
Honeycomb: The World Beyond is a sci-fi survival adventure set on the vibrant alien planet of Sota7. Adapt by building your base and crafting essential tools. Explore diverse biomes and use your bioengineering experience to uncover mysteries and secure humanity's future.
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Latest in each market: best FR #51, worst RU #89 · 10 markets collected
US · last 30 days
About
Welcome to the world of Honeycomb! Step into the role of Hennessy, a bioengineer sent to an alien world in search of knowledge that could help secure humanity’s future. Your mission for EON Corp will take you across the vibrant wilderness of Sota7 - a planet filled with unfamiliar ecosystems, extraordinary lifeforms, valuable resources, and dangers you were never trained for.
Sota7 may be beautiful, but it is not harmless. Some creatures may tolerate your presence. Others won’t. Learn when to approach, when to keep your distance, and when running is the smartest experiment you can perform.
From vast open landscapes to hidden underground caverns, Sota7 is home to diverse biomes filled with strange plants and creatures. Study the world around you, learn how its ecosystems work, and uncover the properties of newly discovered species. Curiosity is one of your greatest tools - but on Sota7, getting too close can have consequences.
Discovery is only the beginning. Use bioengineering to synthesize unique plant properties and manipulate animal DNA to trigger fascinating physical changes. Experiment with different combinations, analyze the results, and use what you learn to push your research further. The right breakthrough could change your mission - or humanity’s future.
But a scientist needs more than a notebook. Gather resources and establish a base where you can live, work, craft, and conduct experiments. Expand your facilities as your research grows and use your tools to help turn your designs into a functioning base of operations. Build what you need, where you need it, and prepare for longer expeditions into the unknown.
Every expedition is an opportunity. Search Sota7 for useful materials, craft the equipment you need, and keep an eye out for resources that can improve your chances of survival. The deeper you venture, the more you’ll need to understand the planet - and prepare for what might be waiting there. Because remember - the environment isn’t always your best friend.
Exploration - Sota7 has vast, diverse biomes, each with different plants and animals for you to discover. Scan various flora and fauna to learn more about this world and how you can adapt to survive in it.
Crossbreeding - as an EON-certified bioengineer, you are qualified to perform various experiments, from synthesizing plant properties to mutating animal traits! And who knows, maybe the answer to Earth’s Eco Crisis lies on Sota7?
Building - a scientist, especially on an alien planet, needs their base of operations. IVS will provide you with blueprints needed to live comfortably and efficiently.
Survival - as beautiful as Sota7 is, it is still a completely new world with its own rules and adversities. Perform research in order to discover how to make sure you don’t perish during your mission.
Engagement
Reviews
Themes across 184 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Honeycomb: The World Beyond is a sci-fi survival adventure where you play as bioengineer Hennessy exploring the alien planet Sota7. You gather resources, build a base, study plants and creatures, and eventually use bioengineering to experiment with new plant properties and animal traits. Pros ✔️ Sota7 is a really good world to explore - It feels properly alien without becoming hard to understand, with strange plants, rock formations, and VERY cute creatures constantly distracting me from whatever I was supposed to be doing. ✔️ The exploration and map systems work really well - Scanning plants and animals keeps giving you new things to discover, while the map actually helps when you need to head back out looking for specific resources by making it clear and easy to understand their location. ✔️ There is clearly a LOT more waiting for you - Almost two hours in I still had animal pens, nests, bioengineering, and experimenting with plants ahead of me. I had barely scratched the surface and was already excited about making Super Plants. Cons ❌ Base building is a bit limited - It is easy enough to use, but I wanted more freedom to customize the base and make it feel like mine. ❌ Parts of the UI are difficult to read - At one point the game was apparently telling me how to drop an item, but the text was so small and blended in enough that I spent way too long trying to figure out a basic action. ❌ The hoverboard was disappointing - After gathering everything to finally make it, I expected it to be way more useful. Steering based on where I was looking did not feel great, and I rarely felt like it improved getting around enough to justify the effort. Conclusion Honeycomb is a game I can absolutely see myself opening it and realizing 17 hours later that my day disappeared. Sota7 got me almost immediately, mostly because every five minutes I found another weird lil creature I wanted to be friends with instead of actually doing my mission. I barely reached some of the systems I was most excited for, which mostly just means I already have a reason to go back. Score 8.5/10 Sota7 Specimens - I came to secure humanity's future and immediately got distracted trying to befriend everything that moved.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Korean, Polish*, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Ukrainian, Japanese +1 more
Hours played at review time, across 184 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
うーんとバグなのか知らないが進行出来ないクエストがある。信号を探せで行っても何も無いしクエストも進まない。上下を探しても無いのでバグなのか条件が足りないのか分からない。新しい種を作れで一向に変化しないバグもある。 凄いアイテム揃えて門開いた!何も無いって言うのがある。クエストすらないただ主人公が感動するだけ。 いやアイテム揃えてようやく進むメインクエストぽいのに何も無しは駄目だろ。 バグなのか仕様なのかも分からないから 面倒くささが倍増。 サバイバルなんだけど素材のまま食ったり飲んだりするのが一番効率いいのは駄目だろと。料理しても差がほぼ無い。 戦闘も平和主義なのか麻酔のみ。 クエストはもっとわかりやすくして下さい。どこに行けばいいのか無駄にマップだけはデカいので移動がすぐこけるボードのみなので色々不完全なゲーム。
