Great game. Love it. Looking forward to expansions.
Feedback nach wenigen Tagen
Sonst tolles Projekt bisher . Bitte weitermachen ✌️
Response from developer
Vielen Dank für dein Feedback! Freut uns sehr, dass dir das Spiel gefällt. Den Wunsch nach mehr Abwechslung und Wiederspielwert können wir gut nachvollziehen. Im nächsten Update kommen deshalb unter anderem verschiedene Schwierigkeitsgrade und unterschiedliche Kartengrößen hinzu. Und auch darüber hinaus wollen wir Alien Tribe 3 weiter ausbauen. Danke fürs Spielen und für deine Anregungen!
Ausbaufähig
Das Spiel ist toll aber meiner Meinung nach nur ein Trailer auf ein richtig gutes Game
Response from developer
Vielen Dank für dein tolles Feedback! 😊 43 Minuten sind wirklich außergewöhnlich schnell – nur ganz wenige Spieler schaffen Alien Tribe 3 in so kurzer Zeit und wenn dann oft nur nach mehreren Anläufen. Mit den kommenden Updates werden wir neue Schwierigkeitsgrade mit größeren Galaxien und mehr Sonnensystemen hinzufügen. Auch neue Gegner sind bereits in Arbeit. Und auch noch ein paar andere coole Neuerungen werden mit den nächsten Updates folgen. Wir nehmen uns jeden Review zu Herzen und Danke fürs Spielen und Danke für dein ehrliches Feedback!
Unterhaltsam
Great game. Love it. Looking forward to expansions.
Anyways- Fun game! It’s addictive. I’ve played it enough that winning has become routine for me, but I’ve found myself replaying it regularly anyways because the ambiance is nice, and the trek to become sustainable is fun. I hope you guys continue to expand.
I do have a few suggestions for the suggestion box. These are mostly based around the content that already exists in the game.
The “Kytra are eating your harvester” type notifications can get annoying. First because they’re a bit loud in relation to the music. So a “Notification volume” slider or something would be nice. Also. If you’re in system and you get an attack notification- and click on it, it just takes you out of the system, but not to the attack. And it’s gone before you can click it a second time. Having those notifications hang out long enough to take you to the attack would be nice. Currently, mid to late game when you have lots of transports going all over, you can end up with this nonstop stream of intrusive notifications that don’t really help you. It can be a bit much.
There’s no “destruct” button for food harvesters. Sometimes I build one on accident. Or I find myself wanting to get rid of one or two after my system population caps out, to free up power for other things like defenses or more labs, but I can’t.
Since the “fleet” function already exists, being able to assign a combat ship to a harvester or science vessel would be nice, so it follows it around and acts as an escort.
It would also be great to be able to set a fleet to “auto patrol”, similar to how science vessels and harvesters automate.
Repair drones only seem to repair stuff that’s more than 10-20% damaged. When it only has a little damage it gets ignored. It would be nice if they went around and topped everything in range off. (Having an inactive repair drone just chilling next to that one ship in your fleet that has a green line drives us OCD folks nuts.)
A version of the corvette that slowly repaired the other ships in the fleet while its idle instead of attacking would be cool. So you had the option of trading off a little firepower for some remote repair. Maybe you could even fly it around manually to repair stuff thats out of repair station range.
When you’re on the universe map, and you click on a star, a window pops up showing planets, and planets colonized. It would be helpful if it were expended to show more system info. Current population/max population. Power and food production. Resource output. And maybe told you if there were any idle ships or enemies in the system? Just an expanded basic system overview with any of that would help.
Also if the win screen gave you similar info. Total population, planets colonized, number of techs researched, totals of ship types produced, ships lost, enemies destroyed, waves cleared, etc. that type of stuff.
It would be helpful if your turrets stopped shooting at Kytra that are being dragged into Kytra containment, because at that point they’ve become a resource so you’re just shooting your own resource.
Score seems to be based on how much stuff you build. It seems like it should be the opposite, and instead should be based on how quickly/efficiently you’re able to win the game. So winning in less time, with less building, leads to a higher score. Since it’s harder to do.
A difficulty slider would be nice. One simple way to do it would be to have say, a 20 level difficulty slider, with the very top levels being nightmarishly hard, and works by each level simply reducing the time between attack waves by 5-10% or so. So higher difficulty just makes the waves come faster. Score could then be modified by difficulty so higher scores come at higher difficulty. So once you beat the game, you can challenge yourself to beat harder difficulties.
And if all that happened…. a leaderboard would be cool so you can track where you rank globally.
And then you can challenge yourself to beat everyone else. And if you manage to accomplish all that and become the best player in the world- you get… Idk. A million dollars. Or…. the fame and glory that comes with being #1.
Ok disclaimer. All those suggestions were relatively small (except the million bucks). But this last one is a doosie…
It would be really cool to be able to play as the Malocs, and your goal is to snuff the annoyingly cute little Fifo out of existence! (I bet they’re a nightmare to deal with astropolitically, they probably get everything they want…) even their name is cute! The ability to use other races could be added as expansion that cost a couple bucks to access.
The player could be given some sort of upgradeable Maloc mothership to base from, that shows up in the corner of an occupied and defended Fifo system. Your mothership generates resources over time, and you use those to upgrade its production or systems, and produce combat ships and fleets to break down the Fifo defenses and eradicate them. You wouldn’t have the same diversity of expansion as the current game, but it would be made up for by diversity of attack options. You can choose to weaken them by crippling their industrial output taking out their harvesters, or interrupting their power grid, or blitzing into system and taking out their food synthesizers or energy collectors to starve them out or depower their production. Every few minutes you could use that red circle wormhole thing to transport a fleet somewhere to attack from… You’d have to keep an eye out for colony ships to make sure they weren’t recolonizing systems you had already cleared. And when you blew those up sometimes you’d hear their squeaky little distress calls go out as they blew up “Eeeeeeep- Help uuuusssss…BOOM!!” And watched the derelict hull of their ship go tumbling through space as the fires went out, and little green corpses tumble out into t
Weltklasse
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.
