![]() ![]() Third campaign act, modding support and more, coming by the end of June! Don't think I've ever seen a negative one anywhere: I'll revisit this then unless the urge hits again.Ī bunch of full reviews. The dev is planning one more large update to the game later on this year, which will at least include the final campaign levels and some more quality-of-life improvements. It looks like the semi-casual game it is at heart while managing to avoid any shovelware aesthetics. The slipways look sleek while pumping their contents between planets, audio effects are pleasant ethereal plink plonks, the time rewind effect looks cool. Naturally you have to meet these objectives within the same 25 years and not go bankrupt in the process.įor a small project, the audiovisual presentation is really polished. Find a precursor relic megastructure and connect loads of research labs to it. There's even a campaign with some more gimmicky-yet-entertaining levels: Create an enclosed barrier with your slipways around a slowly expanding black void. Of course, any investment into research comes at the cost of improving your economy so it's another tradeoff to balance. The tech tree can change your economy in fundamental ways: the inventions start from Iceball planet colonies and end with synthesizing resources from empty space. Besides the distribution of planets changing from one game to another, you have a Board of Directors with 3 selectable alien races that gives different semi-randomized benefits and researchable technologies for each game. The game is priced at a very reasonable 15$ level and while it does get stale after enough runs, I found it replayable. ![]() The whole game lasts for 25 years which amounts to a pleasant 1 hour of real life clicking and thinking. Money tends to be an issue at the beginning, time at the end. ![]() There's always somewhere to expand or something to optimize.īuilding slipways, colonizing planets, sending probes, and other actions cost both money and time in 1 month segments. The miners for Planet #2 were naturally imported from some other Planet #4 and you have to start finding someplace to deliver the surplus water Planet #1 now produces. Planet #1 produces water, which it delivers to Planet #2 where they mine iron ore, which is delivered to Planet #3 which makes robots that are sent to Planet #1 so they can produce more water. Furthermore, planet types aren't known before they've been scanned, planets' import/export capacity grows as they get involved in the intergalactic economy, and so on. The simple premise gets more complex with several catches, the most important of which is that slipways can't cross each other. The titular slipways are paths that connect two planets to each other for trading purposes and each fulfilled import brings some yearly revenue to your account. Each planet has resource(s) that it exports and resource(s) that it wants to import. The game world is a randomly generated universe of planets floating in space. ![]()
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