
🚀 Become a Space Pioneer by building and managing a station of your own on the orbit of distant planets! Focus on design and management or fulfill objectives to progress. 🛰️ Explore, Build and Prosper!
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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*, Simplified Chinese*, Russian*, Spanish - Latin America**languages with full audio support
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
Had high hopes for this game: Great graphics, Wiring of station components, and especially the idea of using contracts as a source of income. But the cons killed it for me, so returned it within the 2-hour Steam return window. [list] [*]IUnintuitive UI: Was getting very frustrated with it; computer games should decrease stress, not create it. By contrast, [i]CEO[/i] got that aspect right. I don't know how to do something in the game, so what's my natural instinct? Whatever it was, it almost always worked in [i]CEO[/i]. [*]So many obscure abbreviations & icons. Here's an idea: Program the mouse hover event to provide a description. Example: Gray icon in a contract, which means you cannot do the contract because of it. What is it? And how do I get it? Better: If user clicks on it, provide all of those details. [*]Joke of a tutorial. Need a good hand-holding one. Watching lots of videos about this game, but nothing replaces a solid tutorial. [/list]
This game could be fun, if it wasnt for the balancing. And the UI. And the controls. You know, moving with WASD, pointing with the mouse but still need to push enter (a lot) is not fun. Having to press buttons multiple times just to change the screens, not fun. And After a few minutes in to the game, the easy contracs pay more or less nothing, and the hard ones need modules that arent even researched, and researching these will lead you to running out of money. Building up funds with easy contracts to finance research? Yep, i thought so too, but it doesnt work. The easy ones do actually loose you money in the end. Oh and a last one, the "errors" or "bugs" in the systems that can spread, yeah, no fun. If you include this system, at least dont make it random but occure for a reason, like not enough maintanance or something like that. In the end, this could be exactly my type or game, and i hope someday it will be. But its not now. It needs a lot of work.
They never really finished the game. It's essentially a tech demo for what could have been.
I guess you might want to try it if you are fan of the genre. It is a very basic resource management game, that consists of 3 parts: selecting a projects to complete ( each projects uses some stations modules), building station modules and connecting wires between those buildings. There is only one issue - that last part doesn't impact the game *at all*. I doesn't matter how bad you do it, you can make any random connections and there is no impact on logistics. But you still have to complete that busy work for building to work at all. The shape of your station impacts only the spread of "errors" - but otherwise distance between modules doesn't matters at all. Edit: Also pointless shortcuts everywhere. You have to remember that ALO means Airlock and increases Storage Exchange resource. Same for ADM module meaning Admin - plenty of space in interface for few additional letters.
This title is mostly about resource management and keeping your eye on multiple tickers and hazards, which become more challenging as each scenario progresses. The combination of a 3D 'construction' layer and an abstract module wiring layer is an interesting take and gives you a lot of freedom to grow your station in a way that's functionally or aesthetically pleasing while protecting sensitive systems like crew habitation and environmental control. The kicker is that the lifeblood of your station is cash, and your operating costs rise significantly as you add larger and more complex modules and support systems. A top-tier habitat doesn't just require atmosphere, it demands other resources like 'Replicator' which themselves have to be produced elsewhere. You need to constantly pick and fulfil 'contracts' which take variable time to complete and reward you with a small pile of cash. In theory these are drawn from a deck of pre-scripted options based on your station 'size', but in practice the contract director is not well balanced and seems to be severely lacking in mid-to-late game content. Once you pass an invisible tipping point the mid-game economy dries up and you'll be offered only huge end-game contracts whose dependencies you haven't yet unlocked or tiny ones that won't keep you in business. Even on Easy and with frequent breaks for efficiency-focused rewires you'll find yourself rapidly bankrupted once you pass this point. I gave this title a second chance after the developer announced in June that the issue has been addressed (they've changed the relative productivity of some modules to reward refits) but I'd still rate the contract director as being at an Alpha/Beta stage. Interesting but not a fully playable title, and not clear when or if this will be fixed.
Orbit Industries is a pretty good game. It's a good casual game that can while away hours before you know it, well worth the $20, but if you can catch it on sale for $10, even better. I love creating the station in space and watching it grow and function, deciding when and where to place each module. The abstract view was a great idea to manage the workings of the system and provide a lot more depth of play than just focusing on the 3D aspects of the station. The scenario missions are pretty interesting, and I loved the ending of the starter scenario. Overall I would recommend this game. There are negative comments about it, and I would agree with most of them, however, I would disagree that they're game breakers. Yes, the GUI needs some work, but it's not so big that it's unmanageable. Just a little annoying at times when I wish more of the data was presented together on one screen rather then spread out. The mission system and tech tree needs some work, but again, it works. As to the financial death spiral that some comment on, well, that just tells you how bad they are at managing a business. I experienced the death spiral and nearly went broke on my first game, but that's when I learned the power of the abstract, shut a lot down, took a loan or two and worked my way back up. Basically, if you don't know how to manage, you'll go broke. Gee, just like in real life. It doesn't reward stupidity, and that's a good thing. Go slow, build up your finances first and make sure you can afford to do without those systems when you start your research, and you'll do fine.
