
In this turn-based strategic artillery game, players wage interplanetary wars by developing their home planets and firing massive barrages through the unpredictable gravity fields of the solar system.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Spanish - Spain, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Very nice simulation. Oye Nuke them Inyalowda bastards. Beltalowda Beratna Tenye wa chesh gut
This is a puzzle game and a city builder in one. The puzzle is figuring out the right orbits etc to make. The game doesn't tell you that. And then you have to manage how things are placed, built etc. While managing the fallout from your opponets. I just want to know why I am drawn to games like this and yet ♥♥♥♥ like Fifa gets like 40 games. How can you get so addicted to the same gameplay loop? Am I the special kid here who is acting the reddit mod here? Yes. But I am right! I guess I just don't have a real life, so I am drawn to these games. I wonder what kind of person I would be if I went a different way in life? But anyway. I wish more people played games like this. These games are great and stimulate my neurodivergent brain. The more people playing these then the more games like this we would get!
This isn't actually a real game, I don't know what it is but its not real
The systems of the game frequently break when playing multiplayer. Buildings need to be powered, but every game there will be buildings that cannot be powered. Buildings will need to be repaired/rebuilt, but clicking repair/rebuild will deduct the resources to repair/rebuild it without repairing/rebuilding it. These problems increase in frequency as the game goes on. It's a total waste of time playing a match when one of the players will inevitably fall behind or even lose because the game fails to work. The idea of this game is cool, but it doesn't work.
To start off, the central idea of this game is very interesting; a solar system full of planets in a battle-royal to the death is *very* compelling as a concept, and the bones of the game are fundamentally pretty good; there are a variety of weapons systems with different buffs and debuffs, counters for those systems, and an intelligence system that lets you potentially leapfrog ahead of your opponents with clever planning, along with a counter-intelligence system to defeat that approach. The end result is that there are a number of different playstyles available, from just trying to spam as many shots as possible to carefully inspecting your opponent's weaknesses and attempting to counter them directly, and there are ways to play *against* that spectrum of playstyles. Unfortunately, in spite of those good bones and interesting concepts, this game kinda sucks because it manages to both be too complicated and not complicated enough. To explain, there are basically two ways that you could run this type of a game; as a quick match arcade style game or as a slower-paced strategy game. While this game is further down the spectrum towards the Arcade style of play, it is not organized or streamlined enough for that to actually work well. There is too much tetchy-ness in the placement of buildings, and the shot calculation system, and the "TO THE DEATH" mechanics mean that the end-games turn into *nasty* and unpleasant slogs, even if you've overbuilt to an obscene degree. It is too complicated and has too annoying an end-game to be a "quick" game. However, the fairly simple controls, the unsophisticated tech tree, and the inability to actually expand your territory and resources (you can only really increase the extraction rate of your resources, not necessarily the amount of them at your disposal) makes this game too *uncomplicated* to actually play as a good strategy game. And this, in particular, is disappointing because there could be a lot of interesting decisions opened up if actual control of the ground could be contested. I would be *very* interested in a grand strategy game set in a solar system with these sort of mega-weapon systems on the planets, but also fleets of spacecraft, space-based offensive and defensive installations, invasion forces, and the potential to try and establish new resource extraction locations on moons, asteroids, and the planets of your enemies. But, with these two potential options as the opposite ends of the spectrum, this game sits uncomfortably between them, far nearer the arcade side than the strategy side, but still not close enough to one end to actually be good. The easiest way to fix the game would be to lean into the arcade side harder, start players with "basic" pre-built resource buildings around each city, and have researched upgrades for things like extractors, defenses, and weapons auto-apply, and to massively beef the end-game weapons so that they can make a kill quicker. One thing that should *definitely* be done is fixing the targeting system for non-laser weapons, because it is ABYSMAL. To explain the background, when you fire a weapon with an actual projectile of some sort it is impacted by the gravity of the planets around it, and when you're plotting a shot the game shows you a preview of the path the shot is going to take. This allows you to do cool things like slingshot a shot around a planet or the central star so that it hits something that you don't have direct line-of-sight to, and could also allow you to do neat strategic things like fire all your crappy guns at a planet on a fast trajectory so that the enemy wastes all their energy blocking those shots, and then have a nuke come it at a much slower trajectory so that when it arrives there's no juice for defenses against it. It really is a very cool system that opens up a lot of interesting strategic options. Unfortunately, it is crippled; when showing you the preview, the path assumes the *current* locations of planetary bodies and, because everything *is orbiting the star* that means that the preview path is completely and totally wrong the longer it is and the more planets it approaches. This means that long-ranged projectile weapons like the end-game asteroid redirection basically ONLY work if a planet is approaching them head-on. A system like Kerbal Space Program's trajectory calculator - which does use the future position of planets to predict orbits - would be a massive improvement, because it would let you try for the trickier shots with some actual likelihood that they might succeed, making winning more a question of actual strategy instead of one centered on skill at correctly guessing an orbit that interacts with multiple planets. So, in summary, an interesting game with a good concept that, thanks to a failure to commit to a playstyle and technical issues with the core mechanics, kinda sucks.
Prolly the best "fair" RTS to play with the homies
Fun with friends, sadly not alot of players left on it. Hope they release a follow on.
"if in doubt, send 10 gorillion MIRVS at the closest planet" - Sun Tzu , The Art Of War
6 7
The AI simply doesn't miss any missile, they always get everything on spot. This is simply a ridiculous experience. And some of them are some crazy trick shot that made me simply close the game. This is pathetic. This game for free would still be expensive.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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