
Experience deeply simulated, hex-based space combat as an elite starship pilot. Explore a ruined solar system, upgrade your ship, and lead your faction to greatness in this tactical, space RPG with 4X elements.
Modeled estimate, not a reported figure. How we estimate →
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Game is already fun enough for EA stage. Sometimes buggy, sometimes confusing in controls in UI/UX, but core loop is already clearly traced. My remarks for devs: Bugs: * Once I got a mission when I needed to fly to nonexistent location * It is possible to fly without fuel when fuel is depleated in middle of moving for long distance. You can even fly to station in this situation(while emergency refuel window presentet in a middle of a screen), refuel, save game, load game and emergency refuel window dissapears. So this is kind of exploit. * Sometimes you can't move with mouse without any reason but can move with keyboard * Once I faced the problem when I can't accept mission without any reason(I had the exact amount of reputation required for mission, so maybe it is a problem with checking reputation needed like ">" instead of ">=") Proposals: * Make projectiles impact animations more noticeable, sometimes it is hard to figure out who shoots whom. * Make ship destruction animation shorter. Currently player have to wait for animation ending to see is there any loot drop, that is annoying * Make it possible to equip/unequip stuff right in equipment shop * Make it possible to choose which parts player wants to repair/extinguish with active ability if there is more than one. * Add a button to shot single weapon, it is not really comfortable to disable all weapons except of one you want to fire and then enable all weapons again * Make it possible to stop flying long distance with SPACE key by default, sometimes you just want to stop immediately * Add two active abilities for each weapon type(with shared cooldown) now it seems like that we just need to press abilities by cooldown without any tactical decisions * Many pilot abilities are locked - is it because of those abilities is not implemented yet? If it is, than there should be a tooltip for it like "Not implemented in early access" * Add some variety for rare(starred) equipment, not just "more damage" or "more energy" but also "less weight" of "less energy consumption" * Add rarity mechanic to ships, not only for equipment * Currently buying new ship seems more like "just better ship" than actual deciding, so it might be good to add some perks to ships like "20% more accuracy with kinetic weapons" or "+1 range to rockets" * Add elite ships with better equipment and possible rare loot drops * Add quick navigation to stations in system. There is already list of existing stations in system, so it will be nice to add auto focus camera and not finding needed station manually * Show current shields/hull on mouse over ships, not only by pressing CTRL+LMB
Great game for those who want to be challenged , with the road map that has been released by the creator and plenty of fixes to come this is a good game to keep an eye out for
I have been playing this game every now and then while in beta and I always enjoyed it, but the EA release looks and feels even better. Exploring the galaxy feels always interesting and challenging and the background story is quite entertaining. The tutorial is a bit rough around the edges, but I am sure the dev will improve it for the 1.0 release.
It's fun and relaxing
good concept but the RNG on chance to hit needs to be fixed, i missed 17 shots in a row despite having 70% chance to hit. Either get the chance to hit working properly or drastically reduce heat generation and enemy shields. This will mean the player will not be harshly penalised for a very bad RNG system.
Boring same missions over and over again. Combat is so-so. Nothing interesting actually. I haven't expected much, but it was even worser
Buggy and slow.
It's the first turn-based strategy game I play in a long time and I'm really enjoying this one. It feels like there is a really solid foundation and I look forward to seeing what the campaign will look like!
Great little game with ship mechanics that set it apart from the typical roguelike. Missions are generated following a few simple templates. The main storyline is told in a sequence of events where you're generally driving the narrative, but sometimes you go do other things while the story unfolds. The tech progression system is unique in how the relics you collect impact the options you get going forward. The economic trading system is a weak point. It makes you some money but nothing compared to what you get running missions. It feels like a game where the developer had intended to do more, but there wasn't enough pick-up to justify continued investment. A shame really, I've had fun with it, and would have loved to have more content there.
it takes a little getting used to but it is super fun once you manage the energy consumption and heat build up then the real fun can begin also I recommend doing any relic missions available. If you have any questions leave them in the comments I willtry to answer them if I can
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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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