Have you looked at Riftbreaker? It’s a really good base building game, lots of focus on base defense, exploring your biome, combat. Might like it if you haven’t. I’ve played through it a few times as they keep putting out big content updates once in a while.I've played ~6 hours or so and it doesn't seem to be as deep as I'd hope, but I haven't upgraded a core yet which is what sets off the base defense event.
The world seems fairly blah and repetitive so far. Small number of enemies and not much variety either.
Certainly looks pretty. With it being sooo similar to Satisfactory in art direction and apparent gameplay i wonder what they are doing that's new beyond swarm or solar events?
Yeah that all sounds cool. I'll definitely pick this up if it keeps developing, once it hits a certain release.There's a few things, though they aren't as developed as they could be.
- Survival game mechanics like food/water/toxicity. These are tuned as mostly a nuisance currently, rather than being a significant driver - mixed feelings here, not the biggest fan of survival stuff in general, but if you add it, it should at least matter.
- RPG mechanics - you level up various skills ( like running or survival ) through use, and higher skill levels also give you what are effectively gem slots where you can add what they call LEMs to the skill to give you various other bonuses/abilities.
-Tower defense mechanics - there are various turrets etc, and unaddressed alien incursions will result in them 'infesting' your bases, which disables all the machinery and surrounds it with a giant infection cloud that drains your shield etc when inside it. I haven't had the aliens attack a base that was a long way away, but I don't know if that is a rule or just coincidence.
- Modular weapons upgrades - apart from having way better guns than satisfactory, the guns are all modifiable with different mods you can buy with the 'war bonds' currency ( like blueprints, scavenged from other outposts/dead miners etc. ).
And you chose correctly with the scientist. Well done.
1000% agree. Which is why I'm locking in at $15 now. It's perfectly playable, even with the issues that it currently has. And I absolutely expect a price increase when they get to full release.It's a great game for $15. You'll definitely get your value of it.
That said, it's probably worth waiting for a bit. Right now it's somewhere between a crafting/survival game and Satisfactory but doesn't really know if it wants to be either. There is a lot of potential here though and if anybody ever played Satisfactory back when it first released, this game is in a MUCH better "initial" state than that game was.
They're probably aiming for a more casual experience after how much of a ball buster Green Hell was.- Survival game mechanics like food/water/toxicity. These are tuned as mostly a nuisance currently, rather than being a significant driver - mixed feelings here, not the biggest fan of survival stuff in general, but if you add it, it should at least matter.
Yes, most factory games use a push algorithm for resources. This game uses a pull algorithm. Completely turns factory building on its head.Fuuuuuuuck.
I only just realized I'd been accidentally playing nightmare mode because I expected it to work like Satisfactory.
For those who may be in the same boat - the basic level 1 rail junctions come with automated smart switchers built in.
In non-Satisfactory terms, that means you can run 20 different things onto a single rail, and the fabs/furnaces/etc will pull only the things they want off the line.
Even further, it will propagate all the way back to a source output, so if you spin up a new press or whatever, it will path the required resources from the source to the press automatically, assuming there is a path the resource can take through rail junctions to get there.
BRB to rebuild literally everything hah.
Having a pull system changes some simple build concepts that satisfactory didn't have like if you're transporting goods a decent distance you need a storage buffer near the factory because many will burn through 100 materials before the first replacements start arriving if it's too far away.
I have upgraded some of my cores so I'm getting invasions and they're a lot harder to keep under control than I expected. So many monsters and the fact that they inevitably swarm and infect the core which disables all of the turrets is definitely a bit of a challenge.
It feels like the turrets don't activate if you're too far away too so you really need to rush in when an invasion starts.
Multi rails are definitely bugged, I stopped using them long ago. The multiple rails under certain conditions stop being separate and packets can jump to different rails at every intersection, kind of operating like a merger+splitter. It makes them unusable. I only use single rails and they work fine although it obviously takes up more space.I am pretty sure there are bugs with long distance rails