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Objects in Space

w bibliotece

3.4/5

( 55 Recenzji )

3.4

55 Recenzji

English
24.9924.99
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Objects in Space
Opis
You've been detected… Your ship is exposed… An alarm blares… “Torpedo incoming!” Objects in Space is an open world 2D stealth-action space trading game set in Apollo – a huge cluster of star systems dozens of lightyears away from Earth. You are a ship’s captain, buying and selling wares in order to...
Opinie użytkowników

3.4/5

( 55 Recenzji )

3.4

55 Recenzji

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Szczegóły produktu
2019, Flat Earth Games, ...
Wymagania systemowe
Windows 7 / 8 / 10 64-bit, Intel i5 or faster, 2 GB RAM, 1GB Graphics Card, 1 GB available space...
Opis
You've been detected…
Your ship is exposed…
An alarm blares…
“Torpedo incoming!”

Objects in Space is an open world 2D stealth-action space trading game set in Apollo – a huge cluster of star systems dozens of lightyears away from Earth. You are a ship’s captain, buying and selling wares in order to keep your bucket o' bolts afloat and stay one step ahead of pirates, organised criminals, corrupt governments and shady laws.

A galaxy of characters await you in Objects in Space. The game focuses on a myriad of short stories rather than one main storyline with a hero’s journey, so it’s up to you how much or how little narrative you want in your game.

Combat in Objects sees ships treated more like Cold War submarines than WWII dogfighters. You’ll be running silent, planning manoeuvres far ahead of time and engaging in deadly games of cat-and-mouse with nebulous enemies, but only for those players who seek it out. Combat-averse players can pay attention to the news and avoid pirate-heavy systems and choose not to explore the deadly uncharted areas of space where greater numbers of pirates lurk.

It’ll be up to you to keep your ship’s systems running as quietly as possible, going fully ‘dark’ if you have to, just floating with your current trajectory and speed hoping to avoid showing up on anyone else’s scanners as you traverse some of the most dangerous shipping lanes in space.

To make your money, there are over fifty employers and your reputation with each one will dictate how many passenger, cargo or bounty-hunting contracts are available to you. But be warned - failure to complete a contract might see your rep plummet with that employer. So when you get an SOS signal from a nearby ship but have a deadline to keep, what will you do?

Your ship is completely customisable down to the tiniest component of each module. If your battery dies, it’s your own fault. You decided to go with a cheap Ventarii battery in the first place, and it was out of your stubbornness that you thought a Connext Hap Node when the mechanic recommended a Xiao Sa brand model. Silly you.

You can play it safe in the central systems or design your ship with the ability to outrun, outfight or out-hide your opponents and make your fortune in the outer rims. But be careful! You are just as easily prey as predator in deep space…

Features List:

  • Massive open world to explore full of NPCs to interact with
  • Complex contract-based economic system with over 50 employers
  • Time-based open world - opportunities, stories and events happen at certain times as well as certain places, so each play through will be different
  • Tense submarine-influenced combat
  • Fully customisable ships - design your vessel for combat, shipping, stealth and more
  • Mostly avoidable combat for more pacifistic players
  • A world of side quests - no single linear story players are required to follow
  • Explore 12 hand-crafted populated star and 20 uncharted systems full of unknown threats and treasures
  • Find derelict ships, wreckages, cargo pods and communication beacons adrift in space
  • Be a trader, bounty hunter, explorer, pirate or all of them at the same time
  • Sandbox mode - play the game without narrative content in an endless version of the game (coming soon)
  • Scenarios - tense combat scenarios task the player with overcoming impossible odds and testing their skill (coming soon)
  • Multi-player Scenarios - compete or cooperate in a variety of multiplayer modes and situations (coming soon)
  • Build your own DIY controllers at home using Arduinos - anyone can construct their own ship bridge with physical switches and buttons with just a little bit of soldering know-how. Easy to learn and fun to do!

Published under license by 505 Games. 505 Games and the 505 Games logo are registered trademarks of 505 Games S.p.A and/or its Affiliates. All other marks and trademarks are the property of their respective owners. All rights reserved.

Wymagania systemowe
Minimalne wymagania systemowe:
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Szczegóły gry
Działa na:
Windows (7, 8, 10, 11), Linux (Ubuntu 16.04, Ubuntu 18.04), Mac OS X (10.11+)
Premiera:
{{'2019-03-01T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Rozmiar pliku:
384 MB
Linki:


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Opinie użytkowników

Posted on: April 19, 2020

A great concept, but sadly abandoned

So, this game is a really great concept: basically, what if you treated space combat like submarine combat and slowed things right down and made stealth a major factor. The universe itself is also similarly interesting - although only partially developed. It takes hours to get *anything* done in the game; this may sound like a criticism, but the pacing actually kinda works. It makes things a tense when you know you can't just load a save from 5 minutes ago in the last system and makes one question whether or not you are actually stealthy enough when pirates can easily ruin your day if they spot you. Sadly, the game itself isn't getting further updates: the developers needed to move onto other projects, and it's more or less stalled. The game in it's current state isn't bad, but it has a flaw making me hold back on general recommendation: stability. It crashes. And when one considers the pacing (slow), you can lose a lot of progress from one of these crashes. It's a niche game - one for space/submarine sim fans; and sadly, it didn't find a large enough audience to be developed further (programmers have to eat, after all), but as a concept it's certainly worth a look. I'd only recommend getting this on sale, and even that, if you're specifically interested in the idea. It entertained me for a few hours, and I really wish more games embraced the modempunk aestetic - but it's not finished, unstable and sadly it's not going to get any better.