Barely any instructions or tutorial for you to start off with. When you do figure it out (by relying on a third party) then there wasn't any challange really. The user is meant to just click. No structural or infrastructural challanges apart from balancing totals which you can do in excel or sql in a matter of minutes. On top of that the controls were very odd, inverted and just viewing things from a player required angle felt wierd to achieve. Building was supposed to be fun but this was just dissapointing.
GAME BREAKING ISSUES STILL IGNORED... THREE MONTHS LATER!!! Update as of 9.7.2022 Seems they are ignoring the community. Redundant issues still unfixed after 4 months. So all in all, unless you desire an expensive and overpriced screen saver, then pass. Instead of fixing GAME BREAKING bugs, they introduced sandbox mode, how clever. NOT! Original review; Game is wonderful to look at, and done with a relaxed and immersive AI, making a 2001 Space® vibe, but that's where it ends. Very good development optimization balance, and fps with no high demands in our initial one hour of play. [h1] BUT........ and it is a few big ones... [/h1] The extreme confusion on what is needed for module development and we were unable to progress after one hour due to the inability to add ports for more modules. Allow us to explain this difficulty and if your confused as sh*t reading, then we did our job. You see, there is no direction to unlock modules needed to move on in mission story, its get lucky or move on and restart. This is sad inherently that stalls the game, and for us is just is deadly from a producer standpoint. Especially for the asking price vs we feel are huge problem(s) from a production and design standpoint NOT the developers or artists. Clearly their developers and artists were spot on. The coloring of all blue wires can't be shaded. Still be kept all blue as we see the uniformity of categorizing all colors for certain areas, is smart, but not allowing shading of various blues... go grab your crotch and have more fun in the corner.. and if you are color blind.. just piss off. Shading blue darkness would help and some help for those with eye issues, you are the last member of the titanic. We are assuming, they (the producers) intended for you to randomly discover what you need to be doing to get X,Y, or Z, but there is no direction at all when unable to build anything further due to the lack of information being offered. If.. and a BIG if, you figure that out, then you need to randomly grind to find out X+Y=Z and is just simply put, NOT fun. A terrific screen saver that is interactive. All in all this is an aesthetically beautiful game from a visual standpoint. There is VERY limited freedom, with no way to add new connectors or modules, ports, or expand your station without what seems to be a random grind, and replay ability to have to restart the game to get lucky. So early in the game, we had literally NO way to progress, a complete dead end as our money ran out and doing business to keep money coming in with no way to expand, was pointless. READ ON! Then we tried to stockpile funds, and think maybe if we get WAY ahead financially, then research, will be still have the funds to get around this bug. No luck, still be damned by the module tree issue. One of many things, money, power, water, cargo port? For a space conference room? Seriously? Gimme a break and piss off. A Conference room with a cargo port... wtf... conference table is the sorting hat? Fu*cking Dumbledore would not even sort this mess out. Not a good way to get replay ability in a game making it a pot luck discover at first glance, then once you discover you can find all modules and what is needed if you scroll thru the entire list of game items that can be researched, but wait, no ports to build all needs... so yeah.. there;s that. What you need and hope early game you have a module, energy or port available, water and oh, errors. The wiring you must do of the modules is fun but hey, lets make four bulk heads to prevent errors instead of creating one unit that can be space IT or a firewall module. They have those in space. Moving on... In all fairness, they saved labor hours in development by allowing you to pause as you scramble to change so many things, and it is a dismantle, pause, research fast, pause, rebuild, pause. You claim reality in your development, as producers, but then reality does not allow you to pause, nor does it allow you to construct and deconstruct in space the many times you need to do this. Sadly, this is because you did not wish to fix some major production attention to detail errors, especially in the first "semi tutorial like" first mission. Shame really... worried about budget and reworking what could be fixed and making it right. More frustration than enjoyment, but the AI voices, music and visuals lulled us to a clam, relaxed, meh, lets shut it off and try later. Lets see what they do to make it more user friendly. We have yet to try endless mode, but still, we are sure the income, development, pause and imbalanced teach tree and module needs without allowing port creation is such a shame, instead break and rebuild, unrealistically ruining the experience. 