Explorez l'univers infini et créez la constellation de colonies la plus efficace. Construisez des systèmes de convoyeurs pour automatiser la production. Prenez soin des astronautes et de leurs besoins. Établissez de nouvelles colonies dans le cadre d'une simulation intergalactique!
2 256 Revues totales
1 855 Commentaires positifs
401 Commentaires négatifs
Note
Astro Colony a reçu un total de 2 256 avis, dont 1 855 avis positifs et 401 avis négatifs, ce qui lui donne une note globale de « ».
Graphique des avis
Le graphique ci-dessus illustre l'évolution des avis sur Astro Colony au fil du temps, mettant en évidence les changements dynamiques dans l'opinion des joueurs à mesure que de nouvelles mises à jour et fonctionnalités sont introduites. Cette représentation visuelle permet de comprendre la réception du jeu et son évolution.
Avis récents sur Steam
Cette section affiche les 10 avis les plus récents de Steam sur le jeu, mettant en avant un mélange d'expériences et d'opinions des joueurs. Chaque résumé d'avis inclut le temps total de jeu ainsi que le nombre de réactions positives et négatives, offrant un aperçu clair du retour de la communauté.
Temps de jeu:
4406 minutes
👍 : 1 |
😃 : 0
Positif
Temps de jeu:
3619 minutes
I have to give this a no. It's an interesting game but I just can't figure out the philosophy behind it. This is NOT an automation game.
The logistic has logic blocs options but it's very limited and none are really practical (the game works with multi-recipe buildings, but the logic can only toggle the whole buildings, not their individual recipes), containers have infinite capacity that can't be capped to control overproduction for example, conveyors have low throughput and there's no simple way to spread the load on several of them, which overall means you need an ridiculous amount of space and spaghetti to manage to balance your production without risking constant clogging. Except any kind of space is expensive, because you have to build out everything from your starter platform.
You can get to some (very limited) terrain, but its always craggy AF and you have to landscape it BLOCK. BY. BLOCK. to be able to build anything of substance on it. Or you could spend you scarce resources essentially building a massive unrealistic platform over it all.
But I think what takes the most toll on the player is the raw materials. The sources have very low capacity so you can never setup a proper production line in peace: by the time you're done, at least one of your sources will have run out, forcing you to find SEVERAL other ones to try to get ahead, but once you've set them up another has run out, and so on, then your research is stalling because the tier 4 item you need for it never had its production setup because it's been 3 hours since you last worried about anything else thant early game resource mining. You now need to bring in stuff from all over the place to setup that new item, but since the sources have run out, you now have to redo the whole thing to account for the new ones coming in from the other side of the map, which will run out in a couple hours, while the messy logistics blow apart as soon as a single parameter goes off-balance... Except you can never achieve stability, because of all of the above...
You're constantly having to go back to tier 0 worries when you're trying to wrap you head around anything slightly advanced. Having to micro-manage early game stuff for the entire playthrough is not my idea of a good automation game. It's literally in opposition to the genre.
👍 : 0 |
😃 : 0
Négatif