![]() You absolutely need to explore the map to find iridium and uranium in order to build rockets (massive production increases) and to build power generation for machines. ![]() You now have the ability to stay alive, but progression is now limited through scale of operations. This phase ends when you have the ability to generate water, which is near the 3 hour mark. You have a very small base (for air), explore for seeds (for food), and need to collect the most basic of material to progress towards new tools. This mode is the one that’s most familiar to players given the genre explosion. Every system is new, inventory is a massive pain in the butt, and you frankly are lacking all the tools necessary to move forward. This phase is the smack dab start of the game, where you have no sources of food, water, or air, except for what you find. Planet Crafter has effectively 3 phases, and the game dramatically shifts between them. And that risks are taken here means that some things will work, and others not. The easy comparisons are games that have been polished to a high degree, putting the bar somewhat out of reach. While I certainly highlighted it, I want to strongly state that the ‘issues’ with the game in it’s current state relate to balanced progress. I generally love small dev teams as the games are a direct representation of their passion, and Planet Crafter certainly hits that mark. The largest driving factor here is that the dev team is 2 people, and what is here is frankly absurd given the resources at hand. ![]() I thought a bit more after my last post on the game, and came to the conclusion that further exploration was needed.
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