
StarRupture is a first-person open world base-building game with advanced combat and tons of exploration. Play alone or in a group on this sublime and ever-changing planet, extract and manage resources, create your complex industrial system and fight off hordes of alien monsters.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 6.14/day in the week to Aug 25 → 9.86/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1161 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
StarRupture не стоит воспринимать как прямой аналог Satisfactory. Это более лёгкая смесь фабрики, выживания, исследования и боёвки, и лично мне такой подход нравится. Отдельно очень нравится идея со звездой: она периодически выжигает поверхность планеты дотла, а потом всё снова расцветает, словно феникс из пепла. Выглядит атмосферно и хорошо работает на общее ощущение чужой опасной планеты. Ранний доступ, конечно, чувствуется. Строительство местами сыроватое, а под каждый новый этап часто приходится перестраивать базу, потому что меняются производственные цепочки. С одной стороны, простая система строительства это сглаживает, с другой - иногда утомляет. Из того, чего лично мне не хватает - побольше мобильности. Зиплайны помогают, но это всё-таки не панацея. С учётом местного рельефа игре бы не помешал какой-нибудь более удобный способ передвижения. Одному играть можно, но ощущается, что в компании было бы веселее. Также советую посмотреть моды на NexusMods, особенно на увеличение инвентаря и стаков. С ними играть заметно приятнее, потому что в оригинале инвентарь быстро забивается. В целом игра сыровата, но потенциал хороший, и разработка движется. Главное - не ждать от неё “Satisfactory 2”, а воспринимать как самостоятельную игру со своим уклоном.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 28: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, French, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Thai, Traditional Chinese, Japanese, German*languages with full audio support
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Played 59 hours so far... Big fan of this genre (crazy hours in Factorio, Satisfactory, etc)... Having only played single player... Considering its early access... Would 100% recommend to factory management genre lovers. This game has resource gathering, building, management, optimization of production flows, exploration, combat and progerssion. It looks great, instinctive controls, with just enough freshness over Satisfactory to make it familiar yet fresh. After 59 hours there is still more tech tree / upgrades to unlock. For this price you can't go wrong. What makes StarRupture stand out from other factory games: - Ruptures: periodically the planet is engulfed in flames - be ready. This brings cycles to the planet, where certain activities are better done at specific parts of the cycle. - Forced exploration: while some tech upgrades can be classically earned, some require blue prints that can only be found by exploring ruins in the world. This forces you to leave the comfort of home and roam the planet from time to time, facing hoards of bugs. - Distributed bases: the mechanics of this game lead you to develope a distributed factory strategy, rather than a single site pulling in resoures. This becomes more important in later game, with additional tech faciliating distribution (and travel) over distances. Response to common themes in negative reviews: - If you've finding the combat / aiming difficult: I don't konw what to tell you. Combat in StarRupture is quite simplistic. Short controlled bursts, startegic reloading = no worries. For harder areas, time your attacks with post-rupture = no worries. If you die, re-arm, got pickup your dropped stuff, and keep going. If anything, the combat gets a little repetitive / basic but this isn't a combat game at heart. Some of the NPC bugs employ tactics making markmanship useful and combat enjoyable. - If you're angry at the lack of defensive walls: you're doing it wrong. Bugs only mass attack your base if you upgrade your core. Employ startegies to keep your core levels low (including distributing your base across multiple sites), at least until you get the automated turrents. - if you find its too slow between tech unlocks: you are likely limiting yourself. Do more in parallel - both for a single unlock (IE multiple oribital launch sites), as well as with work mulitple upgrades at the same time. This is where experience with factory management games is useful. The only limit is your imagination. - For those reporting lag / stability problems: I haven't seen any in my 59 hours so far. I have a large, complex central factory, as well as over a dozen other sites all operating without any lag. The game hasn't crashed on me once. - For those reporting frustration 'having to move foundations when moving buildings': The buildings and their foundations are one and the same - whats the Issue? When you remove the old building the foundations go away. When you build the new building, it comes with foundations. Basic. What would I like to see added: - Levels - I'd like to be able to build up - stacking levels of a factory ontop of lower levels. However I appreciate this would go against the overall grain of the game pushing you to build in a distributed manner, so in a way this limitation makes sense. - More / varied NPC bugs with individual tactics. Are there flying bugs? Maybe I haven't seen them yet, but if not, you should totally add them. Also consider bug bases that grow in a cycle, and maybe culling them earlier in a cycle avoids attacks later in cycle? - Watch / clock / timer / count-down to next rupture. Not a biggie, but it would be a nice to have. - Keep expanding the tech tree - I'm worried about running out of available upgrades / things to build. I'm not there yet. I hope at least at the end there is original factorio like goal of launching satellites that consume most items produced - allowing continual growth and optimization of production beyond tech tree max out.