Czy to było pomocne?

Posted on: February 21, 2019

Recenzja z wczesnego dostępu

SensorAnalysis:All signs promise incline

Objects in Space disclaimer: I was sold on this when the first announcement blurbs came out listening to each new podcast from the dev team and cursing when the closed beta was Steam-only. The soundtrack alone may justify the current price tag but you get a fine game with a very charming feel and retro atmosphere to go with it anyway. :-) Things others have mentioned which have been dealt with: * Tutorial & introductory NPCs - can be skipped / disabled * Tutorial being basics only - in-game infopedia / mail has the rest covered quite well * Parts being non-descriptive / hard to judge or compare - this got an overhaul and is rather clear now * Module repairing being a little cumbersome due to UI - drag and drop with replacement rectifies this * No manual docking - got added and autopilot usually works anyway * slow travelling - 4x speed-up makes any hop bearable * grinding start - you are not limited to the starting system, there is a (limited) jumpgate network Still holding true: * still a bit crashy, but auto-saves at last docked place make it bearable * Lists (little) / text (mostly ignoreable if so desired) scrolling being tedious due to UI


Czy to było pomocne?

Posted on: June 30, 2018

Recenzja z wczesnego dostępu

Promise, but lots of issues

Looks like a promising game. I could see myself getting lost in it, if it weren't for some problems. There is an attempt at a tutorial, but it's severly lacking. It helps you through a few basics, but there's so much about the game that's left completely unexplained. The interface is okay for the most part, but is needlessly tedious in some areas, like navigating lists. I don't mind the multiple screens for different functions, and like the old-school command line interfaces on some of the terminals, but overall the UI needs work. Repairing components in the ship is a great concept, but poorly executed here. It is tedious to go through your various systems and pull out the damaged parts, because of the UI. There's also absolutely no indication of the differences between the versions of the various compoents. The game is really buggy, too. I've crashed a number of times, which means I lose quite a bit of work. That makes me unhappy, and less likely to put any more time into the game right now.


Czy to było pomocne?

Posted on: May 1, 2020

Lost potential

My eyes are complaining at the font, and it sometimes looks clipped which is annoying and makes me unable to play for long. Still, I like the retro feel and the interface, however obscure and inconvenient, has its charms. The dialogues are quirky and sometimes feel strained; as far as I understood, there is no overarching story but rather a myriad of little unconnected stories to experience. I feel it's best played as a sort of "meditative game" just to chill out and enjoy the atmosphere. However, frequent crashes take that away quickly and the game doesn't even have a quicksave feature I could use to prevent my in-game progress randomly coming undone. Absolutely intolerable in a product marketed and sold as finished. I cannot recommend buying this game.


Czy to było pomocne?

Posted on: April 6, 2022

I wanted to like it, but it's terrible

The trailer for this game looked fantastic. I loved the modempunk aesthetic, I love the idea of tooling around in space Privateer-style with a deliberately retro interface. I was hoping it would scratch that Duskers itch, where that game had turned me off with its "random brick wall to the face" difficulty. Well, it turns out Objects in Space also has a huge difficulty curve, it's just that it's the game's interface. I don't mean to say that it's old-fashioned, no. Duskers is old-fashioned, using only terminal inputs, but it also allows for some sophistication and streamlining. It doesn't ignore modern design principles, instead presenting the aesthetic without the frustrations. Objects is on the entire other end of the spectrum. Aside from the game's premise, which has been done enough times I was able to call the opening dialogue in advance play-by-play, the user interface is atrocious. The first time I left a space station, it took me forever, because I didn't realise that to request permission to leave from docking control, you have to get out of your seat, *physically leave your ship*, push a button by the airlock, then re-enter it. WHAT? Then I had to undock - the docking button isn't a toggle switch, there's an undock button living in a completely different part of the control panel, and it was hidden behind a message log. Why would anyone ever design a ship's controls that way, ever, in any universe? Then I realised that I wasn't able to take on most missions, the reward for doing missions was just barely more than the damn docking fees, calculated out how many missions it would take to afford anything, threw up my hands and said "to hell with this". I'll go back to playing X: Beyond the Frontier, which is way clunkier than the sequels but still looks, controls and plays better than this mess. (Also apparently the developers have decided they've made enough cash and have abandoned the game. Awesome.)


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