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http://www.complex.com/pop-culture/2014/03/new-crafting-rpg-is-like-minecraft-in-space-video
It's not really full of features, it's full of concepts that are incomplete or poorly done. Hopefully, that will change in the future - but in it's current state, there's just better games out there.
So, can I close the discussion with this conclusion?:
Starforge is full of features, but for that reason it is overloaded and limited in content? I think that's just ok, but thats just my opinion.
The reason I used Unity as a reference is that it's the base engine used for both games. Thus, we are comparing apples to apples for the resources available to the development teams.
That being the reason I would not consider it '♥♥♥♥♥♥♥♥' - as when reviewing two games, you want to ensure they are as evenly compared as possible.
Both use Unity as the base engine, both are voxel designs, both are planet exploration games.
How you consider that '♥♥♥♥♥♥♥♥', I'm not quite sure - but everyone is entitled to their own opinion.
Starforge isn't finished yet and are working on cave generation, as you may have seen in their posts. Before it was a pain searching for Caves and digging to find Resources. These pillars was a first-hand-Solution.
That just seems wrong in terms of design.. oil is found beneath the surface, even if it was a shale deposit.
You chop down a tree.. it falls in a stiff, lump, then rolls down the hill.
It's differences like that which become the variance between a 'polished' and clean experience versus a 'meh' experience.
I haven't seen alot of voxel engines getting this part right, but Planet Explorers seems to do a good job of seeding their resources, even Landmark (Big budget..) seems to do it in a really unrealistic fashion.