Game has a lot of potential. But stuff bogs it down right now. Luckily it's pretty simple stuff that can be fixed. Things that, in my opinion, needs to change for this game to be great: - When you open a piece of equipment with "e", please let me also close it with "e" or at least "tab". You can use tab some places, but not all. Only allowing "esc" is annoying as I have to move my hand to reach it. - Make mouse-overs for icons with explanations - Add "deposit similar" and "take similar" to personal containers. - Add "quick deposit similar" to personal containers so you don't even have to enter the container to deposit into it. For instance Windrose does this by letting you push "q" when near a box. Works brilliantly! - Let me lock certain inventory fields to exclude them from "deposit similar". These fields should also not get sorted when you click sort. - Let me sort both inventory and containers. - Shift-left-clicking something in a container of the inventory should instantly move it to the other side the same way a double-click currently does. Double-clicking 20 times in a row is laborious. Most other games now use the pretty much standardized shift-left-click for this. - Add a bit more air-control when jumping. Jumping straight up to go on a ledge feels very odd right now. Almost like you step onto the edge only by your toe-nails. I don't need crazy air-control, just a bit more. - Grey out functionality that isn't unlocked yet. Specifically I am thinking about the "Drone request priority" in fabricators. Having it there when you can't actually use it is very confusing for new players such as myself. - Progression is quite confusing and not much is explained. That works for games where progression is intuitive. This needs better visual explanation and coherence for new players. - Add progression to the hud somehow. Make progression more visual overall. Let me pin stuff so I know what and how much I need to progress. I keep forgetting and having to run back and fourth looking it up. - Bugs are nice, but kind of bland after a while. More enemy variety is necessary instead of just "blue bug", "green bug", "big bug" and so on. - Let me ascend and descent ladders using a button. I keep having trouble going down ladders and "releasing myself from it" when I reach the bottom. "jump" should release me from a ladder. - Please let me "build from container items". Having to take things out of containers all the time is very cumbersome and something other survival games have done away with for a reason. :) I've played this in multiplayer with friends for a couple of hours. We gave up. No one knew what to do most of the time and we just ended up going in circles. It wasn't much fun. I am currently playing in single player. It's better than multiplayer as there's more time to pick up on things at your own pace. But the progression system does feel very disjointed and cumbersome. I am constantly trying to figure out what to do next. This is probably my biggest problem with the game as it is right now. I need a better overview of my progress. Having to constantly move around between different equipment to try and get an overview of what to do next gets old real fast. Consider putting these things into a single terminal where the "views" unlock as tabs as soon as you place the equipment required. That would make it so much better. Pair that with a "pin it" function and we're getting somewhere. Thanks. I will change my review if these things are fixed. But I do feel like some of this stuff should have been implemented already. It's some pretty obvious QoL features. It's a bit of a red flag for me that this stuff has gone unfixed for so long. Makes me wonder if it's just ignored. I loved Green Hell. I want to love this as well. Time will tell.
