Interstellar Space: Genesis

Interstellar Space: Genesis

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Adam Solo  [developer] Dec 3, 2018 @ 12:17pm
Community Feedback List
Hi everyone!

Great news, we have collected lots of great ideas and we've made our assessment of their feasibility for incorporation in Interstellar Space: Genesis. The result is this list of community feedback, which is regularly updated.

We have taken into account all the feedback provided by the community in the game's official forum[www.interstellarspacegame.com] so far and a few from other sources (e.g. eXplorminate, Reddit, other articles).

We made our best to consider all your ideas and we have categorized them by their likelihood of making it to the final release of the game. The less likely ones may still have a chance for inclusion in a DLC/expansion.

Keep on suggesting awesome ideas! We are always listening and analysing your feedback.

You can find the CFL here[www.interstellarspacegame.com] (\Update: this list has not been updated in a while but rest assured it is being updated internally).

Just to clarify, this community feedback list is often re-prioritized and we include items we perceive to be the most pertinent, needed and feasible for a given time. We can't promise all items will go in, but many will.

Please continue sending us what you would like to see added or improved in the game! Even if your suggestions don't make it for the release they may be considered for inclusion on one of the planned expansions and DLC.

Thanks!

NOTE ON FEEDBACK

Just a reminder that we do try our best to read everyone's suggestions. This is a time consuming task for us. The more clear and concise your suggestion is, the more likely we are to read and understand what you are suggesting.

Also, we want to remind everyone that we have a (very) long list of suggestions from many players to contend with and our team is very small. If a suggestions is in-line with our vision for the game, it will potentially be added at some point. We prioritize suggestions internally based on a number of factors and decide which to pursue with each update.

It's very useful for us to hear the feedback, even if duplicated, as it helps us understand which of the items are of most importance to our players. The number of people asking for something is certainly a component to how likely it is to get prioritized.

That said, there are of course other factors too. The time requirement to implement a change being perhaps the biggest one. Some things which seem trivial to implement actually are. Other things which seem trivial to implement are not, and may not be worth it as a result since we'd lose time we could spend on a more impactful suggestion.
Last edited by Adam Solo; Jun 21, 2022 @ 3:45am
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Showing 1-15 of 618 comments
Godwin Jul 27, 2019 @ 12:49pm 
Feedback: A more impactful new turn sound.
It's honestly maybe a bit weird, but I like a powerful sound when I end my turn and start a new one.
One that's inviting me to play further while also marking a clear separation.
There's lots of games that have such a sound.
For me it makes quite a difference. The current sound is like a dud. "Was that it? I ended my turn did I? Seem like nothing even happened."

EDIT: after playing some more as AI turns get longer I'd like to even get 2 sounds if the AI turns are over 2 seconds long, one small for ending, and a big one when it's your turn again.
If the AI turn is shorter the big one only will be fine (also if 2 sounds is harder/undoable or so the big sound upon starting the new turn (instead of on ending the turn) is best imo.

Thanks!
Last edited by Godwin; Jul 27, 2019 @ 3:16pm
Iron Dice Jul 27, 2019 @ 2:25pm 
Maybe slow the research down. It far outstrips your ability to integrate it into your empire. Maybe needs a log scale applied.
pinback Jul 27, 2019 @ 2:44pm 
1. There's no indication that a ruin is clickable, except that it's white. Something a little more exciting would be good.

2. Buttons start to lag in late game. I dunno what kind of optimization can be done, but there's no indication you pressed a button until a couple seconds pass and it gets done doing what it does.

3. What Godwin said about making it really stand out when you click a button. SiS did a magnificent job of this, steal all their stuff. ;)

These are not complaints, just suggestions.
Godwin Jul 27, 2019 @ 3:22pm 
Originally posted by Iron Dice:
Maybe slow the research down. It far outstrips your ability to integrate it into your empire. Maybe needs a log scale applied.

Yes well I noticed this as well somewhat, but for me the solution should be to speed up production.

