Well. Sometimes I wish Steam would allow you to rate a game as "Meh". There is something interesting here, and for 40 hours or so (with a lot of fails and deaths), it was a decent enough survival experience. But in the end so many small things have piled up that made just go: okay, enough Occupy Mars. You might ask yourself then why is this review positive? Because I did stick to it for 40 hours to get to the "end game", and overall the journey there was tough but rewarding. But now a brief overview: 1. Graphics: serviceable 2. Sound: serviceable 3. Controls: Janky 4. Survival: Rough, very rough, but fair. But now here is a list of complaints (in no particular order): The pickup to hand mechanic for most items (except cables) is just weird. It needs to go, and I much prefer to just always pick up to inventory and move things to the hotbar. The mining part of the game has a serious progression issue. Hand mining larger rocks, and then grinding them down to small usable junks in the early game is a painfully slow process of getting mats. So much so that I only did it if absolutely necessary. It picks up once you get the truck and the small dump station, and once that comes along its easy to get 1000+ of each ore easily completely trivializing mining and building. There needs to be a step in between those two extremes. It gets even more OP once the rover comes along. Maybe add a tiny grinder were you can place one ore rock at a time in there that you have to hand carry there? Or perhaps the drone can carry one stone at a time to that tiny grinder for you? Or strap one ore rock onto the ATV instead of those pathetically small ATV storage things? So many rooms feel utterly pointless. I built a cafeteria and never used it since you cannot really use it for its purpose as a central "food, drink and social" room. The same with the lobby. Its only real purpose is to allow you put on the heavy suit. Why can't we just put CO2 scrubber, battery rack (to charge batteries) into the lobby and use it as a sort of "prep room" before heading out of an airlock? Same with the cafeteria, you cannot place a water sink in there to fill up your water. Why devs? Why? The HQ is similarly confusing, but at least it allows you place most essentials (water, battery recharge, storage and science benches), even though where you can place what is not always clear. This needs a complete overhaul. IMHO there should be no reason to restrict where we can place what. I hate the tablet system. Basically you have to find tablets while exploring that randomly gives you the opportunity to unlock a tech once you have enough points in said tech tree. Tablets don't unlock tech, they *allow you* to unlock tech with points you have to earn through other means first. Sorry but that RNG factor is just horrid. Easy solution: much like the pen drives which are coded to a certain tech tree, just give us coded tablets that gives us one 1 unlock option the tech tree. We can then choose were to spend that point, depending on what makes sense for us. Or remove tablets entirely and re-purpose the pen drives for that. Or even better, just steal Subnautica's mechanic of allowing us to scan those things in the wild at those random POIs to get the blueprint. Progression in the tech tree seems horribly imbalanced as well. Once I had the medium solar panels I gained electricity points rapidly, so much so, that I was lagging behind with the tablets. Lots of points no place to put them. Botany advanced really quickly with every grown plant, while mechanics and materials were very very hard to level. The power usage of rooms seems horribly unbalanced. Why does a long corridor need like 4kw of energy? Why does the workshop the most useful of the buildings need so much power? Why can't I manage the batteries outside remotely from inside with a terminal? There also needs to be some touch ups in terms of QoL features. For example the hangar has power slots to charge vehicles, but you cannot fill the rover's oxygen tanks in there. Why not? Why aren't there just generic sockets everywhere in my base where I can charge my CO2, O2 and power? Why do I have to fiddle with batteries and tanks right up to the end game? Just give us a charging station, and perhaps a better suit between the light one and the heavy one, that just makes all of that charging easier and more convenient? Wind power seems really useless to me. Solar panels are the way to go and the new nuclear devices (kilo power) will never ever leave you wanting for power. Maybe give us steam engines that use water? Or allow us to ferment some plants to create bio fuel for burning? Grinding down things for mats is way better to get mats but also arbitrarily locked behind tablet tech. I'd argue that needs a balance pass as well. Perhaps allow us to grind everything from the start, but how much we get is locked by tier? Maybe add some things that can only be gained by grinding POIs, while other things have to be crafted? Or even better, give us the option to grind with the rover, dump scrap, trash and wrecked buildings into the rover to deliver to a recycling station? Storage cabinets need power. Why? Devs, why? But why? Its not a freezer, its not some magical preservation storage box, its just a cabinet with a display on it. Perhaps overthink the entire storage concept a bit. The small storage boxes are neat, but it they'd be a hundred times better if we could just place them on the walls. So many spaces above placed work benches are just free for a little shelf with a storage box on there.
Read more