Not recommended, at least not in its current state. I really wanted to like Star Rupture, and for the first few hours I did. The early game has potential, and I can see the appeal for people who enjoy factory-building games like Factorio. However, the further I progressed, the more the game started to feel unfinished, frustrating and poorly balanced. My longest save is around 20 hours, and I am currently close to upgrading to level 3 rails, so I feel I have played enough to form a fair opinion. Unfortunately, the more complicated the requirements become, the more the game starts to break down. Bugs and awkward design choices become more frequent, and instead of feeling rewarded for progressing, I often feel like I am fighting the game. One example is materials spawning or getting stuck on rails, where the only solution is to dismantle the rail itself. This has started happening more often as my setup has become more complex. What should be a small inconvenience turns into repeated wasted time. It took me around 15 minutes just to work around one bug, which is not fun or engaging gameplay. The main problem is that too many parts of the game feel like chores. Progress is slow, tasks become repetitive, and the number of inconveniences keeps building up. Rather than feeling challenged in a satisfying way, I often feel drained by small issues that interrupt the flow of the game. It feels like the first 5 to 10 hours were polished enough to make the game look ready for sale, but the deeper systems do not feel properly tested. As the game expands, more glitches and frustrations appear, which makes the experience worse the longer you play. There is definitely a good idea here, and I can see the foundation of something much better. But right now, I do not think the game is good enough to be sold and advertised as a finished, enjoyable experience. Even for hardcore factory-game players, I would not recommend buying it in its current state. Verdict: Not recommended for now. It needs more QA, polish, bug fixing and better late-game flow before I could recommend it.
