Astrox Imperium. Often referred to as EVE Offline or Shut off my brain, contemplate how lasers mine rocks, and where is a compatible MP4 for the built in player. I give up! Guess I'll just watch Space Mutiny again! Word of warning for those expecting Astrox Imperium to have content on par with EVE Online : It does not . Nor the scope or scale of X4: Foundations . It also does not have the immersion of either Elite Dangerous or Star Citizen . Astrox Imperium is more akin to a classic like Freelancer , except more RPG leveling and a smaller scale. For a solo developer, Astrox Imperium is incredibly impressive for what it is. Final Warning: This game is a sandbox first and foremost. If you do not like primarily sandbox games, you might want to go play something else. The Good: [*] World design is unique. Massive hunks of rock form space vistas. Stars color sectors with their radiation. Ancient wrecks of incalculably large ships dot sectors relating to the backstory. I have not seen any other game have this art direction. It is beautiful. [*] Great amount of custom options to change your game balance or shape a custom universe. Everything from AI difficulty to locked warp gate prices. [*] Unlocking skills leads to rewarding upgrades. This is a refreshing change from throwing a pile of credits at some poor merchant and grabbing end game equipment. It takes time, but the time investment is reasonable (and an adjustable option) . [*] Combat is not forced. Raiders show up, but you can always flee if you prefer a peaceful existence. [*] Relaxing! Decent auto-pilot mechanics and player directed game flow allows the player to put as much or as little energy to the game as they want. The Mediocre: [*] The user interface is odd at displaying information. For example, the University menu shows skills and the NEXT upgrade level. Not your CURRENT level. This caused me to buy weapons I was unqualified for in preparation for a skill finishing. I needed to invest another level in the skill. [*] Customization options can be absolutely overwhelming your first time. Stick with the campaign until you understand everything before diving into custom setups. [*] Station restock times are confusing or run by Gonzo the Great. Nobody knows when they finish crafting new wares or when equipment is restocked. [*] It is difficult at the start to find anything due to simply not having information. When you dock with new stations, a snapshot of that info gets stored in your journal. You then search the journal for info. However, you cannot pay anyone for this information ahead of time or ask for it . This process is tedious, especially if you do not like exploring. [*] Life support can be a mixed bag. The default is no life support drain unless armor is damaged. The old setting was a constant drain in certain sectors which leads to death if you did not pay attention. This is easily adjustable in the options to pick the format you prefer best. [*] Missions reward XP for levels, which in turn gives you large sums of skill points. Grinding missions are by far the quickest way to earn skill points to upgrade, but reward little money for time invested. You do sometimes earn skill points for doing missions, which is nice. Optionally, you can just buy skill points outright with cash. All these options can be tedious to different players, but levels do come quick. The Bad: [*] The simulation is very predictable. Raiders show up in low security sectors after a calculable delay. Other ships in system perform tasks, but there is no background chatter or much movement other than mining. The world simply exists and does not feel very alive beyond player interactions. [*] Navigation via the User Interface sometimes messes with your course at inappropriate times or even warps you back through the wrong gate when all you wanted to do was scan it. [*] Passive scan fails half the time even when set to automatic. It fails to acquire scan targets unless they are significantly closer to your ship than necessary. [*] Very few bugs, but they were substantially bad: I was destroyed by raiders inside the station dock once. The other time, all NPC ships failed to load their textures and showed up as white geometries. [*] The economy is broken. No easy way to say it and this is the worst problem. For example, items can be bought at a 40% markdown but resell elsewhere for 160% their base price is at a massive net loss. I am not sure why this happens but this is infuriatingly frequent. Selling ore is always more lucrative than trying to break down ore into components and craft them into other products. One production run I experimented with was a 600% profit on the base manufacturing costs. However, it was 300% more time than just selling the ore at a higher base price (plus I had all these other unwanted byproducts I had to sell). [*] The AI lacks some tools the player has access to making the game feel a little one sided to favor the player. Overall, I have gotten more than my moneys worth from this game. There has been slowdown in development recently, but it is a solo project and they did complete their previous Astrox game. It will release eventually, but I expect progress to be slower than other titles. However, I also expect the end result will have a higher quality than some other major developer's games considering the recent trends.
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