Terra Invicta
WISHLIST MORE HOODED HORSE STRATEGY GAMES
the GameAn extraterrestrial probe is detected approaching Earth. Unknown to humanity, an alien force has arrived in the far reaches of the icy Kuiper Belt and has begun mining a dwarf planet to prepare for an invasion.
With Earth’s nations unable to unite to address the alien arrival, transnational groups of like-minded political, military, and scientific leaders develop covert channels to coordinate a response. With the aliens’ motives uncertain, factions emerge, driven by hope, fear, or greed.
You will control one of these factions.
- The Resistance works to form an alliance of nations to mount a coordinated defense
- Humanity First vows to exterminate the aliens alongside any who sympathize with them
- The Servants worship the aliens and believe they will solve all the troubles of the world
- The Protectorate advocates negotiated surrender as the only means to avoid annihilation
- The Academy hopes the alien arrival heralds the opportunity to form an interstellar alliance
- The Initiative seeks to profit from the chaos and destruction
- Project Exodus plans to build a massive starship and flee the Solar System
A distant anomaly, a mysterious crash site, and a spike in reported disappearances. Could this truly be humanity’s first contact with extraterrestrial lifeforms? As your field agents investigate sightings and your scientists race to explore new fields of research, you will slowly learn the truth behind the alien arrival.
- From early sightings and UFO crash sites to rampaging alien megafauna and robotic armies, it will rapidly become clear that the other six human factions are not your sole competition. Throughout the game, illustrated events will present you with difficult choices as you investigate growing alien activity on Earth. Uncover the mystery of the aliens’ origins and motives – unless, of course, you are Humanity First, and all that matters to you is extermination.
- Terra Invicta has a global research system that creates opportunities for both competition and cooperation. Shared scientific advancement unlocks private engineering projects. Factions can choose to focus on private projects, at the cost of weakening Earth as a whole and ceding influence over global research direction to other factions with different priorities. Left unchecked, factions like the Servants or the Initiative may steer the world’s efforts toward developing methods of social control, rather than propulsion or weapon systems.
You begin on Earth as the head of a shadowy organization devoted to your chosen ideology. The aliens are coming – soon – but your first enemies (and perhaps allies) will be other human factions.
- Lead a faction united by ideology, rather than a nation defined by territory. This is a stark change from most strategy games – in Terra Invicta, you will not paint the map with the colors of some chosen nation. Instead you will rule from the shadows and compete with other factions for control points representing a region’s military, economic, and political leadership.
- Geopolitics is your sandbox – unite or break apart nations as best serves your ends, while using those under your influence to conduct proxy wars against the other six factions. Earth’s regions are modeled in detail, from educational levels and unrest to GDP and inequality. Gaining command over regions with great monetary wealth and military power can allow you to implement your will on Earth, but the war for the Solar System will not be won without also securing regions containing space launch facilities.
- Enact your will through a council of politicians, scientists, and operatives sent around the world (and even into space). The starting abilities of these councilors will improve through gaining experience and acquiring control over powerful organizations like intelligence agencies or wealthy corporations. A veteran commander may make the perfect choice to lead a tactical team under the council’s direction, while an experienced diplomat works to secure the funding needed to resist the alien invasion.
- Seek out like-minded populations and politicians and take actions to convert followers of opposing ideologies. Public opinion is modeled along multiple axes – the Servants’ alien worship and the Protectorate’s advocacy of negotiated surrender may largely align in terms of support or opposition to the aliens, but events that show the aliens can be defeated have the potential to convince followers of the Protectorate that resistance is a realistic choice.
Terra Invicta bridges the gap between our modern-day world and the vast interstellar empires of other space strategy games, asking you to take humanity’s first steps in colonizing our Solar System, where over 300 asteroids, moons, and planets in constant motion create an ever-changing strategic map.
- Take your faction beyond the confines of Earth, building space stations to act as shipyards and fuel depots, constructing mining stations to acquire advanced resources, and establishing bases to serve as research or construction facilities. Terra Invicta zooms into the strategic geography of the Solar System, presenting space not as a series of isolated stars that you order units to move to and from, but rather a rich and varied landscape of asteroids, moons, dwarf planets, gas giants, and other celestial bodies creating texture and tactical opportunities at every turn.
