
Design and build a massive interstellar fleet in this simulation sandbox. Strip space of its minerals for profit, but stay alert: your greed attracts the alien. Master deep base-building and deploy warships to protect your empire in immersive real-time space.
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About


Feel your pulse quicken while piloting your 150,000t warship between asteroids in the vacuum of space in real time. All with fully simulated physics.

Balance material requirements with power, tonnage, and size while building your fleet to maximum efficiency, piece by piece, module by module. Will you create a large number of smaller, more nimble vessels or double down on a massive station packed with firepower?

Harvest and process valuable materials from asteroids for your profit margins, or use the bountiful resources for the maintenance and expansion of your own mercenary fleet while doing missions for the highest bidders in the sector.

Research for new modules and tools to keep expanding your fleet of ships and mining stations. Build link gates to gain access to new riches in new sectors of space.

The more you mine, the more you build and the greedier you get, the higher your heat signature becomes. Once it reaches critical levels, the aliens will detect you. Defend your fleet at all costs using defense systems and ships of your design.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 155 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Games are meant to be fun, this is like pulling out teeth. Seriously , do you need to make the basic controlling of the ship needing a pilots degree in Newtonian physics?, it's slow and those controls just make the whole experience feel like work, I wanted to explore ,level my character ,mine and see some satisfaction in achieving progress through developing tech, buying better mining gear,. So although frustrated I kept determined to understand the tutorials, was it me ? Is this game designed by Kingnerd I thought, I just wanted a game that had cool graphics, hard core elements without the "jumping through hoops on the basics", lost the will to figure it all out ,point and click would have done for the ship controls, now bored to death it will go in the bottom drawer for six months.
2 months with no communications
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 155 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly, this game is a convoluted mess,. It has a very polished look, but the developers went out of their way to make it feel as clunky and slow as possible. Movement is mind-numbingly slow and awkward, though, to the dev's credit this was partially intentional to make if have a more newtonian feel. The problem is that making something garbage on purpose doesn't mean the end result isn't garbage. To their credit, the modular ship design is actually pretty neat, but that's the only part of the game that is. IF you are just after newtonian physics simulation, you may enjoy this game. If you are interested more in the economics aspects.... pick a different game. Your carefully crafted logistics chain will always feel like crap because it's bogged down by the slow and clunky handling of EVERYTHING. There's a lot of helpers for orientating the whole of your ship/station, but a complete lack of helpers for interactive parts on your ship/station like visualizing the range of turrets, mining lasers, construction towers , ect compared to other turrets and towers, so while you can tell if you're in range to mine something you get no visualization of the areas covered by turrets during construction. Honestly, it feels like they had a really good idea for this modular station constrution setup filled with realistic systems... and then they wanted it to be even more realistic so they added in the clunky newtonian movement and handling but they didn't actually consider anything beyond that, like how it's never going to feel realistic because the awkward handling means that players aren't going to actually want to fly the stations because doing so feels like crap,. They DID at least realize this outcome which is why the tutorial straight up tells you won't be using pilot mode very much because it's just easier to use tactical mode and set nav points and use autopilot. What we're left with is this slow clunky movement system that was added for realisms with the stated intent that you never use it, and then autopilot still feels slow and clunky because the ships ARE using the terrible handling, you just have the joy of watching the game awkwardly maneuver your ships for you and as a result the game still feels slow and clunky, just with less input. On the lighter end of complaints would be things like the tutorial being structured pretty poorly, mostly on the second and third entries. It's filled with roughly the same level of oversights and seemingly pointless tidbits. On the second entry there's an abandoned ship you can claim. It doesn't actually address said ship until you fly near it, telling you it'd make a good hauler after you claim it. The problem is it isn't worked into the tutorial at all. By the time you claim it you've probably already completed the portion of the tutorial where you claim the station and have moved your resource ship to basically next to your builder since the tutorial explicitly tells you to do so,. meaning that you already know how to claim things and have no need need for a hauler ship,. Unless the tutorial thinks you don't know that a smaller ship an be used to ferry goods, this portion of the tutorial serves no purpose. It's a reoccurring theme with the game: Ideas that are fine by themselves but implemented poorly with no consideration for how the individual parts interact with each other, This