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.
Needs Beta Testing
Should have been tested more thoroughly before release.
There does seem to be the potential for a decent game, but until then it seems unplayable.
Response from developer
Thanks for the honest feedback. I understand how frustrating that experience must be. If you’re consistently getting overwhelmed around the 30–40 minute mark, that usually points to pacing and early defense setup not scaling well enough. That’s something we’re actively looking into, as the game shouldn’t feel unwinnable at that stage. The intention is that building up defenses in deep space around your solar systems and stabilizing your power and resource flow early gives you enough room to handle incoming attacks. But if that isn’t coming across clearly or feels too punishing, that’s on us to improve. We’re already working on balance adjustments and better in-game clarity to make these systems easier to understand and manage. Thanks again for taking the time to write this. Feedback like this helps us identify exactly where the experience breaks down.
Tolles Strategie-Spiel
A Must-Play for RTS Fans
If you are a fan of RTS games, this is absolutely worth checking out.
Awesome so far, needs some bug fixing and a better tutorial
1. Be able to create “groups” so I can send multiple fighters at once, the follow command spreads them out too far or you drag the wrong one that’s not the leader
2. Science vessels run from combat, right they parked under enemy stations and die
3. Be able to move buildings once built. Destroying a mining depot once the local asteroids are cleared is such a waste instead of flying it to the next cluster. Same for power nodes/defense stations if I want to change adjust my grid
4. I’ve played for 1.5 hours in the same save, 5 or 6 solar systems colonized. Food is a huge issue, constant alert that pops are starving. (Add a setting to mute the alerts noise at least?) The game prompts you to “transport food” but I can’t find how to manually move resources around.
Response from developer
Thanks a lot for taking the time to write this. This is genuinely helpful feedback. A few of the points you mention are exactly the kind of Quality of Life improvements we want to tackle. Better unit control (like grouping fighters) is on our list, and science vessels parking under enemy stations is clearly not intended behavior. We’ll look into that. Regarding buildings, moving them freely is a bit tricky because it ties into the power grid mechanics. Right now the intended way to adjust your setup is to recycle structures (you get part of the resources back, accessible via the info panel on a long-press), but if that isn’t obvious, that’s on us. We need to make this much clearer in the UI. We’re also looking into better options here. The food system is probably on us the most. Food is transported automatically by transporters, but only within the same solar system. And right now the game does a poor job explaining that. The alerts also trigger too early (when storage hits zero, not when people are actually starving), which makes it feel more critical than it is. We’ll improve both the messaging and the alerts so it’s clearer what’s going on. Thanks again. Feedback like this helps us improve the game in the right places.
