![]() ![]() i've beaten the game myself, leaves it open for more content to say the least. It does feel a fair bit different than Satisfactory, with its more cartoonish look, toy-like clicking, 3D printed items, and full ground deformation with your digging tool, there's a simple joy to creating and finding things, especially if you're the type that likes to go full packrat and just store tons of resources and things to research. I haven't beaten the game yet, but I know what I need to do it's a matter of time. In this game you search all over, both above and in the ground, to gather resources to build better technology to enhance your traversal options, making bases on multiple planets to dig to their cores and uncover. It's fun making a factory, but it eventually just starts to get heavy on the math, and can really drive you crazy if you want to min/max everything. Originally posted by Suzaku:I feel that Satisfactory is more about building with a pinch of exploration mainly for hard drives. Beacons only extend so far on your HUD because of the curve of the world. There is no map to research or view and the directions are all mixed up.Īnd this is because each planet rotates on horizontal axis rather the vertical but its not the least bit explained in the game.Īlso you can get lost.Very very easily. Enemies are all static plantlife and can be killed being uprooted. Its not really described but its okay because it's hinted enough. Which is sort of the unspoken objective of the game. In fact you can dig right to the core of each planet. Terrain is 100% morphable and can be removed by hand drill or vehicle/crane drill and digging down is one of the highlights of this game. Now this does not restrict you to exploring by vehicle only because you can contruct a set of tether poles via backpack to extend your lifeline outside the base. Now here is where it gets unique: Your astroneer is on limited oxygen at all times but as long as you are near something which is generating oxygen, a beam of blue light will tether out to you and refill or keep it topped off. It does not affect machinery but only you, however you can extend oxygen flow to the rest of your machinery and build pads as long as there is an active oxygen generator somewhere. Its always generated at all vehicles, your shuttle, and your base shelter. Oxygen works in almost much the same way. The more power there is being generated, the faster your machines operate and luckily there is no threat of an overload. Power is used to operate your base and vehicles as well as the small machinery you install on your backpack. Power and Oxygen are perhaps the most unique game mechanics I've seen. There is also no food or drink system.However there is one other resource aside from power that you must keep active at your base, vehicles, and yourself. ![]() Health is never an issue as its only portrayed by red border and regens on its own. The research chamber will whittle away at the object over time, it's speed depending on how much power is generated. Many of them are small and can be instantly researched while larger ones end up needing to be carried back and placed on a research chamber. Grinding through technology relies on finding researchable items to gather points. Small printer, solar panel, and wind turbine can either be placed on a larger platform or they will deploy their own personal platform if placed on the ground. ![]() Once you select a build plan on a printer, you place the resource type needed on a peg on a printer. How you build is via 4 types of 3D printers:Backpack printer, Small, medium, and large. Buildings mainly consist of machinery with most needing to be placed on a platform and powered either by wind turbines, solar panels, generators, or stored batteries connected by retractable cables to each platform they are on. There is storage, mind you, but it is all peg-based. Astroneer is perhaps the most unique of all the builder type games because you dont make a base in the traditional sense of laying out a floor then walls and there is no such thing as an internal inventory or storage. ![]()
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