No one has rated this review as helpful yet
Not Recommended
0.0 hrs last two weeks / 16.2 hrs on record (7.0 hrs at review time)
Posted: 14 Oct, 2023 @ 10:15pm
Updated: 20 Oct, 2023 @ 11:28pm

When I played the demo for this game, it played incredibly similar to Forager.
Not just in the art style, but the gameplay.

And after playing the full game, I can say there were a lot more similarities than I would've liked, but maybe that's just the limitation in this style of game.
You complete objectives for cosmetic rewards, you slowly automate the collection and manufacturing of resources, you have a 4 direction skill tree prioritizing different aspects of gameplay.

A couple things I find strange, or rather am not completely sold behind is not needing resources the more you level up. A grind which plays incredibly similar to forager. I guess except you have to actively play the game to get xp, where as in Forager you could idle for it.

If you really wanted to, you could just unlock farming I, and just place a lot of farm plots and plant the water producing plants, and just spam collect them constantly for xp. The game gives you a pretty sh*t amount of xp for just about anything so the only thing worth your salt in xp grind is farming which is incredibly tedious.

Maybe you get xp for your drones and bots from completing things like you would otherwise but leaving the game on and coming back yields no results.
This is incredibly slow and there isn't much to do during the down time. All you do is wait and spam farm plots for xp. In Forager there were dungeons and puzzles to do in the mean time. This game doesn't really having anything like that. At least from what I can tell.
I've only got 6 Islands unlocked, and haven't started plastic production yet.

They've got the museum which is a collectathon. Where you need 5 of each item, regardless of how tedious one item may be to get compared to another. I like Forager's abundance based collection system more, where the easier it was to get an item, the more of that item you had to give up. It seems uninspired to make each item needed 5.

As well as how many objectives are more rooted in tedium rather than merit. And all the rewards are just a head replacement so you can't even equip more than one at once. It's quantity in something redundant. It's really boring. If this is the full game, and nothing will be added in the future, I wouldn't recommend this. But this review is a thumbs up with the assumption there is more to come because what's here is boring.

Edit 1:
I've played the game more, and have progressed into the "end game" of manufacturing computer parts. Which if I may add is incredibly boring. The thing that slows me down to a crawl is being unable to fit enough buildings on islands. Resources spawning and consuming real estate, resources spawning randomly rather than specific ones needed.

The game is incredibly tedious, at this point. I don't understand why bots have to be told where to deposit items. The yellow bots that transport items see which storages are marked for certain items, yet the gatherers or whatever they're called are too stupid to evenly spread resources.
In addition to the fact that the further a construction is from the bot antenna, the more neglected those buildings get, as well as the fact that the yellow bots are too stupid to load packages into large furnaces. There is a clear automatic priority to hike less important resources that don't need to be constantly attended in lieu of more pressing matters. And switching buildings around doesn't fix this issue, because now it's the other way around.

I don't want to constantly move buildings around or sort storage depots manually because the yellow bots are too busy. I had a system where the depot marked for delivery for gatherers isn't marked for the yellow guys to store that item there so they hike it out of there. But they're too slow and the system doesn't work the further you get into the game. The bots are incredibly lazy and prioritize what's closest to them.

And I don't understand why lubricant makes refineries and assemblers work faster, yet there is nothing of the sort for electric furnaces. I run out storage for sand, I don't cook glass fast enough, I never have enough bottles. It's infuriating to me, even after placing 16 furnaces just to smelt glass, and then 16 more to smelt bottles, that it was faster to have less of both of those because the bots were being stretched thin trying to deliver more sand into the furnaces or glass into the furnaces.

Which, let's talk about that, they only deliver resources one at a time, or rather, enough to make one at a time. It's really slow. If you can mark how much of that item you want to make, rather than having it only make it indefinitely when maybe you only need 12 of that item at the moment, or other things where you can tell how much to take, how much to deliver, or having it automatically do so.

