DLC AvailableInterstellar Space: Genesis - Natural Law
Interstellar Space: Genesis - Evolving Empires
Reviews
“ISG shows tremendous sophistication and design aptitude, and we ended up with a solid, traditional 4X game that brings along a host of subtle, but impactful design innovations. On that bas...
“ISG shows tremendous sophistication and design aptitude, and we ended up with a solid, traditional 4X game that brings along a host of subtle, but impactful design innovations. On that basis alone, it’s worth a serious look.”
Recommended – Oliver "Mezmorki" Kiley (for eXplorminate)
“For an Indie game, it successfully fills a niche that has a particular demand and does it with enough self-awareness to avoid being a stale experience or a cynical moneygrab. It is a proof of concept that an old genre can be resurrected. A return to a genre classic with meticulous attention to what fans of 4X Space empire builders crave.”
4/5 – Strategy Gamer
“Being an entirely indie production, the result is nothing short of incredible.”
8.5/10 – IlVideogioco
Testimonials
You know, they have done a good job, it has all the good stuff that you want in a game. The type of game that I like anyway. It's really quite good. - Time and Tactics (Let's Play)
This is a game that has got a lot to like about it. The gameplay, the game design is very, very solid and the information it presents is also very, very good.- DasTactic
Interstellar Space: Genesis has a number of unique gameplay features and is recommended so far to fans of 4X games. - James Allen (Out of Eight)
You are among the latest, and perhaps the last, of the challengers to undertake this great journey into the stars. While the universe may be ancient, you and your rivals are still young. As you compete with one another for control of this galaxy, there are others, far older and more powerful than you, who watch from a distance with unknown intentions. It is time for you to prove your empire deserves to rule this galaxy, once and for all. You may prove worthy after all, but worthy of what? It is up to you to Discover the Unknown...
Interstellar Space: Genesis takes classic turn-based space 4X strategy mechanics, adds in a few twists of its own, and tosses them in with several brand new mechanics to create a truly unique entry into the genre. It also aims to provide a lack of burdensome micromanagement and an emphasis on the best aspects of classic 4X space strategy games.
Construct your galaxy.
Play as one of six distinct races, each with their own abilities, advantages, and backgrounds.
Design custom races with their own ideal worlds, racial traits, and unique game-changing abilities.
Craft your own experience and set your own pace using customized difficulty settings, per empire sliders, victory conditions, and galaxy size settings.
Navigate through randomized tech and culture trees or follow the galaxy's natural order.
Discover the galaxy's secrets.
Reveal mysteries throughout the game via unique exploration mechanics and events.
Detect black holes, neutron stars, planets and other systems using remote exploration technology.
Unearth ancient ruins to discover treasures, technologies or talented individuals.
Experience the freedom of interstellar travel that is limited only by your empire's supply chain.
Broaden your horizons.
Establish and conquer settlements and outposts to expand your empire.
Find ideal worlds or adapt them to your race using terraforming and planetary engineering projects.
Develop your colonies and behold their animated environments and handcrafted worlds.
Exploit asteroids and strategic resources for production, profit, or research.
Outclass your foes.
Engineer custom ships capable of crushing your enemies in turn-based tactical combat.
Engage in diplomacy to pursue trade, sign treaties, forge alliances or conduct military negotiations.
Destroy enemy worlds using powerful bombs or send in your assault troops to take what is yours.
Deploy leaders undercover to learn secrets, destroy facilities or locate potential defectors in espionage missions.
Advance beyond your ancestors.
Oversee unique leaders each with personalities, desires, traits, skills and opinions that truly matter.
Evolve your race's culture and celebrate their talents and specializations.
Reduce burdensome micromanagement through refined implementations of classic mechanics.
Make compelling decisions that define your empire's destiny.
PRAXIS GAMES
A word on our company and our values. Praxis Games was born from the passion of playing video games for the PC, strategy games in particular. Single-player experiences at heart. We exist to please the fans. To make the games you want to play, again and again.
We believe that games should serve three purposes: to entertain, to inspire and to help educate. In that regard, our games are crafted to be a lot of fun, in order to make you lose the track of time. They will inspire you by putting you in command and in control of something bigger than yourself. And finally, our games are deep, rich in detail and made as accurate as possible because we want to help challenge your critical thinking skills, stimulate your imagination and guide you on a voyage of discovery.
2021 - Praxis Games
Popular achievements
General Contractor
Obtain maximum infrastructure level in a colony
common
·
37.09%
Goodies
Interstellar: Space Genesis Manual v1.6
System requirements
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Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
This game is clearly a MOO2 remake, from the race customization screen to the way science tree is organized. So what is different?
1) UI: more cluttered than in MOO2, but useable. Some workflows are improved, colonies need more micro.