[h1]灾变驱动的科幻基建,在异星搭建你的工业帝国[/h1] 作为《绿色地狱》开发商 Creepy Jar 的全新作品,《星际裂变(StarRupture)》跳出了生存建造游戏的常规框架,用 “周期性星球灾变” 的核心机制,在科幻异星的背景下,打造出了一套有节奏、有成长、有沉浸感的基建生存体验。 [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] 尽管处于抢先体验阶段,内容与细节仍在持续打磨,但它凭借差异化的玩法循环与扎实的工业建造体系,已经展现出了不俗的潜力。游戏将背景设定在异星监狱星球,玩家作为被流放的囚犯,通过开采资源、完成企业合约来偿还债务。开局四个预设角色各有独立的罪名与人设,从反政府知识分子到叛逆军人,不同的背景标签让角色不再是空洞的工具人,也为 “挖矿还债” 的核心流程赋予了叙事底色。全程 AI 监工的语音交互、多阵营企业的任务体系,共同构建出冰冷又充满压迫感的科幻氛围,搭配虚幻引擎打造的异星地貌与恢宏的背景音乐,代入感十分到位。 最具辨识度的设计,当属周期性爆发的 “炎浪” 灾变。每隔一段时间,恒星爆发就会将地表化为熔岩,暴露在外的角色与生产线都会陷入停摆,玩家必须退守带护盾的基地内部;灾变退去后,地形与资源会同步刷新,隐藏的洞穴与稀有矿点也会短暂开放。这套 “退守防灾 — 灾后探索 — 扩建基地” 的循环,彻底打破了很多生存建造游戏 “基地建成即通关” 的后期疲软。它让每一轮游玩都有明确的节奏起伏,玩家需要根据灾变周期规划生产、调整布局,策略性与新鲜感都得到了保障。 在基建玩法上,游戏交出了一份扎实的答卷。玩家从手动采集陨石、手搓建筑材料起步,逐步解锁采矿挖掘机、冶炼厂、轨道货运发射器,最终搭建起 “自动开采 — 冶炼加工 — 轨道运输 — 履约发货” 的全自动化产业链。无人机轨道系统设计灵活,长距离点对点即可铺设,配合分流器还能拓展多矿点并联的工业网络,看着一整套生产线自主运转,从 0 到 1 搭建工业帝国的成就感十分直观。多阵营企业的科技树各有侧重,玩家需要通过完成对应合约积累声望,解锁高阶蓝图,也为长线游玩提供了清晰的目标。 生存维度的设计同样可圈可点。角色拥有生命、护盾、饱食、水分、毒素五维属性,采集工具存在过热机制,前期资源获取有明确的门槛,基地选址需要优先考虑水源与矿点分布,并非无脑堆数值的爽游。同时死亡惩罚较轻,复活后不会损失核心进度,降低了探索的试错成本,鼓励玩家深入未知区域。 当然,作为抢先体验作品,它仍有打磨空间:新手引导可以更完善,部分系统的说明不够直观,后期内容体量也有待补充。但整体而言,《星际裂变》已经找到了属于自己的差异化路线,如果你喜欢科幻题材与自动化基建,享受从零搭建工业体系的乐趣,这款作品值得你投入时间体验。
[h1]兴许它可以治疗你的DZYY[/h1] 前段时间玩《深海迷航2》的时候,为它有建造没战斗气得不行,《无人深空》经过多年的更新,倒是终于有战斗了,但它的乐趣主要还是在四处溜达探索各星球上,反正如今近乎DZYY的俺,玩啥都会有那么一点“缺点啥”的感觉。不过,今天玩到这款还在EA阶段就能有万把条“特别好评”的《星际裂变》(《StarRupture》)的时候,这DZYY的诅咒竟然似乎有那么一点松动!!!! [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] [h1]缝合?为啥不说是融合!?[/h1] 《星际裂变》是一款有着塔防、探索、生存、第一人称射击等元素的开放世界模拟基地工厂建造游戏,游戏里我们被流放到一个看着就很危险的外星球。在这里我们需要建造自动化工厂,采集资源来完成各个公司的订单。但在这里,我们不单得面对时不时就来一次的“炎浪”天灾(看制作组的更新计划里,1.0版本会加上“霜浪”,这取名也真是够随意的),还得直面这个星球的各种原住民虫子时不时纠集而来的虫潮,反正得使出一切手段活下去就是了! [h1]这美术,这优化,太强了![/h1] 《星际裂变》有着不属于现在这个价格的美术水准!我们在这个外星球里可以看到各处都是不一样的科幻味道!且不说那很容易让密集恐惧症患者病发的“针铁矿脉”和那让人烦躁的各种虫潮怪物,就那极具一星生物特色的珊瑚蟹和翔空蜥就足够让我们停下脚观察半天了!(苔狐就算了,那不妥妥的袋鼠近亲么!),反正整个星球处处都极具特色!更为难得的是,有这么好的美术水准,游戏的优化竟然还很好,几个小时玩下来竟然没有卡顿和跳出之类的情况出现!这点就真的值得点个赞的! [h1]一切归零重来的天灾[/h1] 游戏区别于其他开放世界生存探索建造等游戏的地方,应该就是那时不时就来一次的“炎浪”天灾了,我们只有在基地里才能躲过去,在它过境之后,整个星球一片死寂,所有的植被、水源、生物都会被焚烧殆尽。但对于侥幸活下来的我们来说,这却也是个值得庆幸的机遇!因为除了各种珍贵的矿物会在灾后露头外,许多之前我们探索不到的洞穴秘境也会因为洞口遮掩的植物被焚毁而得见天日,能不能在里面探索出什么好东西,就看我们自己手脚够不够勤快了。 [h1]建造超级基地工厂是正事[/h1] 除了在这个环境很好的星球探索外,我们也不要忘记身上的重任——建造一个全自动化的超级工厂!这其实是我们落地就需要进行的任务(俺是不会承认等到这时候才来扯是俺忘记了的!)。由于地图上的各种矿物很丰富,因此我们建造基地工厂的任务其实并不难,反正就是建造采矿机、建造冶炼厂、建造传输轨道这样的操作,这点《星际裂变》的表现中规中矩,讲究的就是上手就会。 [h1]防御塔安排好,拿起枪向前冲![/h1] 最后还得说说防御和战斗,前面提到过,这里的原住民虫子们是会时不时就来冲击一番的,还会在我们的工厂生产线上产卵!为了让保持产能避免奔波修复,我们都得把防线安排好,除了安排好各种防御炮塔之外,手上的武器更是必不可少,想要获得更多的武器,升级科技树来解锁就对了!不过游戏目前的射击战斗手感一般,不知道后面正式版会不会有加强。 [h1]需要好多肝的科技树[/h1] 对了,这里的科技树是以公司为单位的,不同的公司科技树的解锁资源还各有不同,反正循序渐进就对了,终归需要解锁完全的!浑身是肝的“肝帝”们看到这个应该会特别开心的。 [h1]小伙伴们呢?该集合了![/h1] 最后的最后,还是得提一嘴,《星际裂变》这游戏好玩是好玩,但它真正的玩法应该是多人合作,单人游玩还是很容易手忙脚乱顾此失彼,如果有小伙伴可以一起游玩,乐趣绝对是加倍再加倍的哦!
