Genesis Alpha One Deluxe Edition

Genesis Alpha One Deluxe Edition

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Blaize Mar 1, 2019 @ 7:29am
Any tips on how to play the game?
By this I mean something like "Best way to do this." I would love to know how everyone deals with the problems they have, or how they like to optimize there ship in a certain way.

Sorry if this isn't put together right English isn't my best.
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Showing 1-5 of 5 comments
Rin Palora Mar 2, 2019 @ 2:22pm 
Depends on what issues you have.
The easiest way is to muddle around, see what goes wrong and figure out solutions that you like to said problems.
Do keep in mind that luck is a factor so you can have an entire run of dealing with infestation and one where you get none.

But here's a few tips:
- think about your ship layout. Afaik you can only have 5 generators and 300 energy max, you can't built as much as you want.

- prioritize defense (turrets, energy barriers, shields, decontamination chambers, ammo)

- turrets, turrets everywhere, risk room first, in the crawl space as well, corridor intersection later, don't forget to check the ammo on them every now and again.

- energy barriers everywhere. Just in case.

- you will get a full refund if you delete a room. You can only delete rooms still linked to the bridge.

- try to limit the access routes your risk rooms have to the rest of your ship (tractorbeam room, hangar, refinery, storage for the refinery). With proper planing you can only have 1 way in and out of that room, easier to keep things in it.

- crew from nearby rooms may come to another room to help with aliens, you may wanna consider that when placing rooms: having the tractor room directly connected to the hangar or refinery will get you 4 or even 6 ppl that can respond to aliens.

- don't slouch on your infestation patrol, every now and again check rooms for spores, spider eggs and w/e can spawn enemies. Check all the rooms every now and again, you never know when something planted an egg on the bridge. Don't forget to look under the floor. Prioritize it if you are encountering aliens that propagate it (mushroom folk or spiders).

- there's no need to rush, you can stay in low risk sectors as long as you have resources to get.

- don't put storage rooms next to each other, if something goes wrong it can start a cascade explosion and you can lose all of them and all the resources inside making a recovery impossible. Same for other vital rooms. Reinforce said rooms when you can.

- I've found that making a triangle of energy barriers around the tractor circle does wonders for keeping the crew inside safe, at least in most cases. Works even better if you have 2-3 turrets watching the top with 1-2 bellow.

- healing ability is great

- grenades are stupidly dangerous to your self and your crew. (It's like they want to go and stand in the acid pool)

- always keep an eye on the alien radar. (left glove with 2 handed weapons equipped)

- if you personally go down to a planet you won't bring aliens with you back to the ship (afaik)

- if you don't personally go down to a planet the shuttle will always bring back aliens with it.

- farm biomass, genetic material, abilities and weapons on planets that are especially easy to deal with. (like a barren wasteland with no grass and an alien ship beaming down troops to be mowed down by the ubershotgun)

- as with all games energy weapons are not hit scan, their projectiles have travel time, compensate accordingly.

- green gas clouds will spawn moss where they go and those in turn spawn mushroom people with guns, you can kill the gas cloud if you shoot it enough. In turn sometimes the mushroom people spawn the gas cloud when they die. Advanced versions of the cloud will spawn mushroom 'dogs' under the floors.

- the more dangerous the sector the more dangerous and harder to contain the aliens that will come aboard. (like a nearly invisible electric ghost alien that ignores energy barriers, turrets, fires balls of death at you and detonates power boxes wherever it goes)

- obviously the safest way to play is to always farm materials your self so you are there when the sh*t hits the fan. Don't let your crew tractor in on their own, don't send them down to planet on their own (or at all). It is however rather tedious and boring to do so.
Last edited by Rin Palora; Mar 2, 2019 @ 2:32pm
Blaize Mar 2, 2019 @ 7:33pm 
Originally posted by Palora McWhine A Lot:
Depends on what issues you have.
The easiest way is to muddle around, see what goes wrong and figure out solutions that you like to said problems.
Do keep in mind that luck is a factor so you can have an entire run of dealing with infestation and one where you get none.

But here's a few tips:
- think about your ship layout. Afaik you can only have 5 generators and 300 energy max, you can't built as much as you want.

- prioritize defense (turrets, energy barriers, shields, decontamination chambers, ammo)

- turrets, turrets everywhere, risk room first, in the crawl space as well, corridor intersection later, don't forget to check the ammo on them every now and again.

- energy barriers everywhere. Just in case.

- you will get a full refund if you delete a room. You can only delete rooms still linked to the bridge.

- try to limit the access routes your risk rooms have to the rest of your ship (tractorbeam room, hangar, refinery, storage for the refinery). With proper planing you can only have 1 way in and out of that room, easier to keep things in it.

- crew from nearby rooms may come to another room to help with aliens, you may wanna consider that when placing rooms: having the tractor room directly connected to the hangar or refinery will get you 4 or even 6 ppl that can respond to aliens.

