Moses Never Had a Chance
Moses Wilhelm
North Carolina, United States
The fleshwalking 10 seconds of looped tiktok tragedies in the middle of someone else's straight to DVD romcom, at your service.
The fleshwalking 10 seconds of looped tiktok tragedies in the middle of someone else's straight to DVD romcom, at your service.
Review Showcase
32 Hours played
An absurdly adorable game that works a little like "Intro to Factorio" in that it uses a lot of the basic "capital a, Automation" genre mechanics without soaring into insane complexities or demanding peak optimization strategies. As it visually implies, a lot of artistic and vibe direction is inspired by games like stardew and harvest moon, but I honestly dislike those comparisons after playing the game for a while, since it seems to miss some important details that are needed to sit with the greats.

If thats enough for you, then I highly recommend the game. It is worth its full asking price, and (at least visually) it has a pleasant and calm design that I absolutely adore. It is not without its problems, and I'll list them in case any are dealbreakers for you;

I like thinkin games. Strategy, simulation, management, automation, etc. are my go-tos but I am not an obsessive optimization freak (I say with love, you optimizers are a blessing imo.) That said, the primary reason I stop playing a game in those genres are restrictive time constraints. I do not mean time-based quests like Stardew's birthdays, events, or even the 30 day seasonal changes - I mean when the mechanics are specifically asking the player to think fast. Most of the time this makes sense (some variation of "this bomb is gonna detonate in 30 seconds unless...) and I recognize it as personal preference, but in this game the time constraints feel abrasively arbitrary. I hope in the future there are some options to adjust the length of a day, because the enforced bedtime does NOT mesh well with factory building.

What is most strange about this, to me, is there are very little logistic speed increases in the game to help ease this temporal anxiety. Sure, the player gets a mount of sorts, and some new shoes or coffee to make em quicker, but as far as I have played there isn't any indication that the game has faster belts or other transportation options. There are non-logistic upgrades for production speeds, and a "packagizer" that increases capacity, but every logistic upgrade has actually SLOWED the process down and the game's entire gameplay loop is about getting item A to location B and they're starting to get really far. I think down the line the minecarts/rails might come into play but realizing I spent too long mentally mapping out the belts to avoid overlaps with the right machinery and having to trudge two maps back home just to trudge the same distance back feels more arbitrary than a personal failure. Like in stardew, if you ran out of time or stamina it feels like YOU messed up by not paying attention or trying to fit too much in one day, but its missing that vibe here.

Outside of the logistic complaints, the production ratios are a little odd to me at times, especially with a very early (for this genre) 2:1 assembly setup and at times really low access to convenient resources. This limited supply of resources seems to discourage experimentation and if there is any large following for this game I foresee it devolving into "look up the correct machine ratios or don't play the game" which is pretty sad for someone who likes to do some simple math and just see if it works. There is a focus on "throughput" which again indicates a desire for pristine optimization while simultaneously pushing production upgrades that break simple throughput values - one drill for 30 resources, one smelter makes 30 "bars", one 1:1 assembler can intake 90 bars to 90 product. Its a simple 3 to 3 to 1 which is nice given limited space and the aforementioned aversion to experimentation, but you can upgrade the middle(??) production to smelt 45 bars which is made even more complicated by a fuel requirement that is just low enough to barely need attention (1 fuel makes the aforementioned 45 bars, but is mined the same way) and since the final product is 1) the highest production speed of any other product and 2) literally the base component for everything else. I mean it, its a requirement for every single recipe in the game which makes me wonder why the smelting process got an upgrade and now I have to deal with more grabber nonsense because the "splitters" in this game are big as hell and only worth it when the game enforces a mining system that produces a random assortment of material that you essentially have to separate and package (it will block the line if you dont separate first) in order to use the slow as hell logistic system to traverse the terrain.

I will concede that after typing all of that I had more gripes about the automation than I realized.

Finally, and the smallest of notes because frankly I stopped paying attention to the dialogue, this game isn't really consistent with the mood it wants to convey in the narrative. As some have noted, the immediate introductions give off a "this place was awesome and now it SUCKS" vibe that I recognize is meant to mirror the PC own personal loss (that I guess I won't spoil because the game is weirdly coy about it at first even though it doesn't feel like a big mystery and imo would be more effectively utilized in the way the writer seems to want by starting with that character info instead of with granny) but the town is awash with verdant green grass, polished white brick, sturdy bridges, throughways and even a sanded coastline with a sort of backhanded insistence that the place is dying (for some reason, I truly haven't come across a good reason as to why) despite STARTING as quite a lovely town. You, as the player, have the sole job of making it as ugly and difficult to traverse as possible by desperately noodling your impassable conveyers hauling the limited resources (just sitting out in the open all over town btw) in order to inexplicably build the rocket ship that everyone needs to get the ♥♥♥♥ out of this small town paradise that your family apparently built and maintained completely on their own.

And don't get me wrong, you own this town. Its actually weird you aren't called a queen or her majesty, since you also siphon off people's electricity and nobody comes to wreck your ♥♥♥♥ when you completely block the main throughway in town just to tap a small bit of coal in someone's backyard. Why you even bother paying for anything and don't collect tithes from your subjects is beyond me, but I suppose you make up for it by briefly allowing the townsfolk to enjoy more real estate in the town they hate before you smack an iron plate setup right by the front door. I am pretty sure the sentient washing machine doesn't hate you personally, but is fomenting a people's revolution from within the doors of your iron fisted chokehold on the town's space and resources.

