This game is a neat combination of outpost builder and Real-Time Tactical action. The mechanics aren't complex. You have one unit type and a number of towers and mining units they can man. You can also build superweapons.
Despite the small number of units and buildings, this game manages to be quite challenging. You have to build and maintain your outpost while under constant assault. And you only get per rewards if you complete missions with a perfect score (no losses, no damage to the hub).
The resource crunch is real, so it can be real challenging to choose between upgrading buildings, getting more people to man them, or placing new things entirely.
It's a lot of fun, and I highly recommend it!
This has just enough moving parts to create fast paced strategies but not so many you get a brain lock up in bigger fights. Blasting zombies never gets old thanks to some very pretty effects work and there's a nice lonely, creepy atmosphere to the whole thing.
The story and voice acting is forgettable but it gets the job done.
I like the rather rare concept here of REALLY scarce resources. You're never quite mining fast enough or have enough personnel to feel entirely secure so it's a desperate (and fun) scramble to relocate soldiers, upgrade buildings, and keep a strong outer perimeter defense as well as keep your lander protected. It's all in the placement of your energy modules and timing of reinforcements as well as cautious spending of materials.
Sleek, speedy, pretty. It's everything I wanted :D
Fun little sci-fi tower defense game with a decent campaign and OK story. Feels indie, but not unprofessional. Great little time killer when you don't have 20 free hours for a quest in some open world RPG....
A decent TD game when everything works. You have to manually man the towers, manage crew, mine resources etc. But with slow-motion available at any time, it's manageable.
Unfortunately, the bugs are very numerous.
1) Probably the most important, the behavior of energy hubs is completely stupid. They can support 3 buildings and up to 5 when fully upgraded. But whenever you move a hub, it completely loses all logic of its connections. Just picking the hub up and placing it in the same spot will usually result in the towers still being powered, yet you can connect additional towers to the same hub and they will also be powered up. Upon moving a hub, the energy area also no longer has to cover the entire 3x3 area to power up a tower, but just touching a single point will power it up. You can extremely easily and unintentionally cheat yourself into having more powered buildings than intended. I had to resort resort to having to manually count the connections for every hub just to play the intended way. A core mechanic being this broken is simply inexcusable. And when it occasionally works how it's supposed to, you have no way of affecting which buildings are connected to which hub, making managing clusters of towers/buildings a truly painful experience. How this made it through playtesting, I have no idea.
2) Volume controls are completely out of whack. Anything from 0-70 for a given category is inaudible, then the volume spikes greatly for each point. Additionally, some sliders can't be bumped past the 86 mark for whatever reason. In-game audio is also a mess. It is way too affected by distance where you can barely hear anything when zoomed out and blowing out your eardrums when you zoom in. Music randomly spikes in volume or bugs out, some voices are extremely loud... The audio experience is simply horrible.
3) I've had enemies randomly teleport straight to my main building, damaging it, thus instantly ruining the 3 star score for the level and having to restart.