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Now, this is a very complex topic to unwrap, and I would dare to say that the main reason is not balance being completely out of whack, but rather the opposite.
The game is by no means perfect. It is made to do a very specific thing: to have you make survival decisions while the ship falls apart. To drive you to the point where you think you lost, but then you realize the decisions you made allow you to slingshot you back into the game. To give you basically a cultural shock in regards to the aliens, but once you note down their preferences and tricks, it's you who manipulates them, not the other way round. To make you think that you cannot explore any of the galaxy, because the hostile environment just kills you, but once you know how to survive you find out that there is a novels worth of words in the alien interactions.
In other words:
It is more of a old school text adventure game underneath a layer of space games, made to have you claw your way back in. It shows you how to play the game, but it totally let's you in the dark on how to win, you need to learn that yourself. The meta gain across runs in this rogue-lite game is knowledge.(instead of the nowadays more common gain being equipment)
But a run, especially if you are new, can take 4 to 6 hours, sometimes even 8.(which goes down to 2 to 4, speedruns in a known seed have been optimized to 20 minutes without glitches and cheats).
The game, aside from making obvious mistakes like attacking a superior enemy or flying into a black hole, doesn't straight up tell you how you are doing. You need to analyze your situation, and especially your long term trend and adjust/change your game plan from there.
So to make your decisions matter, it always saves when you enter a system or an encounter and doesn't feature a load an older save system.
The difficulty modify alien trade prices, damage you take from stuff and so on (so basically mitigates lack of experience with the controls and Ressource Management), but not necessarily make the more text adventure style part of the game any easier. It is still about the decisions.
Which is far from mainstream gaming interests these days.
But you'd need to look a bit past the steam page screenshots and descriptions to really reveal that.
Also, it's initial release wasn't that far away from the initial no man's sky release, and it has procedural generation, while at the same time the marketing of the long journey home wasn't as focused on the survival part. That attracted a lot of the wrong crowd of people. (Grinding ressources by landing on every planet really isn't that efficient in a game based around the decisions on where you can afford to land)
It also has been now in the "sell it at any price" mode for a while, going down to a couple of bucks, or being included in pc game magazines, which also bumps up the numbers of players.
But the way it commits to its intended experience and atmosphere is why I like it a lot. I'd compare the challenges and feel when I am playing remotely with RimWorld and Sunless Sea/Skies, if I were looking outside more obvious/quick/too easy comparisons.
Frustration
And for me, this frustration comes NOT from the game being too challenging, but for it doing a TERRIBLE job, at comunicating information to the player.
- I enter a solar system, star map sais "normal" radiation, i immediatelly start taking radiation damage even though im not near any star. Why!? who knows. Game wont say.
- My ships starts displaying a yellow "halo" as if its broadcasting something, what is it? is this good? bad? who knows.
- After navigating the ATROCIOUS (i say again) ATROCIOUS user interface for a shop / space station, i see things for sale wich sound nice, but are they for the lander? for the ship? for the pilot on the lander? no idea.
- I would like to get a good look at my current solar system! to explore my options! Too bad. Youre stuck with the tiny "minimap" on the top right corner. There is no way at all to see a larger map of your solar system. Wich BTW, would be VERY useful for more precise navigation.
Add to this, my other complain. The User interface is just terrible. It feels completely awkward and totally unintuitive. It feels like an UI designed for mobile games.
I honestly think the game is beautiful in many ways. It has awesome scenes, great immersion, very nice sounds, excellent music, and (mostly) solid mechanics and gameplay. Challenging? sure! but i like that, just like i like it in rimworld, FTL, etc. Thats not the problem. But the UI and the terrible way it forces the user to interact with the game, ruins the experience. At least for me.
:(
In the system map, the types of planets are color coded, and certain types of resources are only on certain types of planets, and rare resources are on more dangerous planets on average.
But yeah, basically every bit of information(that includes which interactions in the single google translate word thrown at aliens communication style) is based on recognizing small clues and interpreting text, which is kinda what I meant with overshooting the goal for the experience on the devside.
Thank you for your honest feedback, may it help others decide for themselves.
It would probably be one of my favorite games of all times!
Next time I booted it up, though, blasted through training and got absolutely hooked. Love this kind of text-based game with interesting mechanics and good trading.