I've nothing detailed to say about the mines except I hate them and I dont know why the slimes are so small and I might stop playing if the game forces me to go in there too many more times. Its miserable, takes too long, and its just littered with rat slimes that threaten your life from the shadows of every tiny rock without any way to be rid of them (afaik, there isn't like a spawn point I can clear. Stand still long enough in an empty section and more will just hippity hop from behind a rock to remind you that yes they can knock your ass out and offer nothing of use in either life or death.) They will hone in on your location like salivating cotton balls with no regards for the thousands you've ground into the useless dark road of dust that is the mines. Are they weak but otherwise immortal creatures whose only sustenance is human flesh? Maybe the game answers this, but I've stopped being able to read past the flaring red of my vision when they're brought up that wills me to purge their species and collapse the entire mine network.

anyways, for 20 bucks it was fun and worthwhile lmao, but I know I'm already touching the nexus of tolerance for some of the games current issues. I will keep looking at patch notes or other possible changes in the future, and I still recommend it.
Review Showcase
241 Hours played
This game is not Factorio. It is not Dyson Sphere. Etc, etc. The development team has the enthusiasm and support comparable to the 1.0 Kerbal Space Program team, with a time-proven good sense of humor to boot. I actually can't think of a game that has so many examples of beta glitches/jank that were modified rather than deleted simply because they were kinda fun and goofy so long as they weren't a problem.

As you can tell from tags and marketing, its an automation exploration game. If you've come within a reddit comment even mentioning Factorio/DSP then you have enough of starting place to jump in immediately. For those people with that automation experience, the primary differences are;

A) No procedural generation or very little (iirc there are some randomized aspects but they are so background its not going to make a difference) but the map is absurdly large and diverse both horizontally and vertically. It feels real in a way procedural generation can't, and they earned their long time in Early Access by lovingly combing across every meter of the damn place.

B) The player is the primary aggressor in the game, with no hostile wave spawns to fill the spaces that automation/factory games inevitably create. I understand and appreciate Factorio, but this bad habit of automation games stuffing 400 Totally-not-Zerglings#45 into the blank spaces of automation is Factorio's worse legacy imo. I'm on the fence about if Satisfactory would benefit from a similarly related Pollution -> Hostility environmental threat but that is the only reason I can justify playing an automation game like a tower defense. The wildlife can and will be hostile, but once taken care of in an area stop being a problem. In this way, danger to the player character is a function of exploration and expansion rather than a difficulty slider (and once you've new game'd a few times, I find it reasonable to turn them off entirely)

Beyond those factors it follows the expected gameplay loop of source->refine material->optimize/transport->deliver.

For those without automation experience, or even those who are skeptical about the thrilling experience of logistics and optimization (can't imagine why) I still think this game is worth its full price to you. I will list some pros and even some personal cons to hopefully explain why;

Pros
- This game is extremely visually pleasing, both in a graphic fidelity and design sense. Everything has the expected weight, oomph, and intent assigned to its animations and no matter how many new games I start I still stare in awe at the space elevator connection sequence (good news tho! 1.0 added to this sequence and its somehow even BETTER now?)

- Everything you need to go explore the non-automation/base building aspects of the game are built into the easiest parts of the game. This means that the gameplay gap automation causes is filled with enough stuff to occupy your attention that you can get what I would consider at LEAST a game's worth of activity even ignoring the automation progression.

-If and when you are drawn to the inevitable joy of optimizing every drop of efficiency you can extract from this miraculously pristine alien ecosystem, there are very accessible MOUNTAINS of tools just itching to help you. This isn't even directly referring to modding, as the game has a very well done progression system that is tied to its encyclopedia. There isn't a point beyond the very beginning preface that is meant for brand new players (and can be skipped in later playthroughs) where accessible knowledge outrips, or is outstripped by, the utility of that knowledge. When you see steel beams mentioned then you know that nearby you can see exactly why you would need it and how you can get it. The game also teaches you that you will never NOT need something you ever ONCE needed and neither should you expect to be able to fully ignore an automated area once you're initially satisfied with it. You will use that original iron source and change its ultimate destination all the way until the end game.
That ISN'T even mentioning a very centralized and well-made "satisfactory-calculator" website with the entire game's worth of information categorized in such an easy to use GUI that I am pretty sure only Satisfactory players could have built something as good. There is a map/save game editor there in case you wanna adjust anything out of game, and there is a fully customizable GUI input to output material calculator sitting right next to it to help you really optimize your optimization strategies.
I STILL haven't mentioned the modding. With 1.0 I believe steam workshop will be handling a lot of the backend, but I hope the original SMM (satisfactory mod manager) program doesn't become obselete because its almost annoyingly easy to use. I say annoyingly because you can essentially download the SMM and point it at the game files (and maybe not even that if you installed in default locations) and it handles everything from finding (so many) mods uploaded to its database to checking dependencies, version numbers, and updating. This is, generally, FANTASTIC even IF it were less streamlined and functioned like bloated adware carriers like Curseforge and thunderstore (to be clear, it doesn't, and the overwolf hub devs should be shamed for it) but I have often found myself way overmodding my own game just because I get to look at 150 extremely interesting and versatile mods like I was limit testing the very concept of Unity utilizing system memory to function.

CONS
- the environment that I've so far been gushing about was very intentionally not designed for modularized manufacturing systems, and its not alterable on a macro scale the way Factorio and DSP are. This is part of the game, but comes with some pains. You can (and should) essentially create your OWN environment on top of everything else, but the natural world is not cubicle, unfortunately.
- The weakest part of the game design is the fauna compared to the geology and flora diversity within the game. This is good since dealing with a similarly diverse set of animals/bugs would add an incredibly complicated layer to the game that no other game would even strive towards, but bad because it can feel pretty stark compared to the rest of the world design. After about an hour of exploring (prolly less tbh), you will have generally decided the strategy to deal with any animal you will ever encounter and ignore about half of them... at least until you realize you definitely tame that dog thing.