The game is incredibly engaging and well-developed. I spent several days straight playing it without a break. It’s simple, but the interface was designed by a sadist who hates people and probably wants players to kill themselves. At least, that feeling never left me throughout my entire time getting to know the game.
It’s not even about the lack of any descriptions, or the fact that it’s not my native language. It’s about the lack of logic, the workarounds, and the bugs.
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The first problem came when trying to set up a cycle: extracting fuel from a gas giant and transporting it to the colony. Turns out you need to build a mining station and use a tanker for transport. The game can’t handle more complex logic than that.
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Next: constant cancellations of orders if they might cause recursion. And the log info about this is hidden by default. Why is there even recursion in your script in the first place? I’ve written much more complex logic without any issues. Later I realized that the two command windows are simply incompatible.
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Next: two command creation windows. The first, where you need to list actions step by step and loop them. The second, which has a condition‑action format. When the condition in the second window triggers, it completely erases all commands in the first. Meanwhile, the commands in the second window are limited and don’t let you realize the full potential of this method. Even Dwarf Fortress does this infinitely better. At this point I realized that in the main window you also have to script refueling and other things. But before that, I simply couldn’t understand what exactly wasn’t working and how these commands were intended to function.
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Why can’t a ship’s crew rest if the ship has orders, even when it’s doing nothing? What’s the point of the second command window if, to let the crew rest, you have to delete all commands from it? Thank goodness you can convert 99% of ships to commercial engines. This feature simply doesn’t work — in this state, it should be ruthlessly cut.
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Events: why not just make a settings menu with all events where you can toggle time‑stop on or off? Though I can understand this one — it’s a crutch that forces the player to figure out where the game’s logic doesn’t match expectations. I’m so fed up with searching for where to disable notifications about general appointments — generals I never even used, yet they kept stopping time.
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No one explains that you can’t build “Stargates”, and that you have to stabilize jump points, from both ends! And the term “stabilization” doesn’t even imply opening a gate.
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Why on earth do you need to mark ships as “Tanker” when the game could figure it out from the presence of a fuel transfer device? You don’t know about this option at first, and you’re left trying to figure out why refueling commands are missing.
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Again, why hide unavailable commands? At least give me a menu option to see what commands exist at all. Instead, the player has no idea whether a feature even exists in the game, or why it’s unavailable.
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There’s no information on what MSP is made from, even though it’s an important resource that you need to stockpile on your colony. And why can’t I transport finished MSP?
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The button to disable fuel refining — you only find out about it when you run out of ore for that fuel. It’s needed for construction, so you start searching for where to turn it off.
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Information about private companies is split across three windows. And to buy resources from them, you have to find the right tab in one of those windows and tick an inconspicuous purchase checkbox.
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Too often you’re greeted by an empty screen, where information doesn’t show up until you perform a certain sequence of actions — the order of which is known only to the developer himself.