It's so tedious. It doesn't have to be.
And the thing about placing buildings is that you can move through them. Even with the flying mount, you can't fly over the water, you still have to jump, and even then can't jump over buildings. I have created one way gates out of furnaces and transport arms. I literally cannot traverse freely in my island because you can place buildings on top of each other and create hitboxes much larger than they should be.

And another grievance I have is how unintuitive the solution for the chameleon tower puzzle is. You'd think there'd be an obvious answer in what the color coded biome hints refer to like things exclusive to those islands, but the fact is there is nothing exclusive to each island, or if there is, there's more than one. I would've thought it had something to do with plants or flowers but no one of them is just a rock. A rock. The solution to the puzzle is a rock. Why? because you find it in abundance? because the crabs on the island eat rocks? Then why was the solution for the mushroom zone a mushroom and not a water orb? There is so much inconsistency with this solution that it's annoying. Why is some of them flower, and other them not flower. They're all resources sure, but based on the multi colored leaves under the chameleon boss, my assumption was that it had something to do with multicolored plants.

And like maybe it had something to do with finding an item that matches the color of the biome, but then why is the plains biome a berry? other than the hog and bees eat berries. It doesn't make any sense. The jelly fish don't eat mushrooms. I haven't even seen the sand lizards eat the cactus flowers they ate the ♥♥♥♥♥♥♥ crabs for bones. Long story short, it didn't make ANY sense. And what exactly was the point of the RNG dragonfly fish puzzle in the desert temple. It was just a hang-man like guessing game. I don't think it would be that difficult to create a memory based puzzle or something. Right? Or even just environmental where you place a hidden solution somewhere in the game and you go and find it and solve the puzzle? Or even better yet, the classic make all the icons light up but pressing one activates the ones next to it? Or even like a simon says where you have to repeat the icons of the animals back correctly and having multiple rounds to complete.

There was I'd say a lot of better approaches that could've been taken.
I also feel like the whole space integration is somewhat of an after though. I don't want to deal with any of it. Realistically because it's genuinely a tedious and painful matter. Everything hinges on steel production, which hinges on iron and copper smelting, which hinges on charcoal manufacturing and mining, which hinges on the gathering of sticks. The face you are forced to still use the basic stone furnaces for ores other than steel is really slow. What's the point of an upgrade if you can't integrate old technology? It's like apple removing the headphone jack.

Despite the fact you don't need resources to build buildings, you still need resources to craft items in furnaces despite the face you don't in the workbench.
The game seems to be picking and choosing where certain-
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3 Comments
everythingexcepthavefun 20 Oct, 2023 @ 11:51pm 
Also missed opportunity to craft glue using bones instead of jelly.
#Whatweretheythinking?
What's the point in having bones? They don't do anything
everythingexcepthavefun 20 Oct, 2023 @ 11:36pm 
(2) an upgraded bot antenna, or something other than (+20 hp, new skin unlocked) For a combat system that doesn't really care if you take damage with auto heal and infinite shield, would fit this game a bit better. I understand there is more to come, but with what's here it feels like some parts that were supposed to come in later, came early, especially when you can take mounts into boss fights, but you can't take them into space.

You have a limited amount of space in this game, and I cannot optimize the layouts any further with resources and hostile enemies spawning infinitely. I need the blue bots to kill the hostiles. It's taking up space. Maybe if you could have more than one antenna. Maybe if you could give more specific priority or more instructions other than a vague lightswitch like command. The game lacks more the further you get into it.

I've already hit the wall.
everythingexcepthavefun 20 Oct, 2023 @ 11:30pm 
(1)-perks apply. And I think a lot of the game-play especially factoring in commerce being something that is forced upon you, rather than an optional avenue for gameplay, is a very bad gameplay mechanic. If you need to ship items to get money to buy better buildings and unlock resources to upgrade your already existing buildings, that is genuinely unfair. Most games that have an economy have a very give and take system, where as the money in this game feels like in store credits.

You can't buy anything, you can only buy from a limited stock from one seller, that never rotates or restocks. It's incredibly unrewarding.