- The expansive map is constantly shifting as celestial bodies orbit the Sun. This means your space stations and forward operating bases are constantly moving as well, forcing you to plan accordingly and adapt to the evolving circumstances – your colonies among the Jovian moons could find that a once-distant alien military outpost or Initiative privateering base has suddenly become a close neighbor.
Terra Invicta explores what might be – how colonies on Mars might function, what plausible engines could power our spaceships, and the nature of how space colonization and warfare might proceed. Players may find themselves establishing a mining base on the asteroid 16 Psyche after noticing it is rich in metals – and then learn that in our world NASA is planning The Psyche Mission for the same reason.
- Exploring and eventually colonizing space will require access to many resources: water for life support and propellant, metals for manufacturing, fissiles for nuclear drives and weapons, and more. At the start, you’ll have no choice but to acquire such resources on Earth and suffer the high cost of using rockets to escape Earth’s gravity, but over time you’ll increasingly choose to instead rely on asteroid mining and other means of securing local supply.
- Spaceship design in Terra Invicta draws from the best of scientific speculation and hard science fiction. You can design your own ships, selecting from an array of weapons, drives, and other modules to place on a variety of hulls, ensuring each ship has the right mix of fuel capacity, maneuverability, and other capabilities.
- Tactical combat is built around a realistic simulation of Newtonian physics, where momentum and maneuver in 3D space are just as important as the firepower your ships carry. Fire missiles and use point defense cannons to destroy incoming projectiles; build up momentum then swing hard to bring the enemy into your firing arcs; or grapple with the difficult decision to retract radiators and sacrifice heat dissipation to achieve better armor against an incoming enemy barrage.
Terra Invicta is built with modding support in mind, and much of the game is accessible to modders without a coding background. We hope that the Solar System setting and geopolitics simulation will provide a useful framework for modders to realize their own creative visions.
Steam User 1190
I haven't played in a while, then saw that there were a bunch of negative reviews AND a bunch of patches since I last played... so I figured I'd see if there's been any negative developments that would explain it.
Not really. It seems there were a bunch of new players who appear to not have understood what they were buying and, unfortunately for them, put too much time into it to get a refund. Well I'm here to save you from that fate - by telling you exactly what Terra Invicta is!
The game is an acquired taste. Like scotch. And, just like scotch, it will burn going down at first... until it gets sweet when you really get into it... until eventually it just poisons you altogether and you swear you'll never touch the stuff again.... and then, a week or month or year later, you start it up again.
Terra Invicta is an extremely nerdy game. Not nerdy like "I like to play videogames" nerdy. Terra Invicta is the best attempt ever made to create a scientifically-accurate alien invasion simulator.
And, if that wasn't ambitious enough, it's basically three different games in one: a space combat sim, a space war 4x and a deep-state-conspiracy strategy game.
Surprisingly - these three games actually interact pretty well most of the time... especially after some recent QOL improvements.
The most annoying thing is - when you've got one or two of the three down pat - they become tedious chores while you try to focus on the other one. So the conspiracy on Earth game gets boring once you've already conquered most/all of the world... and space combat can get tedious when you've got an unbeatable fleet... which just leaves the 4x logistics of getting your little metal airpockets of death several Astronomical Units away from Earth to the endgame.
What's going on
They're an unimaginably-advanced civilization that can break laws of physics we don't even know exist. You're a naked monkey who just split the atom and can't stop arguing over bananas with all the other monkeys. Oh yeah and they can do mind control.
Even on normal difficulty, you are near-hopelessly outmatched. Your one saving grace is the aliens have a limited throughput with their invasion pipeline and a limited population, so you can use home ground advantage to hopefully survive long enough to do enough research you need so you can fight back with tech they'll take seriously.
Space Combat
And that tech will (mostly) follow the laws of physics. Meaning that, like actual theoretical space drives proposed IRL, most of them will suck and be of little-to-no use in combat. And combat will also follow the laws of physics, so be prepared to watch in horror as your basic-fission-drive monkey ships get rekt because the enemy can literally dodge bullets with fusion drives, acrobatically flying circles around your fleet. If you want to survive the initial invasion, you need to outnumber the hell out of the enemy and overwhelm their point-defense with clouds of missiles.
Once you get dreadnoughts with (EDIT: BETTER ADVICE) good fusion drives, 66 units of armor at the front, a spinal coilgun, 2x large coils and medium UV phaser batteries... the aliens are basically toast. I just fought outnumbered 10 to one and the only thing that killed me was the game crashing (probably because RAM and crappy laptop).
