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.
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.
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.
