kichigai
 
 
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Tearing ships up in space is a lot of fun. It's a logic problem wrapped around a bomb. The proto-plot is fun, the voice acting is good, and somehow the light-pop country music fusion soundtrack doesn't make me want to turn off the music. (Seriously, DON'T turn off the music; it can give you some hints about how much trouble you're about to be in.)

The physics engine is...interesting. Like a lot of space games, it's more like an under water simulator with a lot of stars around. For low earth orbit, there's an awful lot of drag when I toss something away. I understand why, from a game play and engineering perspective, things don't move at a constant speed, but it's still a bit of cognitive dissonance when I watch things drift to a stop in a vacuum. And again, I understand that the explosive decompression events are to increase risk, but if you know anything about the math of 1ATM escaping into a vacuum, try to forget it before you load the game.

The last patch also made depressurization even less consistent. (EDIT: That was in 0.3.x. The new 0.4 seems to be better, but I haven't gotten up to the more complex ships yet.) Not only are there airlocks that stop working despite being powered, with no AI nodes in sight, I've had entire wall panels detached from the rest of the ship and floating free in space, only to be blown into the furnace when I cut a door free and all that nothing behind it throws the door at me at an absurd velocity. I'd like a refund on my clone fees for that one, LYNX.

Between that and the fact that pulling a Type 2 Reactor seems to give my video cards a panic attack so bad I have to reboot, I've taken a break from the game. But I'm still checking for updates, hoping that the next patch and progress reset make things better.
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30 hrs on record
last played on 27 Nov
7.2 hrs on record
last played on 27 Nov
1.2 hrs on record
last played on 26 Nov