- don't slouch on your infestation patrol, every now and again check rooms for spores, spider eggs and w/e can spawn enemies. Check all the rooms every now and again, you never know when something planted an egg on the bridge. Don't forget to look under the floor. Prioritize it if you are encountering aliens that propagate it (mushroom folk or spiders).

- there's no need to rush, you can stay in low risk sectors as long as you have resources to get.

- don't put storage rooms next to each other, if something goes wrong it can start a cascade explosion and you can lose all of them and all the resources inside making a recovery impossible. Same for other vital rooms. Reinforce said rooms when you can.

- I've found that making a triangle of energy barriers around the tractor circle does wonders for keeping the crew inside safe, at least in most cases. Works even better if you have 2-3 turrets watching the top with 1-2 bellow.

- healing ability is great

- grenades are stupidly dangerous to your self and your crew. (It's like they want to go and stand in the acid pool)

- always keep an eye on the alien radar. (left glove with 2 handed weapons equipped)

- if you personally go down to a planet you won't bring aliens with you back to the ship (afaik)

- if you don't personally go down to a planet the shuttle will always bring back aliens with it.

- farm biomass, genetic material, abilities and weapons on planets that are especially easy to deal with. (like a barren wasteland with no grass and an alien ship beaming down troops to be mowed down by the ubershotgun)

- as with all games energy weapons are not hit scan, their projectiles have travel time, compensate accordingly.

- green gas clouds will spawn moss where they go and those in turn spawn mushroom people with guns, you can kill the gas cloud if you shoot it enough. In turn sometimes the mushroom people spawn the gas cloud when they die. Advanced versions of the cloud will spawn mushroom 'dogs' under the floors.

- the more dangerous the sector the more dangerous and harder to contain the aliens that will come aboard. (like a nearly invisible electric ghost alien that ignores energy barriers, turrets, fires balls of death at you and detonates power boxes wherever it goes)

- obviously the safest way to play is to always farm materials your self so you are there when the sh*t hits the fan. Don't let your crew tractor in on their own, don't send them down to planet on their own (or at all). It is however rather tedious and boring to do so.
This is above and beyond what I was expecting. You did a great job with the detail, and this had many useful tips.
xlockeed Mar 2, 2019 @ 8:12pm 
You don't get the resources back from a reinforced module just the base material that was used to make it.

Decontamination module will destroy spore and energy beings.

Energy barriers do not stop energy or spore beings from passing. Just physical entities.
Turrets only shoot physical targets, spore and energy beings float past them.

Energy orbs and ghost beings are the worst as they can do a shock wave aoe when killed and also travel up and down ship if there are levels above below them. Holo aren't in this class.
Rin Palora Mar 3, 2019 @ 3:03am 
Originally posted by xlockeed:
You don't get the resources back from a reinforced module just the base material that was used to make it.

Decontamination module will destroy spore and energy beings.

Energy barriers do not stop energy or spore beings from passing. Just physical entities.
Turrets only shoot physical targets, spore and energy beings float past them.

Energy orbs and ghost beings are the worst as they can do a shock wave aoe when killed and also travel up and down ship if there are levels above below them. Holo aren't in this class.


I was wondering if that was the case for the Decon room but haven't gotten around to testing it my self. I'm guessing decon B does more damage? Any point in having 2 in a row?

Any automated ways to deal with energy beams or spores?

Risk room list (any more?):
- tractor room
- hangar
- refinery
- deposits
(if anyone is sick)
-- crew quarters
-- cantina
-- medbay?
Last edited by Rin Palora; Mar 3, 2019 @ 3:36am
xlockeed Mar 3, 2019 @ 9:02am 
When allowed to do nothing they go to their quarters if no work assigned. If you have enough crew recreation rooms they go there and wander. Nothing different on decontamination rooms just cost as one is copper and other is gold. I've found one leading to safe part of ship is enough. As well as not having overlapping top or bottom ship layout. Had this one ship with a lift and one energy being went to bottom and took out lift and kept going up removing the lift. I couldn't track it down as it was semi invisible and hard to see in that small area. Learned my lesson and have stuck to a single level ship.

I've not had any energy beings come from refinery but have had bugs and spores. I've learned to just keep danger areas on one side of ship with a single decontamination module and energy barrier in crawl space and doorway. Only having 300 energy limit is a let down, was wanting to create large space hulks. Can always edit limits in script but that usually leads to editing in creative mode which in turn ruins it for me.

Automated ways, nope. Just build to where you can control the spread and if alerted you can easily jump into crawl and clean up. You can get creative and place energy barriers in front of power switches and prevent the bugs from destroying modules faster this way. As well as turrets in corner with energy barrier cornering it / protecting turret.

Some fun of the game is having to go into panic mode when you have an infestation while an annoyance lol. You'll learn how to build a ship that either avoids these or allows them. Where as new players think it's broken game mechanics, it's usually player error on their part.

They say modding isn't off the table yet, and I hope when it launches on Steam they open modding. Skyrim in space.
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Date Posted: Mar 1, 2019 @ 7:29am
Posts: 5