I'm not really sure what I'm doing
Good - but …
Great Game, Great Service
The void in particular is a very cool chapter of the game. Definitely keeps the game interesting without spoiling it.
The customer service of this developer is incredible. I had run into a bug and was unable to open the game. I sent an email and they were incredibly responsive. They took my bug data, fixed the issue, and put out an update in less than 24 hours.
This is worth a play for sure.
How do deep hauls work
Pro, Cons, Suggestions
Pros:
Clean UI
Feels Future Corporate
Doesn't need to he baby sat
Retro-future feel
Good sounds effects
Good art aesthetic
Strong ideas
Cons:
Player essentially cannot fail
Tutorial is a relatively minimalist
Routes feel one way
Pay off scales quickly
Conflict with rivals feels abstract
Suggestions:
Consider altering route design so routes do outgoing and return items. For example: Food to Titan from Earth, ship returns to Earth for food shipment and brings Helium or some such to Earth. This would add some realism.
Consider scaling back how fast routes scale income. Right now it's exponential and feels a bit too easy to build a freight empire.
Change how sabotage, interdict, monitor etc. operate. Right now you can select to monitor rival routes or interdict cargo etc. many times. It might be better to drop this to one chance to do one option, fail or succeed and change the fail rate. Right now the detected and retaliated against rate feels a bit high or I'm misunderstanding the mechanic.
Improve tutorial. Consider allowing players to outright fail building an efficient empire. Something like: "you've gone bankrupt, start over" maybe. I would consult the rest of the community on this one first though, as some people may prefer building over managing.
Response from developer
Thank you for the specifics, really appreciate it. Return-cargo routes, flattening the income curve, and reworking the rival-ops (monitor/interdict) so it's a real risk instead of a spammable action are all great ideas - I will work through them. In the latest update there is a hard fail-state later in the game (you can be betrayed and exiled with nothing, then have to claw it all back). Interestingly, there was already a whole arc where you go bankrupt, restart, and your original (named) company becomes your nemesis, I'll trace why that isn't occurring correctly. Thank you again for playing!
plans to support Chinese
Progress Reset
Great game!
I am gripped
Fun game but broken
Just crashed to home 3x while on gen vi and then progress was gone and im back at the tutorial
Thought it was supposed to be fixed?
Tutorial
Fun but confusing at times
Slop-ily made
Loving this game
Cool concept, I hope for improvements down the line
Crashed and reset
Enjoyable, entirely confusing.
There's a good bit of depth but so many mechanics are poorly explained. A great amount of trial and error is required in order to figure things out. This starts at the very beginning when figuring out how to deal with pirates (solution, just get enough defense and later hire a chief to repair any damage you take right away--essentially make more money than you lose), to more exotic questions like "how does the source flora system work for my illicit operations?" As for that question the tutorial says tap on a planet and tap source flora, which I would be happy to do if I could find a planet with such an option. I'd love to change from the dominion to the kyrathri as the defense factor in this game feels utterly useless (there are 8 pirates always attacking my dominion shipping lines despite that literally being the only thing they're good at!) At least the kyrathri increase your profit. Of course everyone else picked dominion at the start thinking the defense ratings would be super helpful, so the dominion is winning the season competition for the shard ship, so even if I did change it I feel I'd be losing out. What a lose lose sensation.