Seriously, I'm really trying to get production going with Support Fleet and Leaders and Robotic Factories, even a Battle Station etc. but building my first colony ship still hasn't happened and I'm in turn 85. My first one I built will finish in 30 turns. (I didn't start when it gave me a warning production was over 99 turns, maybe I should have, but that would have been even more boring).

Production seems to lag severely with respects to the other gameplay. Why am I saying this and not that research is too fast is because exploring a small galaxy with remote observations, visiting every possible system I can with my 1 Survey ship etc. are all practically done.

I have lots of leaders, lots of BC, 3 colonies, good relations with the 2 other aliens, but my production is just lagging so much!

Now I've sort of run out of things to do and I expect to just click end turn for 30 times as there's nothing I can do with this little production.

As this is my first game I may overlook something, but I did take the SCP Perk that gives production and just really tried to get it up.. I don't think I'm missing anything.

EDIT: It now has normalized a bit at turn 141. I'm thinking small galaxies are not the really optimal way to play. And it's still the slowest, but at least it's a lot better now with some key techs (space mirrors and some others). Might still be too slow in the beginning, but just wanted to amend my earlier statement a bit.
Last edited by Godwin; Jul 27, 2019 @ 5:07pm
Godwin Jul 27, 2019 @ 4:06pm 
Feedback: I have an alliance and I vote them to be leader of the galaxy, but I do not win as well, I lose. Counterintuitive.
I expected allies to win together.
Kiflin Jul 27, 2019 @ 5:49pm 
Originally posted by Godwin:
Feedback: I have an alliance and I vote them to be leader of the galaxy, but I do not win as well, I lose. Counterintuitive.
I expected allies to win together.

You can turn off the mechanic of the game ending at leader of the galaxy Godiwn, but fair point.

I would suggest allowing freighter fleets to be movable if you create them. Right now you can create individual freighters, but if you create a freighter fleet, it's limited to the system you created it in. Not cool.
Last edited by Kiflin; Jul 27, 2019 @ 5:51pm
Medway Jul 27, 2019 @ 5:54pm 
Originally posted by Lord Vader:
Originally posted by Godwin:
Feedback: I have an alliance and I vote them to be leader of the galaxy, but I do not win as well, I lose. Counterintuitive.
I expected allies to win together.

You can turn off the mechanic of the game ending at leader of the galaxy Godiwn, but fair point.

I would suggest allowing freighter fleets to be movable if you create them. Right now you can create individual freighters, but if you create a freighter fleet, it's limited to the system you created it in. Not cool.

Freighters go into the main pool that can be accessed by any system where they are needed. There is no reason to move them around. I've never had an issue where they are restrained by the system they were created in.
Last edited by Medway; Jul 27, 2019 @ 5:55pm
Medway Jul 27, 2019 @ 6:11pm 
Originally posted by Godwin:
Originally posted by Iron Dice:
Maybe slow the research down. It far outstrips your ability to integrate it into your empire. Maybe needs a log scale applied.

Seriously, I'm really trying to get production going with Support Fleet and Leaders and Robotic Factories, even a Battle Station etc. but building my first colony ship still hasn't happened and I'm in turn 85. My first one I built will finish in 30 turns. (I didn't start when it gave me a warning production was over 99 turns, maybe I should have, but that would have been even more boring).


I'm in turn 64 and a colony ship at this point takes 19 turns. That was also with me messing up and forgetting to set my planet focus properly for the first 20 turns so that could have been reduced further.

The first 50-75 turns don't have a lot of production going but give it some more games as your starting planets can make a big difference in how fast things go.
Last edited by Medway; Jul 27, 2019 @ 6:12pm
Kiflin Jul 27, 2019 @ 6:14pm 
Originally posted by Medway:
Originally posted by Lord Vader:

You can turn off the mechanic of the game ending at leader of the galaxy Godiwn, but fair point.

I would suggest allowing freighter fleets to be movable if you create them. Right now you can create individual freighters, but if you create a freighter fleet, it's limited to the system you created it in. Not cool.

Freighters go into the main pool that can be accessed by any system where they are needed. There is no reason to move them around. I've never had an issue where they are restrained by the system they were created in.

