Poop!   United States
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The Citadel: Tech District overlooking Mandelbrot Park
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Workshop Showcase
A heavy cruiser I use to fool around with the Corruption and EEM mods. This is a world file. The list of "required" mods is just to let people see what they're getting.

[h1]JAXA DSSD 1701-D Watatsumi[/h1]
Deep Space Search and Destroy, Heavy Cruiser
3 ratings
Created by - DrNiggle
Artwork Showcase
Review Showcase
148 Hours played
TL;DR – As an early access game this has a lot going for it already. It needs to work on balancing resource development and technology progression, but the management systems at the core of the game are excellent and the devs are present in the steam/PA forums so the Q&A available makes getting a grasp on the mechanics more than doable.

This game takes the concepts behind the Anno series and games like Banished and then dives into the mechanics of colonist, resource and technology management and lets you micromanage the heck out of them. Progression is slow and every advance you make, be it adding a food item to the menu or unlocking a new tier of technology, must be meticulously calculated. That’s why I love it.

To give you an idea of resource management, one of the more simple things in the game are plastics: you will need 3 different types (alpha, beta, gamma) throughout the game and a plastic manufacturing chain will be the second or third thing every colony establishes. You need to:
  • Build a hangar
  • Buy an alpha ship
  • Unfreeze a director, a pilot, and a technician and assign them to the hangar
  • Buy an alpha ship mission and set it to collect plastic garbage
  • Buy a maintenance blueprint
  • Set start/repeat on the alpha ship mission and maintenance blueprints
  • Build a recycling center
  • Unfreeze a director, two recyclers, and a technician and assign them to the recycling center
  • Buy a recycling blueprint and set it to recycle plastic garbage
  • Buy a maintenance blueprint
  • Set start/repeat on the recycling and maintenance blueprints
  • Build a plastics sorting/melting/flaking facility
  • Unfreeze the five colonists necessary to work there
  • Buy or unlock the four blueprints for the facility
  • Set the production chains for the last two blueprints to queue alpha, beta and gamma plastics
  • Set start/repeat on the four blueprints
  • Build a prefab facility
  • Unfreeze the colonists necessary to work there
  • Buy or unlock the blueprints for the facility
  • Set the production chain to queue alpha, beta and gamma plastics
  • Set start/repeat on the blueprints
If you don’t have a blueprint or one is not on the market and you don’t have a blueprint left to unlock, then you have a whole separate production chain to work on for researching them. This process isn’t nearly as tedious as it may sound at first and the experience makes getting a production chain up and running that much more rewarding. The game is full of logistical challenges, and as you progress, the systems can become more complicated and rely more on other systems, which speaks to the game balance.

The balance of resources produced to resources used is already great. The balance of technologies researched to technology cost needs some improvement. It can be difficult to expand at all once the technologies to unlock power upgrades (vital for expansion) start requiring core techs/documents, because these take considerable resources to develop, not to mention a lot of time. While completely possible, this does cause long spans in the game where it seems like you’re doing nothing but waiting.

As for foods, ship add-ons, automation stations and power modules, the game offers a myriad of evermore-complex upgrades that make noticeable improvements to every corner of your colony.

Where the game needs the most improvement right now (patch 2.96.2) is in the imparting of information. The game either needs at least a half dozen more tutorials, or a pure sandbox mode. This would go a long way towards teaching non-economic-worldbuilder-veterans how to get a good start, since the slightest mistake early in game could devastate your colony and make you just start over.

At the moment it’s also absolutely necessary to claim some bonus packages at the new colony screen, because without some free blueprints and power modules, you’re asking for a dead colony. It would be nice if there were either more tier-1 blueprints available on the market, or security boxes were easier to get in a level 1 colony.

The game also doesn’t have any resource graphs that I could find, so it’s difficult to track a decline in food or fertilizer or water over time. For that, you have to keep an eye on the numbers of resources in your inventory and try to remember values so you notice if you’re running out of something. Graphs would be a great addition.

There is also nowhere to see a summary of what level colonists you have and the available housing space for that tier. I currently have to manually add up the number of junior, senior and master colonists I have and then visually check to make sure I have enough residences to house them. A summary screen for this info would be a great addition.

It would also be nice if there were some more glitter; 1x1 and 1x2 parks, industrial gadgets, commercial outlets, something to fill in the extra space left over once you’ve completely filled a platform.

Overall I’m happy I bought it and 100 hours in I’m going to be playing it more, even though it’s not finished and things like drones and energy combos haven’t been implemented – I’m excited for when they are.

Edit: The game got an overhaul, and it's better than I hoped. Still no graphs, though <3
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ss4fred427 Mar 6, 2015 @ 8:00pm 
hey you playing T2