Stationeers

Stationeers

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Thanks to the Devs!
Thanks so much for the constant updates and new content. I enjoy this game very much. Every time something new comes out, I load up Stationeers and add it to my base.

My base is kind of like a model railroad. It's a hobby and I am always glad to be able to add something new.
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Yeah we forgot a little too much to thank devs when they do a great job. Thanks devs, continue like this ! (But add toilets, please)
I was thinking of a cool hamster wheel exercise device. When you run on it, it generates electricity. Could get you out of a jam if your batteries drain. Also, happiness goes up when you exercise.
Yes, profound thanks to RocketWerkz for having a team working on Stationeers. We keep hearing these years the situation for game studios is dire, and this particular game costs way more money to make than it yields in sales, yet development - and new Beta releases! - continue basically every day.

Dean Hall said on multiple occasions they deem it essential that Stationeers would survive the studio and even the platforms that it is sold on, so that's probably not just a love letter to SS13 (Space Station 13) which is the inspiration for this game, but I assume it's the understanding of how important Stationeers is:

It's a uniquely realistic and deep simulation of reality in the form of a space survival game, very complex, pretty hard, yet well approachable because gamified in the right places, and the user interface (while certainly improvable) lives up to the complexity and makes it all handleable. It has reasonably beautiful graphics and performs very well. They also didn't skimp on the FOV (field of view) options, which ridiculously too many other 3D 1st person publishers completely fail at, showing that those have no understanding what they're doing.

In my opinion, Stationeers is writing gaming history. It shows what can be done, so it is likely to spark others to follow suit. You may say "Niche = low sales = probably not many imitators", but I don't mean copycats, I mean inspiration! My go-to example is this:

The classic Doom was "just" a shooter. There were also some exploding barrels which could take out nearby demons, but that's it. Then games like Half Life 2 came along, and since then, "physics" engines have been a common part of most shooters, with or without interesting such puzzles like HL2 had them. Even though that has nothing to do with the core gameplay or theme. Why was that done? Well ... initially probably to show off and to deepen the immersion - giving an experientable reality was a new thing back then. But isn't it mainly a waste of processing cycles / threads? Yet nobody sees it as that. It belongs!

Now imagine the same would happen to some limited form of atmospherics.

Splinter Cell's heat vision would become more meaningful, a detective game would allow you to say "This seat is still warm!", and in a shooter you may observe someone's warm body standing behind a corner, waiting for you to march into their trap. You may even smell a guard's cigarette smoke downwind, an aspect that is already underway via games like The Hunter.

I believe that we will get there and that atmospherics will become more common. Most of that can be done on its own dedicated processing thread anyway, so it wouldn't hurt performance much.

And if that happens, I hope that even if the gaming world forgets the importance of Stationeers in regards to the revenue that RocketWerkz would absolutely deserve, they won't forget who built the deepest prototype demonstration of atmospherics in a 1st person 3D game.
BNE Mar 26 @ 8:32am 
As I wrote before, in my review. long years past. One of the most unique games Ive ever came across. A hidden gem. Nad thanks for the thrread and the chance to join you on this.

THANK YOU !
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