Nice! I'll see if I can capitalize on this info this round. Thanks!
Kathapalt Jul 27, 2019 @ 10:28pm 
After a ship enters a system with another races ship , the pop up "are you sure you don´t want to attack" comes. For some reason the game lags huge amount when this popup comes. Also i would like a option to switch this off, as it just takes time to click it every turn.
mercury149 Jul 28, 2019 @ 12:37am 
I don't know if this was just bad luck for me or if it is intended but I just played through 200ish turns on a huge map. During this time I got a few 'legendary' leaders and high end leaders, but it seems everyone of them within 10-20 turns would get the 'Envious' trait or 'Greedy' or even BOTH. I did have a FEW of the 'good' traits pop up on them but 'Envious' was the big one that kept hitting, and that one is nasty. When my 2nd best colony leader wants me to fire my best colony leader, and then the best one wants the 2nd best fired.......it gets MESSY for the leader opinion ratings. Is this intended to work this way for leaders?

Also I had one occurrence where I used the Human special ability to get leaders to show up, and the colony leader was the guy I had just dumped since he was 'Greedy', 'Envious', and the one where they only get one skill choice, He had been hit with all 3 of those since I picked him up, so I booted him, and here he comes right back.

Enjoying learning the game, looking very good, slow to get started but once you get going it can pick up very quick.
Medway Jul 28, 2019 @ 3:45am 
I usually only get one leader that asks me to dismiss within that period. And usually one of them is expendable. I'd say keep playing and see how it pans out in other games
Medway Jul 28, 2019 @ 4:43am 
Originally posted by Medway:
Originally posted by Godwin:

Seriously, I'm really trying to get production going with Support Fleet and Leaders and Robotic Factories, even a Battle Station etc. but building my first colony ship still hasn't happened and I'm in turn 85. My first one I built will finish in 30 turns. (I didn't start when it gave me a warning production was over 99 turns, maybe I should have, but that would have been even more boring).


I'm in turn 64 and a colony ship at this point takes 19 turns. That was also with me messing up and forgetting to set my planet focus properly for the first 20 turns so that could have been reduced further.

The first 50-75 turns don't have a lot of production going but give it some more games as your starting planets can make a big difference in how fast things go.

I replayed that game properly focussing on my planet infrastructure this time. I was able to get colony ship production time down to 19 turns by turn 35, 14 turns by turn 46 and by turn 56 they only took 10 turns to produce.

There usually aren't enough good planets to colonize that early in the game though. Between the free ship you start out with and the free one you can get from SCP that's usually enough without having to rush ship production tech.
Last edited by Medway; Jul 28, 2019 @ 4:44am
Godwin Jul 28, 2019 @ 5:54am 
Originally posted by mercury149:
I don't know if this was just bad luck for me or if it is intended but I just played through 200ish turns on a huge map. During this time I got a few 'legendary' leaders and high end leaders, but it seems everyone of them within 10-20 turns would get the 'Envious' trait or 'Greedy' or even BOTH. I did have a FEW of the 'good' traits pop up on them but 'Envious' was the big one that kept hitting, and that one is nasty. When my 2nd best colony leader wants me to fire my best colony leader, and then the best one wants the 2nd best fired.......it gets MESSY for the leader opinion ratings. Is this intended to work this way for leaders?

Also I had one occurrence where I used the Human special ability to get leaders to show up, and the colony leader was the guy I had just dumped since he was 'Greedy', 'Envious', and the one where they only get one skill choice, He had been hit with all 3 of those since I picked him up, so I booted him, and here he comes right back.

Enjoying learning the game, looking very good, slow to get started but once you get going it can pick up very quick.

Huh interesting, I kept getting 'Trusting'. Maybe it depends on your playstyle/government?
madmikmouse Jul 28, 2019 @ 6:33am 
My apologies if someone has already posted on this.... I haven't read all of them.
I would like an option to autofit ships. Love the game but i am not a fan of ship design. I know that many people do like that kinda thing so i'm not criticising the setup at all. Just not for me.
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Date Posted: Dec 3, 2018 @ 12:17pm
Posts: 618