157.5 hours played
Written 3 days ago
I am torn about this game:
[list]
[*] The studio that developed it got closed.
[*] Multiplayer is allegedly unplayable (I didn't try).
[*] But my singleplayer experience has been great.
[*] But only until endgame (~120h) when the game becomes unplayable due to low FPS.
[/list]
Until you hit the end game and realise how poorly optimised the game is, I have to say that it is very well polished. Very few and very minor bugs that most people probably won't even notice. A lot of nice Quality-of-Life features.
The game kind of feels like [url=https://store.steampowered.com/app/526870]Satisfactory[/url] and [url=https://store.steampowered.com/app/548430]Deep Rock Galactic[/url], because of the 3D map. Fully modifiable terrain. The game is split into 16 levels, connected by a big lift, which on every level has 30 configurable input/output slots to move items between levels. Even though there are teleporters in the game, I never used them, as I build my factory close to the lift, each level specialising in something else.
There are a lot of crafting recipes, I frequently get lost what is available and in which production building. Fandom wiki is poorly maintained with a lot of incorrect information.
The world is quite nice, but becomes repetitive. I enjoyed exploring various collapsed constructions made from blocks available to the player, but placed not-aligned to the grid. Picking all of these blocks is a bit annoying, as you have to scan each of them for 1s, rather than mass collecting.
I like the end-game sand mechanics (infinitely falling sand that you have to keep pumping out), however it feels like artificially and unnecessarily prolonging the game. Also, the final levels do not share the power with the earlier levels, and there is no water for easy power production. You cannot build a small factory and leave it running overnight, you have to build really huge factory, that produces a lot of fuel, so you can have 30 huge pumps pumping out all the infinitely falling sand... And to it the aforementioned poor optimisation which makes the game unplayable, and [b]I think the last two Steam achievements are beyond reach[/b].
[h1]Great QoL features[/h1]
[list]
[*] No inventory limit. Items never drop on the ground when you deconstruct something. In worst case you will get encumbrance and reduced moving speed.
[*] When mining and holding the LMB, the height does not change, guaranteeing the area to be flat.
[*] Various highlighting when placing conveyor belts - makes aligning them very easy.
[*] Mining drills have extendable arm, which keeps collecting further cubes once the first layer is mined. Drastically reduces amount of micromanagement needed.
[*] A tool to change buildings in place to their different version.
[*] Conveyor belts can be rotated without picking them up, and this even includes lifts - both in which direction they are transporting, and in which direction the input/output face.
[*] Storage chests have a flexible limit - they can be configured to have as little as 1 cell in the inventory grid.
[*] A lot of toolbelts with easy access to items that you use frequently. 10 in total, with 2 of them visible.
[*] You can copy an object with a single click - no need to have it on the toolbelt.
[*] When you open a crafting machine, the ingredients in your inventory get highlighted.
[/list]
[h1]Bad UX[/h1]
[list]
[*] Huge technology tree does not have any search option.
[*] Monorail station has very large storage, that cannot be limited (like the storage chests). This makes it unusable for mining operations that require fuel, as both sender and recipient station will collect huge amounts of fuel.
[*] Blast Smelter and Blast Drill use explosive charges as fuel, and they always use them all, no matter how many are loaded. It makes it super annoying to configure as you have to limit the input, while also making sure that output is always collected. Otherwise it leads to great waste.
[*] Some kind of blueprinting option (copying an area) would be really great. I don't need a blueprint library to save things, but when chaining machines with multiple inputs and outputs, placing all the conveyor belts and inserters manually 1 by 1 gets a bit boring.
[*] When using a jetpack, when you get close to any object (wall or ceiling), the jetpack turns off.
[*] Highlighting of ingredients when looking into machine's inventory doesn't work for Crusher.
[*] There is no way to delete unwanted items. Only some can be run through a cycle of machines to finally smelt them to ash - smelter allows smelting ash to produce less ash than inserted. Dealing with the 3 production outputs when you only need one of them gets really annoying, as the only viable solution is placing a lot of storage chests (and connecting them with inserters and conveyor belts).
[/list]
[h1]Bugs[/h1]
[list]
[*] Controls that are used to switch toolbelts when out of inventory do something else while in the inventory. You will quite often end up changing items on your toolbelt, rather than switching to another toolbelt.
[*] Count of new things doesn't disappear from journal/crafting.
[*] Omni Directional Seeker tool shows a signal of chests that have been collected, and even deconstructed.
[*] When opening the big lift's storage, the user's inventory is sometimes locked. Requires closing and reopening the storage.
[*] When mining manually (to make space) the highlighter does not always use the right symbols.
[*] It happened to me about 2-3 times that conveyor belt became unresponsive to interactions - I couldn't rotate it, change it's type or delete it. However, deleting the area 3x1, with the faulty conveyor in the middle, successfully deletes it. It's possible that reloading the game fixes it, but I didn't try.
[/list]