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Certainly not worth the full asking price for something so over-simplistic and sadly lacking essential features.
It could have been a great game.
Technically, you can recycle all of the starter buildings. Though I do agree, being able to pick any spot on the map, and land there would be much more ideal.
Yeah, the lack of sealed air systems, irks me. The game tells you from the very beginning of the game, that the colony is hermetically sealed... which means nothing gets in and nothing gets out. The international space station [ISS] is hermetically sealed, and if it wasn't, air, water, and people would get sucked out and into space. So... if the colony is hermetically sealed, then why would it allow plague spores, toxic gas, and non-breathable air into the colony (ie the Air Fans that supposedly improve air quality, that suck in non-breathable air, to make air more breathable... WTF?).
Also, if the colony were to allow toxins into the colony, there is the concept of airlocks. The ISS, has airlocks, so that it can seal off portions of the station in case a breach does occur. It also allows them to go outside and space walk. And yet, you can't build airlocks in this game, wherein they would be extremely useful in containing biological/chemical threats to the colony.
Batteries are managed either by clicking on them, or going into policies. But again a lot of this isn't very intuitive.
There are a ton of other missed opportunities here too. Some examples:
- Being unable to turn the power off of a structure, unless you have a charged battery and consumes charge to do it and the turned off power is only temporary.
- Why you can lose your elected seat at 49% morale, but you have no real "incentive" to keep morale higher than 50%, other than to have a bit more leeway to avoid losing from morale.
- Why you can't select all the structures of a type and set their employment level. Would make it a lot less tedious to end employment of your 14 farms before winter, and then restart employment after winter.
- Expedition reward points. You need 10 to upgrade your Expedition Center, but after that, they are totally unnecessary.
- Most of the disasters. Worms are basically a non-threat, once you build a single plasma turret. Lightning storms are a non-threat, once you have a couple lightning rods. Gunships/Warbots, can be taken out by 2-3 plasma turrets and don't do that much damage anyway.
- Potash. Why is it you can't produce potash, by combining two common resources on earth: fertilizer and compost.
And the list goes on. If there was modding support people could fix a lot of this stuff, but alas, it isn't going to happen.
Oh, you thought that an artefact effect was supposed to be useful did you? Hahahaha
Yeah it is a great game, but there are a few illogical things that really didn't need to be that way in order to make the game work, which is a real shame.... i can usually tolerate some illogical things in games if i can see and understand that it is needed, but nothing illogical in this game can be justified that way at all....
because it would have only needed to very slightly different to get the same strategic elements without being illogical THAT IS THE PROBLEM.
For example, the gas clouds could corrode and damage structures instead.
Colonists with bad morale will go on strike for periods of time and the frequency and length of strikes increases over time if the morale is not improved. Some buildings will be shut down during strikes but not all, but over time more buildings will be shut down for longer if morale is not improved.
The above makes allot more sense right?
And building shutdowns during power shortages - gee, being the colony leader, i might like to have some say in which buildings are shut down, and that they remain F-ing shut down until i say otherwise.... you know, me being colony leader and all!!!
Also, being colony leader, i might like to clear all the useless trades from the trade list so i have more space to create custom trades, but, apparently i have to keep looking at that long list of useless trades instead and not be able to trade for more of the things that are actually useful.
All but 2 of the Alien crops are hamstrung by needing flour.... really? is that really necessary?? I have to look at interesting Alien crops that are basically useless?
And it's very easy to loose power in the winter and all hell breaking loose because you can't just turn off non-essential buildings. Not very high-tech for a space colony <o'
The worst part is, if they had done it right and made starvation something you could come back from, this game would be a lot more fun. But one false move and boom, you're in a death spiral. Completely ruined the game for me.
Clumsy and thoughtless development spoilt this game.
Yeah I found it pretty silly that the whole colony goes on strike due to starvation and then they will literally all starve to death rather than work on the farms.
thing i don't get, is that there are games like Surviving Mars that predate this one and they have all (Most?) of the features this game is missing or has just got plain wrong... (it has airlocks for colonists to go outside, they even don space suits to do it!) i'd say the only thing this game does better is that it's not all brown desert like Mars.
Also, why doesn't "surveillance view" actually follow people?
The structure of the game is just very repetetive and there are few options for variation in or optimization of build order that aren't tied to specific restrictions in a mission or map.