Update 1.2
Tolles Spiel
Good Potential, But Released Too Earl
The biggest issue for me was the end-game balance. The final planet maintenance system appears broken. Even with technology fully upgraded, I could not create a sustainable resource balance. It felt less like a difficult strategic challenge and more like mechanics that were not functioning correctly.
Overall, the game gives the impression that it was released before enough testing and balancing had been completed. With more bug fixing, balance work, and quality checks, I think there is a good game underneath, but right now it feels rushed to publish.
Response from developer
Thanks for the detailed feedback. I really appreciate you taking the time to write this. I understand the frustration you’re describing. Issues with interface consistency and fleet controls are something we’re actively working on, as they should feel reliable and predictable at all times. The points about progression and especially the late-game balance are also very important. If the endgame feels unsustainable even with full upgrades, that’s not the intended experience, and we’re currently reviewing both balance and underlying mechanics there. Your comment about the game feeling rushed is fair. We’re continuing to improve and refine it based on feedback like yours. If you’re open to it, feel free to reach out to us at contact@ukando.eu with more details (or a save/screenshot). That would really help us track down what’s happening in your case. Thanks again. Feedback like this helps us focus on the right areas.
needs work but developers on it…
Worth purchase even giving developer time to make changes this will be a great game with no other like it.
Note
if I were to choose between this and the original, the original wins hands down - for now. the gameplay aggravates me as progression takes to much time and UI not as clear as V1. The way to view resources and resources distribution small on screen and not prominent enough. The distribution / speed of production is out and you spend ages trying to build very little (much slower than v1) then the power production limit means you can’t build enough towers to defend yourself and with attacks that appear within a solar system that can get round your galaxy defences means each solar system needs 2 sets of defences (but you don’t have the power or resources). Tower Defense range unreasonable where range in a solar system to low and lower than the galaxy, just adding to the fact you can’t build enough to defend yourself….
recommend :
- adding a easy mode (like v1) to get people started.
- increase the effect of terraforming including image of planet showing when its improved
- add a permanent ring around a vessel thats being followed by another (not just when underway)
- clearer science progression tree (v1 much better for this )
- science tree points a bit to much of a jump between levels
- on off switch for each tower to allow for selective power management
- a tower by tower upgrade option to improve range and power at cost and increased power usage
-rebalancing of abilities of larger warship (cost to effect ratio out).
- a new battery tower that allows for energy storage
- upgrade solar tower option to multi levels
- increase max number of solar towers in each system (or as above upgrade options)
- consider restricting enemies to entering the solar system by the galaxy like v1 allowing for simpler tower management.
- making the effect of food deprivation on a planet clearer (like v1’s green food usage bar)
- consider switching back to food using the normal transport hub (maybe a little to far considering limit to defence towers)
And if the developer is as active at updating this game as i am my review- this has the chance to be a fantastic one of a kind game that finally makes buying an ipad worth it…
Response from developer
Thanks for the honest feedback. Even if it’s a tough one to read. A lot of what you’re describing comes down to pacing, clarity, and how systems are communicated, and that’s something we’re actively working on. The game is intentionally more constrained than the original (especially around power and expansion), but if that turns into frustration instead of meaningful decisions, then we need to rebalance and improve the experience. The resource UI and distribution feedback are clearly not prominent enough right now. If you can’t quickly understand what’s going on, that’s on us. Power, food, and local system behavior also seem to be causing confusion. These systems are a bit different from the original, but they need to be much clearer so players can actually understand what’s happening (for example how food is shared within a system and what the UI is actually showing). The defense and range balance is another important point. The idea is that each solar system becomes a tactical problem of its own, but if it feels like you simply don’t have the tools to deal with it, that’s something we need to look at. Thanks again for taking the time to write this. Feedback like this helps us see where the game is currently more frustrating than it should be.
Sogar noch besser als der Vorgänger
verständlich und kann etwas dauern bis man dahinter steigt - aber dann ist es toll. Klare Kaufempfehlung und ich freue mich auf die ersten Updates.