Tldr I’ve had a lot of fun, it feels like early access, I have high hopes. It could become on par with satisfactory but it isn’t there yet. Proper combat is a nice addition to the factory formula. If this was a full release, I don’t think I would recommend. 9/10 as an early access. 5/10 as a full game. Cons: Building snapping feels bad. A lock and nudge feature would help. Foundations: As people have mentioned, the foundation system is frustrating. Buildings snap into foundations, then when you want to move the building it deletes the foundations it was on. The “stability” can change when placing or removing buildings so unexpected foundations may disappear on you. Having auto height pillars for foundations would be a game changer. As it is you have to start your pillar stack at the top because they can be variable length into the ground but not the other way around. Pillars can be pull-your-hair-out frustrating. Fixing foundation, pillars and snapping would bring the game from 5/10 to a 7/10 imho. Hidden building options: There are a few fantastic build options that the game never mentions/doesn’t show on the hud such as; right click to change building foundation between odd and even tile alignments, middle mouse click and scroll to change pole height. There are probably more I just haven’t found them. Weapon loss on death: I don’t actually care that I have to make new weapons but I wish it just saved my presets. It doesn't cost anything but time running to get basic building materials, kitting yourself out, going through all the weapon mods to make sure the ones you like are selected. This is because they aren’t part of your inventory so you can’t just pick them up off your body. I hope they just make a saved loadout option in the future. Base defense: Enemies can jump over any size structure so funneling doesn’t work. This would be a real problem if the enemies posed any real threat. If enemies couldn’t just jump up to any height but could climb on top of each other to reach, it would make terrain more interesting and walling could be a nice inclusion. Enemy variety is low. “Corporations are evil” is a shallow one dimensional theme that encapsulates every aspect of the story. We get it. Move on. Research feels empty. No benefit to researching new things/a variety of things. It’s just shoving a bunch of junk (no value outside of research) into a machine to get a currency. (I don't mean the upgrades, that's what you use the "research points" for. The upgrades are meaningful it just feels a little hollow getting the currency for them.) Inventory/UI could use a bunch of quality of life updates such as: Stack/Pull similar, hot key consumables, transfer all of type, transfer stack hot key (not double clicking, some of us have carpal tunnel syndrome). A compass or custom map markers showing up on the hud would be really nice. Maybe low level corp rewards? An in game encyclopedia would be a nice addition to let the player know how to make what without having to build a factory to look up material requirements, delete the factory, replace the foundation… Character choice could have at least SOME impact on game play... Pros: All of the above have straight forward fixes. I haven't had any technical issues: no bugs, no crashes, no frame drops (other than the hiccup during auto save). Graphically the game is stunning. The audio feedback is satisfying. The guns feel amazing. I'm not sure what it is about some games that make their guns feel like trash but StarRupture absolutely nails the fps mechanics. Combat is 100x better than satisfactory. Character quips...I don't hate. And the AI is...okayly written. The “pull” conveyor system is an amazing idea that allows for totally different kinds of build methods than games like factorio and satisfactory. I can't over state this enough. Satisfactory, factorio, shapes, dysonsphere all use a "push" system that naturally creates certain problems to be solved. StarRuptures pull system creates a totally different set of problems to solve. It's incredibly refreshing to go into a factory game and feel like you did the first time you discovered or unlocked a new mechanic The development possibilities are endless in terms of meaningful rewards build complexities. Has the potential to be a "game of the year" when it releases.
It's Early Access yes, and it has promise, but it shouldn't have been released even in Early Access before basic build functionality was introduced. So many basic issues that should be fixed but are being skipped over. Want to delete a single line and re-add it? no, you have to rebuild the entire series of lines halfway across the map. "Rewards" like the large habitat are unattainable because the system doesn't count any of the windows that have been added. The list goes on, but the wrong things are being fixed. This may be a worthwhile game someday, it's an interesting idea, but that day is not today.
