
Spaceflight: Prologue is an Automation and Base Building game with some survival game mechanics.During this prologue, You will lead a small colony of human remnants. Help them to survive, expand and gather enough resources to leave Earth for their new home planet.
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Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
For God so loved the world that he gave his only begotten Son, so that everyone who believes in him should not perish but have eternal life. For God did not send his Son into the world to condemn the world, but that the world might be saved through him. (John 3:16-17)
Banger à suivre, proche de Satisfactory je recommande
super fun even for a demo cant wait to see what you folks do with this game the only concern i have is the smoke coming out of the mining machines and factory machines are extremely thick and its kinda difficult to see what your doing near them if yall could ease up on the smoke a bit yall might have a game id be worth playing almost 24/7 XD
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A simplified and worse variant of "raft" or "mostly-3d raft-in-space == Astro Colony" It is significantly worse in UI+visuals (than even drwarf fortress) and attempted gameplay-depth, because it is stuck in the vastly inferior tower-defense mindset, that keps intruding games like Dwarf-fortress, Minecraft, and any other factorip-games, that keep showing, that those games are significantly better without increasing costs and increasing invasions-sizes. Factory-networks are already fragile and growing-expnoentially-in-volume and maintenance-heavy without destrucctive interruptions stressing you out more. As soon as you have tower defense, you also need an armed player avatar with full control that can mine+craft manually. base builders without player-avatar have significant immersion+engagement problems, and only slower paced games can be fine without a player avatar. it is less significant in "prison architect" or "Factory Town". most tower-defense games are oblivious about this issue. "Free and infinite town-portals" of the game "riftbreaker" mostly manages to unite the 2 genres of factories/farming and tower-defenses with a player-avatar perspective. "free and infinite town-portals" initially seem ridiculous, but with (near infinite) extreme-agility (for defense only), even the most action packed tower defense can become significantly more relaxing, and by not needing to walk as much, you got more time building and maintaining a base efficiently.
here the full version?
pretty fun demo
i understand this isn't the full release but why the hell is there one size for the top of the rocket that isn't even named for the correct size? it makes everything else useless. on top of that bs, some stuff isn't even unlocked in creative, so there isn't any point in playing creative. i might consider changing the review after release depending on pricing and if they fix everything I, and others, have said.
Abandonware
Highly recommend this game. It is actually really fun cant wait for the full release.
quel plaisir et le rendu de l'eau est vraiment appréciable
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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