I recommend this game, but honestly wish there was an 'it depends' option for a mixed stance. This game has many good points about it, but also many things that could definitely use improving. Had there been no patches up until this point, I would have left a negative review and said to let this one cook a bit more before you pull the trigger on it. However, the devs have been putting in the work to give this game the polish it needs, and during my time playing I felt the improvements with each patch that came out. Note: This review will contain more negative points than positive ones, but that is by no means suggesting that there is much less positive to talk about - there's plenty of good here. I talk about the things that could be improved more as an additional point of feedback for the developers as well, as I know they are also keeping up on reviews and even responding to some - signs of a good developer right there. When the game first released, since it was technically not an early access game, I (like many others) was expecting an experience that was well balanced and relatively hitch free. Unfortunately during my playthrough it ended up feeling like a beta build of a game that would be given in say a press kit for content creators to get early footage and promote the game that was to be released in a few months. Crashes were frequent, things broke and spoiled way too fast, and the game, although great artistically, tanked on the performance side of things, However I am happy to say that this is no longer the case. Things are in a much better state now and much more in line with what I expected of a fully released title, which makes me confident that the devs are working hard in the right direction, For that I appreciate the effort they are putting in to address feedback from their players, and on communications and update frequency I cannot fault them for their attentiveness. It's clearly a project they care a great deal about and it shows much more now the initial pain points have been addressed. Some things I would like to see adjusted for the near and far future: Animal herd / flock mechanics: Currently hostile animals are a pain to try and tame, not because of how you tame them, but because when you're trying to get one to a neutral state to approach the nest, all the others in the group run you off and try to kill you. This means to befriend the one animal of the species you need to take to a nest, you have to get the whole flock to neutral or just go in rambo with your tranq gun, which feels against the spirit of the game. Personally, I don't like shooting the animals unless I really, really have to. Getting the whole nest to cautious is also unreliable, as leaving snacks on the ground means that any of the animals in that nest, hostile or not, could eat it - and that means a ton of snack crafting, which feels like unnecessary grind (not that I feel this was intended). I think if one of the animals in a nest becomes neutral, the rest should turn from hostile to cautious as they have seen you come and go with food and not trying to hurt them. As such, I've held off on trying to tame every animal species and only done the mainline quest ones, as I feel I'd be sitting for hours waiting for plants to grow to make snacks. Recipe Unlocks: Getting to wrecks for recipe unlocks is a nice idea, but depending on what wreck you go to will depend on the unlock. Unfortunately some of the REALLY essential ones like the fridge aren't pinpointed, and until you get that, you'll have a bad time trying to stockpile plants and fruits for crafting. This was a major pain point during my playthough. I think a quest that would guide you to at least the fridge and later the garage would be very helpful to ease the early game stress a bit, as by the time I did get to the garage unlock, I'd pretty much finished the main story and was on the final mission. The other issue is that when you see the smoke from wrecks, it's not always clear where the area is that has the smoke, as all of the particles appear to be the same size and have a tendency to shrink as you get closer. This threw me off for ages trying to find a wreck that ended up being in a much later biome. Traversal: The map feels a bit 'gatey' and getting to later areas always feels like you're going on a long trek - and as a result you tend to see a ton of what you have already seen, and less time exploring a new area before you've become tired or immunity runs low. During my playthrough it also meant getting plants back home was a race against time, since spoilage was very fast. Spoilage has been addressed a bit in recent patches so this will cause less stress when exploring, but the map's design could use a bit of polish. Extra shortcuts to new areas (like moving a fallen log down the small waterfall to make a walkway from area 1 to area 2, for example, or dropping a rope from a high cliff down to an earlier area, or even finding a schematic for modular metal ladders to climb tall cliffs) would make traversal much nicer. There are also areas of boiling water that are just there to be a gate and its function is both obvious and immersion breaking to me - more organic dangers like hostile fauna in the water (there is at least one, but could expand this mechanic) would make traversal possible but dangerous unless you perhaps pacify those creatures first - this would then permanently unlock water traversal between those areas. Getting more ways to get to new areas would make things less linear, but feel more organic. An upgraded variant of the hoverboard to float over water could also solve this. Some cliffs are climbable, and others that are about the same height are not. If our character can climb one at height X she should be able to climb all cliffs at height X. At the moment all these things together make exploration more of a pain point than a genuine enjoyable experience, which is a shame especially when there is so much attention paid to the art choice and style. Multiplayer: This game would REALLY benefit from having the option to play as a duo / trio. There is a lot of micromanaging in some parts like finding resources of keeping up with plant growth cycles, and having a helper to take some of those tasks and split duties would be great. Hopefully we will see this in the future as I can imagine this being a ton of fun with friends. Overall, I'd give it a go if you like games like Planet Crafter, Satisfactory or Subnautica, but be prepared for a little bit of clunk at this point in time. Should more things be addressed and I'm inclined to play the game through again, I'll update this review as necessary.
While you can definitely tell who made it, it's not bad. I like it. Cute, engaging, and easy enough for folks to figure out. But.. I don't think it should have been released yet. Holding it back to flesh it out more would have been a better choice. Snail loves to rush stuff, and it shows. Good luck to Frozen. Overall: Fine on sale under $10. $30? Nah.
I like it, so far, but it needs some work. The controller support is wonky at best and the fact that you cannot toggle on and off the tools is awful. Hopefully it gets some patch soon.
Honestly, I've had a great time playing this. It's relaxing and a kinder version of the aquatic themed game frequently reflected. The genetics part is alright but admittedly is more "hey this is fun, and that's kinda cool..." than "I must obtain the perfect fur baby". Once you get smote by a horned doggo though, you realize that while friend shaped, noooot always friend lol
Скучный и вторичный по всем фронтам кусок выцвевшего пластика.
Le jeu lag tellement que c'est injouable, j'ai même dû modifier des fichiers pour simplement qu'il se lance, je suis très déçu, le concept était pourtant prometteur.
Chill survival craft. Vague subnautica vibes, 0 horror elements though
If you are looking for a chill laid back title this is it! Definitely worth picking up!
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