每次重上,队友等级归零,无论是对方主机还是我主机,非主机那个人等级必定归零,从免费测试期就出现的如此直接影响到游戏到底能不能玩的致命问题居然能拖近一年都没修,实在是给不出好评
This review is during Update 1 of the Early Access period so things may change in future updates. Simply put, this game is not fun. It is like they took a bunch of mechanics and ideas from other games such as Satisfactory and Factorio and tried to change them, making them less fun. Here is how I feel about this game: * The rail system. This is a cool concept, You can dogpile all sorts of things onto a rail and it will only be active when a pull command is in the request queue. The problem with this is that it punishes efficiency. If you want to max a rail that's fine, but getting concurrent rails next to each other requires you make rollercoaster rails which is broken by their stability engine (we will talk about this later). I have never been more angry at a game than trying to make staggered height pylons to make rollercoaster rails. They have 3x and 5x horizontal rails which are cool, but impossible to use well. The game needs similar in a vertical sense. The last part I will mention is you can do the dump things on rails and see how it goes, which can work for unoptimized rails. but at some point you are going to put too much on it and the rails clogs like afternoon traffic in Los Angeles. *The Stability system: Factory builders like flat spaces. Making flat spaces is a chore in this game. Not only are the platforms basically make Satisfactory platforms but 1x1 size instead of 3x3 sized, they need pylons under them and do not float. I would be fine with this, but if you are more than a pylon length in the air, you have to place out some platforms up to the stability limit and then go make more pylons to make sure you have stability to continue your flat space. There are also rocks and environmental content that make it look like you are stable but you are not and have to figure out how to get a pylon inside a rock. If you place a pylon in a rock or heaven forbid the ground, if you can no longer see it, you cannot delete it. It really sucks. There are also forbidden areas or energy grass or sulfur ground or other areas that just clog up open spaces. You can place over some of it but on on it directly. *The amount of ♥♥♥♥ to make: This is probably fine, but with the amount of rails you have to deal with, Its untenable to make things more complex than midgame. The other thing which is odd is that generally automation games are a pyramid of resources. You have your titanium and wolfram at the bottom but instead of being a pyramid, it explodes like a distended stomach. Moreover, there are version 2 buildings which totally obsolete mk1, making rebuilding a need. *The build system: Single deconstruct sucks. Lack of nudge sucks. Deleting floors with buildings sucks. Mk3 rails are sticky to the opposite sides of rail pylons and makes it into a game of get the right angle right so I can place this mindless action. There is no blueprinting in this game. This makes everything tedious and frustrating. There is no verticality due to the stability system so you are beholden to a single plane and that plane generally blows. *The Train solution: In most games you would have trains. This one has launchers and catchers. I like them for the most part though I wish I could slingshot an entire node of something instead of making 5 of them. *The nodes system: This is Satisfactory nodes. They don't tell you what kind of node strength you have unless its titanium and its rainbow sheen. The mk2 miners are stupid ratios. For example Impure is 60, Normal is 120, Pure is 240, just like Satisfactory. Mk2 is 90, 300, and 480 which is a weird numbering system where I think they didn't want to make them match like they would in Satisfactory with stronger miners. It is an odd choice. *The StarRupture: They are boring. The boom is on a set interval. Just at a timer to the game so we don't have to use a Google timer in Chrome. There is nothing of value in the fire stage of the game to do. You literally just stand up and walk out to get a snack in real life since nothing in the base is useful to do during the wait. The changes to the world and how things become available and unavailable based on the cycle are ok, but just become a chore later in the game. *The survival mechanics: These are boring. My friend and I just made "basic meals" since none of the other parts matter. This is probably some holdover from Green Hell, but it was more of a chore than an interesting mechanic. If they added farming or something meaningful to do with food or water in the base, this could be interesting. *The combat: Little bugs in a swarm are scary. Bigger Zerglings are easier to deal with. Banelings are annoying but managable at range. Spitters are annoying as they run and hide and try to keep you at max distance. Flingers are dangerous spitters who act as siege weapons. Big guy is dumb until you learn how to beat him by shooting him in the butt after playing matador with them. Locations are fun distractions you need to get patterns to progress tech. Its an ok balance. Buy the smg and then the LMG. Shotgun is ok. Pistol is dumb. I am going to put this down for a year and see how it looks then. Hopefully they will have figured out some Quality of Life things and polished the game to work well.
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