Desynced

Desynced

Space Wizard Aug 16, 2023 @ 9:46am
Hard to tell the direction of the game
Hello, I have been intrigued by the game and ran into some unanswered questions that is hard to parse from the creator playthroughs and feature list. I can't tell what this game is trying to be - and what the main focus of design is.

Is this a campaign-based story-driven game, or a single infinite generated map with unlimited player scaling and/or a long endgame goal with light focus on story?

Is the main focus of the development for single player or multiplayer?

Whatever it is, the roadmap seems to pull this game into many conflicting directions and leaves me confused as to what the core, main focus game actually is.
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Showing 1-4 of 4 comments
Flight Aug 16, 2023 @ 10:18am 
It can be more than one thing. It clearly has a story, with even more of it in the road map. Warcraft 2 supposedly had a story and a single player campaign. I played hundreds and hundreds of hours on that game, and couldn't tell you what it was about.

The way this game is built affords some potentially really interesting PvP play. Just being able to build and send out a custom squad of fully custom bots, each having different custom programming is really interesting. I imagine you could build out some really really trick automated systems for attack/defense, fighting over resources, etc.
Blueberry Muffins! Aug 16, 2023 @ 11:12am 
Por qué no los todos? They've got a great base to build on :-)
dontpanic Aug 17, 2023 @ 11:58am 
I think that Space Wizard is asking a very important question that the developers should try to answer. I am on the fence about buying this game because it is not clear if the main focus of the game is single-player or multi-player.

I have seen some posts from the developers on reddit where they talk about PvP multi-player. It seems very difficult to me to manage to do both an engaging single player game (that has to compete with Factorio, DSP, Satisfactory, etc) and also a factorio-like game with interesting PvP multi-player.

In my opinion a game has a much lower chance of success if it tries to do too many different things. For now I will wait and follow with interest how the game evolves through early access.

I whish all the best to the developers and hope they succeed.
Buntkreuz Aug 17, 2023 @ 12:33pm 
From the playtest that i played and the bit from the full version i got the following feeling:

See, theres Factorio and Mindustry.
When i played Factorio my main gripe was, that you just produced stuff for no real reason.
Like, all you did was producing so you would produce better science packs and all there was to do was climbing the science tree.
The entire combat experience consisted of pressing the space bar and placing some towers.
In short, boring.

Mindustry turned that around and put a focus on production for the sake of defense and attack.
You produce units, ammunition and towers in masses.
Desynced gives me the feeling of a production game mixed with typical RTS functionality.
You have units and your factories are there to produce more of them and the tools you need to support your goal.
But a lot of what you do, is to get a typical RTS base running, only that instead of plunking down a barracks, you plunk down a building that you turn into a customized facility.
Ultimatively you do the same things as in, lets say, Command and Conquer.
Only that you have individual buildings and units.

At the end, if you sum it up, you have a mix of:
Impossible Creatures (RTS with individually customized units and buildings)
Factorio (Massproduction of single building parts and Automation)
Mindustry (Automation, Harvesting and RTS combined for Warfare purposes)
A few minor things mixed in.

So basically an RTS with a focus on automation.
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Date Posted: Aug 16, 2023 @ 9:46am
Posts: 4