2) New concepts:
a) "infrastructure": the number of building is limited by "infr. level", which makes you waste more time on micro-ing colonies. New "infr. specialization" system is nice, but the absurd part is that because infr.level is the limit most of the time, often a player is forced to use first few specializations to gain extra building slots, thus kind of cancelling both new features
b) "exploration": once a star system is visited you learn only the basics about it, you don't even know if a planet there is "rich" or "poor", you need to "explore" further. To me this introduces more micro and more randomness on top of random planet distribution - are you lucky to colonizee the best planet without exploration? or are you lucky to explore (which is slow, not just fly there) the right system?
c) new science tree: I like many of the changes. But as a ship design fanatic, I find that in my ISG games I usually have less (than in MOO2) weapons and special systems to pick from
d) new spy system: still learning, so far liked the MMO2 one more
3) Missed opportunities:
a) Diplomacy is very similar to MOO2, only with more restrictions, e.g. you can't offer a research treaty until a certain level of relationship with another race, so - unlike MOO2 - you are forced to first have a trade treaty, and only then a research treaty and only then can trade techs
b) I feel like even "strong" AIs are weak - AI ship designs often suck, AI tech selection is often non-optimal, AI may attack the same star base with the same type of ship 4 times in a row, each time losing a ship. MOO2 was about the same, but in 2020s one can expect to get a good AI in any game
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This is still one of the better MOO2 clones, but with a lot of missed opportunities
Well, I last played a few hours of MOO2 during an in-between-games spell a few weeks ago, but this game has spoiled MOO2 forever for me, except as a very occasional nostalgia trip.
There is amazing depth in this game. It's a true 4X in the sense that every X matters and rewards you for paying attention to it. For example, exploration, which is a feature I love in both TBS 4Xs and RPGs, has two separate elements which continue to throw up extra benefits for your persistence. I'm no lover of micromanagement, either, but it isn't a chore in this game because it's about managing a lot of factors a little bit, rather than building 100 granaries, 100 libraries, etc. The tech trees look overwhelming at first, but aren't really that difficult (but don't miss the stuff off the right side of the screen(!), and mostly fit very well with the rest of the game and enhance your empire-building strategy very nicely.
It's true that there's a huge amount of detail in the GUI and you have to examine the GUI carefully. There's no manual or tutorial at the moment, so you'll find a learning curve where you're asking questions like: wait, how do I move population between colonies? But give it 20 hours or so to learn all that stuff and you've got a very rich experience ahead of you, and it's all actually very intuitive and satisfying to play
Oh, performance: pleasant (but not quite full pro) graphics, occasional short signals from my powerful system that it's busy, but 100% stable and zero bugs that I've noticed so far. No music without the DLC, which I plan to buy, as I think the devs deserve it.
This to me has a lot of appeal as I love turn based. There are some things that hopefully are improved down the road. Expecially in the ship space field and planet build spots. While others here like the events, I found them somewhat annoying at times so I turned them down. I also purchased the DLC which seemed to provide a much needed balance to the game. The only other down I see to this game is the tech trees and social tree's are the same for every race. Everything else though is as great if not greater than Master of Orion so if you like turn based 4x I'd say give it a shot.
This is probably the best of these MOO successors/clones (not counting Stellaris as it's quite a different beast). This does pretty much everything well and what's important this has a good tactical space combat that many of these clones omit. Game has some flaws (eg. I would like to control the new game parameters a little bit more, what races to include and such) but nothing major.
A hard recommend if you like these a little bit smaller 4x tittles.
The meat of the game, building, researching, exploring, is an enjoyable and compelling experience. I particularly like the 'remote exploring' system, which allows you to find hidden systems and resources quite deep into the game. Where the game falls short is with its combat.
I don't know if it's based on Master of Orion (never played it), but the space battle system is incredibly clunky and ultimately unsatisfying in the early game, fiddling with rotation actions and weapon arcs and the seemingly non-existant AI. In the late game, battles simply come down to turn order, since there is no individual ship initiative. Whoever goes first can simply move up with every ship and decimate the opposition fleet, using engine or weapon overloading.
Additionally, the combat 'Auto-resolve' feature is a joke, where a massively one-sided engagement can still result in ship losses (why is there no 'overrun' feature, like in Imperium Galactica 2?). If you care about inexplicable ship losses, you'll need to fight every battle yourself, which is a chore.
Finally, ground combat is nothing but a percentage bar that begins based on relative attack strength, moves a couple of times, then reveals 'You won!' or 'You lost!'. I recommend closing your eyes to avoid the frustration of watching your 91% crumble to a crushing defeat...
Oh and I would much rather autosaves be created at the *end* of a turn, rather than the start. And, although the developer has talked about introducing it for years, I'd be shocked to ever see modding support.
So all in all, a very enjoyable game, but don't expect much enjoyment from the combat department. For comparison, it's a massive downgrade from Imperium Galactica 2 and I even find the simple combat system in Space Empires V more satisfying.
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