Like given the numbers they have us doing right now, clearing Lakes is 50 MTi, Moss 200 MTi, Flora 700 MTi. Our index is currently split into 4 parts, so that'd be expecting us to do 50 kt of plants in Moss which sounds like a helluva lot, but is actually attainable if you actually use all your seeds. Which we currently don't even come close to scratching the surface of how many are thrown at us. Not to mention that we'll also pick up T2 algae generators and plant spreader rockets along the way. I think that's much better than looking up and going "what the hell do you mean the atmosphere is breathable? I haven't even touched plants since the vegetubes..." which is very much how the game would be playing out for me at normal rates.
You have mammals at 1.25 TTi. And then nothing for a long time, and then end of the game at 5 TTi. First stages come quickly, last stage is just long without purpose. I've spent around 2 hours doing nothing, this includes placing more machines just to speed up waiting for end of the game. At some point I didnt even care when I have unlocked new butterfly of frog, because they are pretty useless. Funny thing is that I've ended placing lots of T4 heaters and T4 pressure generators, since building them was the easiest and fastest...
No matter the genetics applied, nothing changes about the individual mammal's multiplier. So it really doesn't matter what you make them from unless you're going for a very specific look.
There's no T2 of anything mammal related. Everything is just unlocked from the getgo. You have access to every species, color, pattern, bioluminescence, and size. The only things you have to go out of your way for are the variants and the loot specific traits.
The rocket is a total joke to launch if you've setup proper automation on the other stages. Rocket engines that every rocket needed, osmium rods which have been needed since insects, T4 mutagen that has been needed since amphibians, and now just 6 genetic traits? Excuse me while I go dump 300 bees into a grinder for traits. Given what's actually in the rocket, you'd expect it to unlock at the fish level and require fish eggs. What they probably should have done was like Animal Rocket Tiers and have each one affect its specific type instead of a generic catchall animals. Fish eggs for fish, frog eggs for amphibians, and maybe you have to send up completed mammals or a batch of unique traits instead of just 6 traits that can all be the same.
The mammal stage in general is just too easy to do anything at because we've got basically everything fully automated and can craft anything we need near instantly unlike pre-animal stages where we had to go and gather stuff constantly. Imagine if you needed to go and find the blueprints for every trait (or some part that the extractor needs) out of portal wrecks before you could get them from your items or something. Not to mention extracting is almost instant in comparison to the time it takes to create a butterfly, bee, or tree. Like it's not actually instant, but I'm not compelled to have a room of machines dedicated to it like I do for incubators.
And then you have the process of feeding animals. Which has also got to be some kind of joke. They can eat anything you can? Great, my 30 farms from the insect stage has already taken care of this need. They should need something specific that's a pain to acquire. Like something from the trade rocket...maybe they require croissants or something which is 18 wheat and 2 autocrafters. But no, I can just feed them the basic wheat or eggplants or anything. Imagine a food that increased their animals multiplier.
Hell and how about being able to throw them down anywhere just willy-nilly? This is another problem I have with a lot of the game. They should have synergy with other systems. Like imagine if each type of mammal wanted a specific environment or you'd incur a penalty to their multiplier (or a boost to make it feel better for the player). Like Species 1 requires a large amount of water, little trees in its area, couldn't care about grass , and wants lots of light; Species 2 requires a good amount of water and trees, but little grass and low light; Species 3 requires little water but lots of grass, trees, and decent lighting. And they all hate lava (I think the new species from the beta is probably a candidate for lava areas). But complaining about other synergies, beehives should receive a boost from flower spreaders as an example with a larger boost for more varieties in the area. Meanwhile your machines like drills would be a detriment to anything that generates flora/fauna so you'd be more inclined to set them up in caves/deserts.
Also why don't I have to like fence in the mammals? Maybe that should be the T1 design, a fenced in area where they grow up before they can be moved into a free roam T2 or something.
At a certain point the game just kinda feels like the team isn't thinking about consequences/interactions of their additions. Just a lot of "wouldn't this be cool to add" and it's only ever new stuff, not interactions nor thinking about current progression problems.
I've finished the game with ONE engineered mammal. ONE. I guess he will be very lonely on the planet once I left him there...
On the other hand I dont thinkt there is much to improve this. I mean adding additional chains, or making some chains more complex just to pretend that it is needed doesnt make sense. I guess game could easily change at 2-3 TTi with no harm done. Or maybe this could be a difficulty-related? Game really shines until we reach 1-1.5 TTi. Then it is just boring. There is no real reason in keeping boring stuff in game, since it is not about time we spend there, but about fun we get.