
Spacebase Startopia captivates with its original mixture of economic simulation and empire building strategy paired with classic RTS skirmishes and a good dose of humor.
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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*, Russian*, Polish*, Portuguese - Brazil*, Simplified Chinese*, Korean, Traditional Chinese, Japanese**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
for a game made in the late 90s - its still pretty awesome to be able to swing back through and play this - <3
Sim City in Space with various scenarios
Jeu sans intérêt , il est en dessous du jeu dont il est tiré et qui a 20 ans sur pas mal de points. Quelques très timides changements . 5/20 . C'est malheureux car j'en attendait beaucoup
한글화 경영겜이라 일단 추천은 줌. 하지만 일정 이상 컨텐츠가 해금되고 정신없이 게임이 몰아치기 시작하면 도저히 손 두 개로는 따라가기가 힘든 게임. 대체 무슨 생각으로 이렇게 구성을 한 건지 의문. 무조건 멀티플레이 강제인것 같긴 함. 아니 내가 왜 싱글플레이 경영겜을 하면서 스타 빠른 무한하듯이 마우스를 굴려야 하냐고.
To jest ta gra, która faktycznie negatywy ma zasłużone. Jedunie muzycznie jest klimat Utopii z Amigi,ale tylko przez chwile bo track się kończy w grze i jest cisza. (nawet to się udało tu zj3bać) Paździerz jakich mało, gra to jakiś port mobilny ale nie to jest jej problemem. Audio i lokalizacja i wszelakie tłumaczenia to bezczelność w czystej postaci. Tekst PL jest chyba z jakiegoś ubogiego translatora i każde słowo jest przetłumaczone na opak i dosłownie bez kontekstu... (Nawet w menu tam gdzie powinno być "gra swobodna" jest "Darmowa gra".. serio kvrva?) Voice to kolejny stopień spi3rdolenia, narracja jest chyba z syntezatora mowy IVONA, jest tak gónwiana i znajomo brzmiąca syntezatorem sprzed 2 dekad , że to smutna kpina. A sama gra jest nijaka, mało repsonsywna i z tymi wszystkimi tekstowymi efektami specjalnymi ląduje w czołówce crapowego partactwa. Tego nawet nie opłaca się testować.
Not very good UI, Species, etc. Annoying AI Voice
Click things, do things, confusion.
I dont know what was going on me E.T. PHONE Home was getting cancer and dying for some reason that i dont know of dont waste the money
Really enjoying this game, very polished, looks great, tongue firmly in cheek to keep things interesting & fun. The aesthetic gives me vibes from the Two Point series (which is good), but on a starbase in orbit around various planets, which dictate the various missions in the campaign. Really don't get the mixed rating or the negative reviews as this feels like a really well thought out and surprisingly complex game that keeps you busy with everything it throws at you as the campaign progresses. One of those games I suspect they had as much fun making as I've had playing it so far, happy to recommend.
THE SHORT REVIEW: -As a standalone game on it's own merits: It's good, its a solid and fun, creative management game in the mold of two-point hospital and the like. But it has its scuff marks and flaws. But overall, good job devs. -As a spiritual Successor to Startopia(2001): it's alright, some things are better, some things are worse. It's less a straight upgrade and more a diagonally-upgrade. The original is still on steam so I don't see this converting the nostalgic faithful. -Playtime for those that care: 29 hours to get every achievement in the campaign. -Conclusion: This is great sequal material. I think a second iteration of the game could iron out all the problems and really make something great. THE LONG IN-DEPTH FEEDBACK FOR THE DEVS IN THE HOPE THEY MAKE A SEQUAL: The biggest problem, Bad Metrics: The player needs access to graphs, the best metric a player has for diagonsising problem with their station is the Ratings Menu, which is not great because: -It gives you visitor satisfaction by race, which doesn't matter since needs are determined by visitor type not race -It gives you the most and least satified needs for each race, but not how badly those needs are being met -It gives you a themantically approiate but awkward to trawl through comment feed While it's no easy thing to add, the game really needs a menu of bar graphs or the like showing each need and whether its being met or not, one that preferably can be filtered by expectation and visitor type. The matter transporter ZEDUM BLESS YOU I no longer accidently drop something when I missed the thing I was trying to pickup. But ZEDUM DAMN YOU I now constantly drop things when I wanted to pick something up, and fail to put things down because I forgot to click or unclick the button. And now all my pickup actions require twice as many clicks, I wish it just used the old system. ZEDUM BLESS YOU AGAIN, the hold and drag to just pickup crates and leater in a area is a god-send. Expectation and Visitor Types Great idea, slightly flawed execution. This one is a small but impactful flaw in this system. The visitor AI seems to prioritise NEARBY need fulfillment over expectation approiate ones. So my high-end facilities, often built further out because of their smaller traffic and larger footprints, would remain unused as my high-expectation visitors would just use the cheap services instead. A simple flaw but not an easy one to fix. Save-able Room Layouts: Brillent, absolutely brillent addtion. Just one problem: They don't save between missions. So I have to re-create my roomlays every single time anyway. Long walks, an inherited problem This problem hit the original 2001 startopia but its worse here with the larger building footprints and great variety of needs. It takes aliens a long time to walk from place to place. Minimizing walk times is a intended challenge for the player's buidling and layout skills but there is only so much a player could do here. I'd recommend adding some kind of horizonaltal tube transporter or maybe a buildable monorail system so that challenge is more managable but not entirely removed. Performance: This is built on the unity engine which is notorious for struggling once you go beyond a certain number of gameobjects in a scene. Performance holds up for an impressively long time in light of that but eventaully the engine starts the chug especially when opening menus. That said I only start to encounter menu chug about 3 hours into a map with 500 aliens aboard in a half filled large map, with another AI player controlling the other half of the map. This is an engine problem rather than the game so I commend the devs for getting it to run buttery smooth for as long as it does. The Mech AI: Functional but frustrating. Most combat is now done with attack drones and big combat mechs. But the AI for them is clunky, seemingly their need to retaliate against a threat superseeds all other priorities, but only most times. This means you can't pull damaged mechs back, or switch to a more important target. Except sometimes you can do exactly that, and its really inconsistent whether a mech will ignore your orders or follow them exactly. Also it's really annoying that mechs can attack through the breakthrough shield INTO the breakthrough zone but not OUT of the breakthrough zone, so if the enemy parks a mech just outside the zone it can fire into the zone with impunity. Also I swear something is broken in their animation state machine because they'd often close to attack, stop to play an idle animation, close a bit more, then start attacking. VAL and the writing: For the most part the writing is good. I'm glad they tried to do something else with VAL and didn't try to totally emulate the 2001 VAL, the magic of whose friendly woodhousian snips would be near impossible to replicate. That being said, in the campaign VAL really needed more variety in her "organic life is stupid" insults which is strange given that that variety is present in free-play. As for the story: (SPOILER WARNING) I like the ending twist but its frustrating to not get the properly put the boot into VAL after a campaigns worth of negging. I think shodan and GLADOS work as antagonists in an action game because it makes you feel like a rat in a maze, punching up. I don't think that style of antagonist works in a mangement game because it feels more like being a middle manager with a ♥♥♥♥♥♥ boss you can't do anything about. (SPOILER WARNING ENDS) Sound Excellent, not much more to say, I'm not a great sound guy. Visuals Colourful and bright, fitting the style of game. Though nostigia is a hell of a drug and I'm always gonna prefer the more subdued visuals of 2001s. Alien designs: They're great, good job. In conclusion: It's a good game on its own but its directly competing with it's great spiritual forebearer and I hope that it gets a sequal that can surpass that fore-bearer.
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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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