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What is the endgame ?
I didnt bought the game yet but i would like to know, what is the endgame? Is there more stuff to do once you unlocked everything or... you are just entering a loop of gathering for the fun of with no real reason?


Thank you !
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Showing 1-14 of 14 comments
Dune Oct 21, 2019 @ 10:28pm 
The game creators are planning on adding more content. What that content is I don't know, I think I read somewhere else that they would like to add an actually story to it but I don't know. One of the best things about this game is that you can always script things, or move things to become more efficient so if you unlock all the upgrades before the next update then you can always optimize your systems or figure out how to do it all again but faster.
Ydyp Oct 21, 2019 @ 10:41pm 
As Dune said, the fun is in creating the optimized loop of gathering and manufacturing the goods you need. Mostly all for keeping your colonists happy as the reason you are send to the planet (gameworld) is to colonize it, but they did forget to tell you that those colonists are so lazy that they will use up items but will not fetch them. So you will have to provide them the goods.

And the required goods you have to bring them and sustain grows the higher level of the colonist as well as the higher payoff you get in terms of wuv. Which is needed to research and progress.

So that is the endgame, try to level up your colonist to the highest level and keep them happy there so you can research better stuff to help you do that in a more effective way.

But there is no real ending atm like there is in Factorio when you launch that rocket to escpae the planet. And also there is no real threat on this planet either so you can not fail by getting destroyed.
Sombrero Oct 22, 2019 @ 12:57am 
The game is very sandbox by default, it reminds me a lot of minecraft in that regard (at least original minecraft, before it got a very artificial endboss).

There's a progression but there's no definite goal (at the moment, probably will be added with updates later on). With that being said you are constantly giving yourself goals to reach as you play simply because you have so much freedom in how to do things. I don't like when there's no clear goal most of the time but in this game it never bothered me because I cosntantly aim to do something I haven't done before.
Tooslow Oct 22, 2019 @ 1:53am 
Hopefully the endgame is some kind of Skynet style robot uprising.
Gart Oct 22, 2019 @ 3:31am 
For me right now, the endgame is getting through first 4 tier researches
Xuhybrid Nov 13, 2019 @ 12:00am 
The primary goal is to advance your colonists.
Ghrathryn Nov 13, 2019 @ 3:05am 
Presumably - once they finish adding content - it'll be getting the colonists up to the top of their needs pyramid and maintaining them there along with completing all research and milestones.
Naymy Dec 10, 2019 @ 10:30am 
I kinda hope the end game is a shuttle launch and you get to choose another planet!! Kinda like, what goes around, comes around. You land on a planet, colonise it, make it perfect then launch into space again and colonise another planet (start new game). You can still go back to the old game, launching the rocket, literally starts a new game. You might get an end scene and roll credits including kick starters, etc while you are cruising along in your little rocket. Before getting to a new planet and getting the new game screen again (select landing zone).

That would be cool.
Xuhybrid Dec 10, 2019 @ 11:20am 
Originally posted by Naymy:
I kinda hope the end game is a shuttle launch and you get to choose another planet!! Kinda like, what goes around, comes around. You land on a planet, colonise it, make it perfect then launch into space again and colonise another planet (start new game). You can still go back to the old game, launching the rocket, literally starts a new game. You might get an end scene and roll credits including kick starters, etc while you are cruising along in your little rocket. Before getting to a new planet and getting the new game screen again (select landing zone).

That would be cool.
The only way that'd be acceptable is if it's a NG+ where you get to shortcut past some of the early technology or have some added difficulty. Otherwise you end up with Factorio rocket launch which adds absolutely nothing to the game except endless research zzz.
Tooslow Dec 10, 2019 @ 9:03pm 
Originally posted by Xuhybrid:
The only way that'd be acceptable is if it's a NG+ where you get to shortcut past some of the early technology or have SOME difficulty.
Last edited by Tooslow; Dec 10, 2019 @ 9:04pm
EnderSword Dec 11, 2019 @ 2:16pm 
Originally posted by Xuhybrid:
The only way that'd be acceptable is if it's a NG+ where you get to shortcut past some of the early technology or have some added difficulty. Otherwise you end up with Factorio rocket launch which adds absolutely nothing to the game except endless research zzz.

I think there's a lot you could do with it, like, you could play with a lot of variables on other planets...you could have less initial resources like rocks, you could change the growth rate of plants, and one of the biggest things they could do to add challenge is make colonists something that actually require maintenance with a consequence.

Like right now there's no fail state, you can just stop feeding your colonists for a long time and it doesn't matter. If you had a way they could die or produce something negative, it would mean you could have challenging planets.


Tooslow Dec 11, 2019 @ 8:57pm 
Reducing resouces or plant growth speed wouldn't make the game more difficult, it'd just make it a bigger PITA.

I had a massive conversation with someone about this on here but they couldn't grasp that Autonauts requires no, zero, zilch balancing or critical decision making. There's a low effort way to get results or there's a technically more efficient way to get results with the difference being how much effort the player has to put in.

What do I mean by balance? In a Settlers style game look at wood - wood can be used as a building material or it can be used to make charcoal and power furnaces. There's only so much wood available so you have to balance how much you use for one vs the other. Later you'll find coal and won't need charcoal, so you can rush ahead and balance your use or go slower and take fewer risks.

In Autonauts you are never running out of wood, the means to make wood or anything else that comes from trees.

One of these approaches is realistic - the UK, the rest of Eruope and most of Scandinavia used to be 90% covered with forests but about half of that was gone by the Bronze age - the other is Clicker game mechanics.

Anyway, not sure why I'm still subscribed to this thread so I'll peace out. I quit the game about second or third stage colonists. It's a pretty little game with a terrible tutorial/uninformative UI and no challenge. I hope they get to make a sequel that's less dull.
EnderSword Dec 12, 2019 @ 5:36am 
I think of it as a very different type of game, it's more sandbox in terms of what to do.
And yes, it is very like a clicker game style economy but with a factorio type production line system.

The game can be what you like, make the biggest economy you can, or be efficient in your use.

In order to have a 'challenge' though you need some sort of failure condition, and they could add one.
Leost Dec 15, 2019 @ 6:53pm 
I like the game as-is without real concern of failure. As it is I get a bit anxious in the early game before you get mallets when I start to run out of sticks. I know there are always more sticks out there and my concerns are not very real, but yet I always feel like I really need to be careful until I get those mallets. I don't want other stuff to give me the same concerns (and for those concerns to actually be real). Let people have fun.

A challenge mode though would be fine. Limit certain resources, let colonists starve or freeze, or .. get bored to death. Ideally limited resources would be something the tech-tree would be designed around, like an above poster said, if one resource is limited at some point you get a tech that gives you a better alternative and the limit no longer matters so long as you get to that point. At end game you'd want all resources (that are relevant at end game) to be available even if in limited amounts, but getting there I could see challenge modes that could make things require some care and planning.
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