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ASTRONEER

Robert Maxwell

memelord
Premium Member
So there is this new Early Access game, ASTRONEER, being touted as a NMS-killer. I have not played No Man's Sky so I can be totally unbiased in that regard!

I grabbed ASTRONEER because what the heck, $20 and it looks cute.

I died a bunch of times right off the bat because I didn't realize the significance of the light blue tether and the air hissing sound it makes when you reconnect to it. In other words: I kept suffocating because I didn't realize how my oxygen supply worked. Don't be dumb like me: your oxygen only lasts a couple minutes when you're off-tether. Build tethers to extend your exploratory range (imagine them kinda like Minecraft's torches), and you can eventually build oxygen tanks to carry more with you, and vehicles that you can hook up to for oxygen and power later.

That brings me to the other main resource: power. The way power works is actually fairly intuitive. Your astronaut's main use for power is your Former (I forget its actual name, but it's like a vacuum that works in both directions). You suck up materials and deform the landscape, and doing so draws quite a bit of power. Fortunately, you can recharge with solar panels, wind vanes, and generators which consume fuel.

The game feels a lot like pre-alpha Minecraft, in a good way. There's a lot of potential. What bugs exist are more hilarious than frustrating, although having items lying around which I can't pick up or destroy gets to be a bit annoying--my base is going to turn into an unintentional junk heap if I'm not careful.

Much like Minecraft, there is a lot of "bootstrapping" involved. You need to find Compound and Resin in order to build basic facilities. Then, you need to build a Smelter so you can process ores to get Aluminum, Titanium, Copper, and the like. You also want a Research unit so you can research the various debris and life forms you find on the planet. These reward you with the ability to construct new types of buildings, or they give you random resource units.

I've gotten as far as building a rover, which is pretty fun to drive around in. Exploring is a lot more entertaining with the rover. I'm currently trying to outfit a shuttle so I can fly to another planet/moon. I have no idea how that plays out, yet. We shall see.

I mentioned before that you can suffocate. This is not the only way you can die. Falling from a great height will also kill you. There are also plants which expel noxious gases. Perhaps the most unexpected way I killed myself was when I accidentally used my Former to uplift the ground I was standing on, which trapped me inside it and caused me to start clipping through the terrain, at which point I suffocated. Finally, there are dust storms which fling around box-shaped debris which is pretty much a one-hit kill if it smacks into you. The best thing to do during such a storm is to get inside your habitat (or maybe a vehicle?) and wait it out.

Death is not terribly costly, though. Whatever you're carrying gets dropped--and you can only carry a handful of things anyway. The point where you died is denoted with a temporary beacon, so you can return to that spot and get your stuff back. If you die again, that beacon is replaced with the location of your latest death, however I've found that you can still recover your items if you make it to the spot where you perished earlier. (The items just end up being very small because they are backpack-scaled. This is probably a bug. There are a lot of bugs right now.)

Another feature I haven't tried is the 4-player drop-in/drop-out co-op. I am looking forward to giving that a shot soon.

I cannot give this game a firm recommendation right now because, duh, it's unfinished and full of bugs. What exists right now is entertaining and looks to have a lot of potential, so if you don't mind gambling $20 on what might end up being an unfinished game, give it a shot. Or go watch people die hilariously in videos. That's fun, too.
 
I wouldn't say it is a NMS killer. I can see Astroneer as a simplified version of Space Engineers, or Minecraft on an alien planet. And I have spent hundreds of hours on both games. So yes, I am interested in Astroneer. Since it is an Early Access game and many of the early adopters have encountered bugs, I'm taking a wait and see approach. Hopefully, the developers releases regular bugfix and updates. In which case, I'll definitely be on board!
 
Some of the bugs I have encountered so far:

  • Various debris appears as if it should be movable, but it's not.
  • Almost anything movable can be "docked" to the various circular ports on all of your base modules. But non-resource debris, once so docked, cannot be removed. Be careful.
  • Anything on your backpack when you quit the game will still be there when you come back, but noticeably offset from your backpack. Removing it and putting it back will fix it.
  • Beacons seem to have a limited height, which means if you leave something far enough underground, you won't be able to see its beacon from the surface. Not sure if this is a "bug" but it seems contrary to their purpose. (I lost a rover this way: drove it into a cave, accidentally ran off an underground cliff, clipped through the terrain so I got separated from it, now I can't find my rover. Sigh.)
  • Vehicle bays are janky as hell. When I made my rover chassis, I then had to attach a 1-seat to it, from my Printer. For some reason, this took the Printer prompt with it, and now that's stuck to my Vehicle Bay. I was able to finish the rover and move it, and start building a shuttle, but I think I can't finish the shuttle because of this bug--whatever needs to be put on it next is blocked because it can't tell whether it's a Vehicle Bay or a Printer anymore. (I'm building a new Vehicle Bay to work around this.)
  • A blue conduit outline appears when you get your rover close enough to a base, presumably to recharge it, but I cannot figure out how to actually make it attach. Maybe not a bug, but definitely not intuitive or helpful. (I got around this by putting a solar panel on it the rover itself.)
  • A base only supports a handful of modules, and definitely not the full range of modules you can build, so you will necessarily need to build more than one base. I'd say this is a design flaw more than a bug.
  • As noted previously, clipping through terrain is easy to do when using the Former/Shaper tool, and it is easily fatal.
  • Gamepad support is not complete. There are a number of things you can only click with the mouse (mostly activation buttons for your base modules). Gamepad controls are also kinda janky.
  • There are markers which indicate what type of resource is in a given deposit. Once you clear the resources from it, the marker is supposed to vanish. It does not always do so.
  • The way accessing your backpack shifts your view sometimes puts other objects in the way so you can't see what you're doing.
  • If you put several of the same ore into a Smelter, you still only get one refined unit of the resource. I'm not sure why it allows you to put multiple units as inputs to begin with--it doesn't seem to do anything but let you waste them. It's possible there's a functionality to this that I'm missing, but I think it's really just devouring resources for nothing.
  • There are times when, despite a valid power supply, I will have base modules that don't charge up. Not sure why this happens, although it's relatively rare. Feeding some Power resources into it usually fixes the problem.
  • There are still plenty of things your Former can't affect: large ship debris, some types of plant life. They're just "there," and that seems weird in a game where everything else is deformable/movable. Probably future functionality involved with those.
 
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