6/10 due to more questions with little answers, and a not so good developer stream, validating our claims. The six is from beautiful artwork and programming with nice GUI flow. The four missing, is from those that produced and made decisions making the game with no attention to detail and obvious no clue to how design and produce or test games. [h2] BE PREPARED TO POO YOUR PANTS IN SHOCK AND AWE! [/h2] To further substantiate our confusion, even in their online [h3] DEVELOPER BROADCAST [/h3] which was streaming LIVE on launch day, right now as we were writing our review. THE SCENE: The production guy was clicking super fast thru all reading and windows. Poor woman narrating behind him was asking him literally, to slow down. For an hour, as it was clear his frustration was evident in what the game was making no sense.. (ALL THE ABOVE THAT WE SHARED) Stream was a professional, subtle, disaster because they discovered what we write about, they could not work around. Now.... naturally, the woman decided to stop talking due to Mr. ADHD with side of prick. (Its ok my son has ADHD and I love him endlessly) Mr. ADHD producer takes over ignoring her anyways... trying to save his face.. and find work around after work around like f*cking Sea Biscuit® failing while making faces insulting her while looking like an a$$ with smiles. THE STREAM ABRUPTLY STOPS. Tried coming back to restart 42 min later... for more of the same.. with smiles. THANK YOU FOR THE VALIDATION. [h2] Would watch developer stream "watch and wager" again to see who received the after stream anal bleaching party and who gets the second place dutch oven. [/h2] Sad for the great artwork and developers, producers can go suck a bag... but we will settle for the stream and public humiliation. Why harsh? We tried to help them for weeks. [list] [*]Started our space station [*]Wicked cool guy that sounded like a true AI in space from many movies you have grown to love. [*]Received fast, and vague guidance on what to do. [*]Reached a dead end, and AL, the awesome AI was speechless. [*]Someone in the office said they think AL just jumped space station. [*]Four members of the team fell asleep. [*]Decided to use it as a screen saver for now and tune into their Developer Stream [*]Watched a frustrated guy click like a he was going six furlongs in a horse race. [*]Each time she said slow down, he went even faster, looking like a camel with his a$$ on fire running thru the desert while making facial expressions of floating an air biscuit. [*]Woman that was directing keeps asking him to slow his roll and he clearly was like "I have ADHD... I ain't listening." [*]Clearly both frustrated, ended their live stream to come back and run into the same moments later. She eventually closes off, as he tries to find solutions to save face. [*]Clearing our minds, will come back jacked up on Mountain Dew® to try again in our office, but this was a developer stream, from a social stream standpoint, a professional disaster with smiles. Faint whispers... utterly bad. [/list] Follow us for more amazing reviews... some funny... and some... not so much. [url=https://store.steampowered.com/curator/25267675/] [h2]PLEASE CLICK HERE to follow us![/h2][/url]
I gotta say it was very surprising. I was not expecting the amount of planning that goes into every move you make. This is not a game meant for casual players, as it takes a great deal of thinking and plotting out next steps. There are three menu's. The first one you will likely be looking at the least is your building menu. It's where you can see your station in all it's glory and expand it. The rest of your time is going to be split between the other two menus. The second menu is where you complete all your objectives and how you unlock new modules and earn more money. In order to complete tasks, you will need the corresponding module that goes with it. Menu three is where all the magic happens, as that is your, as I like to call, "The Wiring" Menu is. Each module has a circuit board that must be connected with it's needed recourse to make it function from another module. The layouts can get crazy very quickly and require the most planning and thinking. The best part is that you can create a whole new circuit, separate from your starting circuit. This second, third, or even fourth can have its own corresponding power supply, atmosphere systems, and recourse delivery module tied to that particular circuit. That's where the best part about the circuit menu comes into play, in that you can specialize each circuit to do a different thing while separate from all other circuits and any issues that might pop up with them. OR, you can have everything woven together very carefully in one, large, singular circuit. But unless you plan that singular circuit carefully, it can get messy fast. I highly recommend it for those looking to improve their planning and management skills, as this is a great game to do that with.
Ich hab absolut keine Probleme mit dem Spiel. Ist weder zu Kompliziert, noch zu anspruchslos. Bei der Verkabelei bringe ich Vorwissen aus Factorio und Satisfactory mit und es lässt sich alles super Modular aufbauen. Wenn der Stationsbau von vorne herein gut durchdacht ist, gibt es auch keine Probleme. Auch über Geldsorgen kann ich mich überhaupt nicht beschweren. Mir gefällts!
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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.
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