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That said, I really enjoyed the crazy procedural generation of the initial game. Caves with only one entrance that went for great distances underground...and sometimes also underwater. Drowned in one of those caves. While some of the critters were really peculiar looking, that was part of the charm on letting the math play a bigger role.
Now it feels much more contained and controlled. Pretty as hell sometimes though.
Still miss Crack Rock, a landmark so unique in the early game that it always let me know I was coming home to my base.
https://steamcommunity.com/sharedfiles/filedetails/?id=1449104649
https://steamcommunity.com/sharedfiles/filedetails/?id=3422403947
https://steamcommunity.com/sharedfiles/filedetails/?id=3422459647
https://steamcommunity.com/sharedfiles/filedetails/?id=3422047738
https://steamcommunity.com/sharedfiles/filedetails/?id=3422420662
https://steamcommunity.com/sharedfiles/filedetails/?id=3422416668
https://steamcommunity.com/sharedfiles/filedetails/?id=3422421100
https://steamcommunity.com/sharedfiles/filedetails/?id=3422421314
https://steamcommunity.com/sharedfiles/filedetails/?id=3422421200
https://steamcommunity.com/sharedfiles/filedetails/?id=3422395877
https://steamcommunity.com/sharedfiles/filedetails/?id=3422416607
Origins was the update that really made planets pop. There were only minor changes until Worlds 1 which really upped everything
Purple systems are just a step up from that, entire systems now inherit thew new traits instead of just one planet per system.
The color change was what I remembered when coming back to the game after a playthrough following Atlas Rises I think. The game went through a dull color phase that had me taking far fewer photos and screenshots than I took in earlier versions of the game. Terrain generation might have been part of that too, but the color is what I remember.