last bit is highly speculative, and should be taken with a grain of salt,,, well I mean it's a review to begin with, so even more of a grain of salt than the rest of the review I guess. I'll preface this with me not really being against using generative AI for development. There's that note at the bottom about the game using AI at the bottom. That's a huge red flag for some, but I'm a bit more accepting of it... when its implemented well. The problem with AI content arises in that generated content tends not to mesh well with other bits. That is to say, it comes up with good singular ideas, but has problems integrating those separate ideas into a single flowing concept. I... would be very curious to know exactly what aspects were aided by AI in development. Generating textures for, say, modular station parts is an area where AI would thrive, because a human is curating the placement of those textures on a 3D mesh and each material is a separate thing and the player rarely scrutinizes piece-by-piece.; Then there's the grey area for things like voice generation where you an get a surprisingly realistic sound, but there's always little tells even assuming the clip is curated well enough to eliminate pronunciation and punctuation errors. The campaign opening VO fits into this category, and sounds less convincing than some youtube clickbait shorts, though they did make sure that no pronunciation or punctuation errors were present. The last category is things like coding with an AI, using text generation to finalize ideas, or trying to generate an artist CG,. The AI gets the general idea, but over multiple generations the AI is unable to maintain a coherent style or overarching goal. Like, say asking a text generation AI for help structuring a tutorial to cover usage of a ferry ship, but it ends up leaving it awkwardly unintegrated into the actual tutorial. You might tell it to code an audio menu and it gives you code that accidentally leaves a glaringly obvious sound effect playing even when the master volume is turned down, despite a human coder likely catching this error instantly upon testing the feature. (That's a thing, by the way. You an silene the master volume in the main menu, but the game will still play a glaringly obvious ambient sound effect track unless you silence the game through your OS's settings). I get the distinct impression that AI played a much bigger role in development than it should have. There's a lot of good ideas in this game, they're just poorly integrated with the rest of the game and often times in glaringly obvious manners, Again, I'm not against using AI in development, but this game seems to be a very good example of less-than-subtle AI input. Either way, as you may have guessed I definitely don't recommend this game for anyone who isn't gets a kick out of clunky space flight and does not have a problem with some really obvious AI-generated content.
10 фпс при нагрузке пк в 30% - на этом все, спасибо.
Ship/station building is fantastic! Lots of comments about the ship flying but I risked it reading the DEV had added autopilot. Could or should it be a bit easier, sure, but you are flying a ship not driving a car. Otherwise, for now I am going to back burner this one, because it is EA in the sense that building also feels like a heavy lift when it comes to resources required (which turns this game into a micromanagement PITA). It just lacks full automation that is hopefully coming (i.e. you can't just send you're newly built ship off to mine an asteroid belt, you have to babysit it from rock to rock...unless I completely missed some obscure aspect of the game). So looking forward to that! HINT -> https://www.youtube.com/watch?v=kcKfUAMTmHc
Game would be pretty cool if the Controls for the steering were not so dumb.
challenging but very fun. Loving it.
Good game, probably not for everyone but if you're in for a good grind and chill environment then this game is for you! The game runs very well and I haven't had any crashes, but it could use some better QoL as there's a lot of things you have to look up online to figure out what to do. Overall though I'm loving what they're doing with the game and look forward to future updates!
Had this on my wishlist for over a year and it has not disappointed. I will say that it is everything it seems like from the teasers. What you don't see is the time you need to invest to get there. No fast forward, no speed running. You have to put in the work and that is what I wanted. I will say their was a few things at launch that I did not like but the Devs fixed a lot of the complaints before I even has a chance to write this review. Autopilot...Fixed...Targeting....Fixed...Slow Item movements...fixed. I have not even reached the endgame as of yet and I already reworked my fleet to suit my mining/gathering playstyle 3 times. Started building a gate for easier travel and already eyeballing one of those motherships. I do wish the jump resource was renewable in each system to help prevent a softlock when I accidently jumped systems not realizing I would not be able to easily get back. Even if I have to take a few hours of gathering to purchase from a vendor at a ridiculously astronomical price. Overall it is a great game that is still growing and actively being improved by the Devs. 9/10 and I am still finding things that improve my gameplay. (There will most likely be a follow up comment soon where I found a way to get jumpfuel in all systems but I was a dumb-dumb and didn't see it.)
Unique and exciting game, slow gameplay but still so rewarding to progress. A bit unoptimized and some crashed but thats to be expected. If and when they implement multiplayer it going to skyrocket. Great game.
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