The 4x strategy
As Sseth once said, 4x stands for: eXplore, eXpand and eXterminate all Xenos.
If the aliens could bring whole ships to the Sol system, you'd be screwed. But, as it stands, they have to build their invasion fleet using local materials... which gives you an opportunity to learn from them and respond in kind.
But that requires a LOT of raw materials. Colonizing Mars is just the start... in order to succeed, you'll need to grab valuable real estate in Sol's asteroid belt (Ceres is always popular).
Like I said, the drives (mostly) follow the laws of physics, so they WILL SUCK. The best drives in the early game require way too much Volatiles (jet fuel) or fissiles (nuke sauce) to be practical.
Several of the negative reviews mentioned this facet of the game... but, if you're a giant nerd like me, this is a positive. Think less Star Trek and more The Expanse. Most of the best drives are fusion-based and run on hydrogen.
The best drive in the game runs on antimatter, which comes with a breathtakingly-obscene logistics profile... as in, in order to make the stuff, you have to dedicate the resource equivalent of the total production of several colonies to produce anything more than - I shit you not - "femtograms" of antimatter. But, if you got it, then you've pretty much won the logistics war and it's all over but the alien crying.
The worst part about the 4x game is that the human-faction AI is totally incompetent at it. You can expect to suffer the brunt of the invasion yourself because, despite improvements since I last played, the AI is still totally hopeless at it.
The world conspiracy sim
So there are 8 different factions in-game and all of them, with one exception, have pretty solid backstories + raisons d'etre. You don't play as a country. You play as a secret conspiracy of unelected Deep State bureaucrats who wear countries like skinsuits and play politicians like sock puppets.
It does get a little boring once you've beaten it, but the ground game is easily the best part of Terra Invicta AND recent QOL features include an "automatic mission" button so you don't have to babysit your conspiracy council when the time comes. And this part of the game is, unfortunately, the most realistic part of Terra Invicta.
To give you the best idea of what that part of the game is like, here's what my recent Academy playthrough was like:
Academy wants to make peace with the aliens, which involves first studying them, then communicating with them and then threatening them with xenocide so they come to the negotiating table. But, in order for that to work, you need to get the vast majority of the human race under your thumb so you can credibly claim to speak for the whole species.
So I set about creating a world government by first starting in France, then making the EU into a super-state that totally crushed Brexit and dominated the UK... then I crushed Russia and dragged them in too... then allying with China, who proceeded to conquer everything east of India into the Pan-Asian Combine (democracy score= ZERO)... I then took India and Pakistan over and made them go to war with each other, so I could make an Indian super-state without the risk of starting a nuclear war (because I CONTROLLED BOTH SIDES).
I grabbed the US, then used it to conquer Canada and Mexico... then with my 4 massive super-states proceeded to crush every independent nation in Latin America and Africa into the South American Union and the African Union, respectively. Everything else ended up in the Sunni Calphate... (oof! Sorry, Israel! Hope they're treating you OK!). In the end, every nation on the planet was part of the European Union's federation.
But I still couldn't hold on to enough of these states to get the win condition because my management capacity wasn't high enough.
And then I realized what my problem was: the population was too high and GDP was too high - so the people were too free and prosperous to be controlled. I needed to sabotage the global economy to crush the will of recalcitrant western capitalists and destroy the nuclear family, or I'd never be able to exert enough control to dominate the world. So I intentionally tanked every Western economy, while turning the Welfare dial up to max everywhere. The standard of living cratered and so did the population, as the wilting flower of liberty took more lives from suicide, drug abuse and hopelessness than the aliens ever would have.
And, with that, I was finally able to bring Earth under the benevolent rule of a conspiracy of 6 billionaire socialists in order to make peace and end the alien threat.
10/10 would George Soros again
Steam User 153
This is a really good game.
Lots of the negative reviews centre around two things - the UI and the alien hate mechanic. Both are understandable criticisms.
The hate mechanic, if not properly managed, will end your campaign 50 hours in and leave the player confused and frustrated. This is because TI is not a typical 4x game. In one of those you are basically always expanding to the limits of your resources, reach a point in the midgame where you have eclipsed the AI and are trying to meet your victory conditions. This is not how TI works. You will not surpass the Aliens until basically the very end of the game, and if you try and snowball too early they will get angry and rip you apart.
The midgame here is supposed to be a delicate game of cat and mouse, in which you carefully husband your resources and develop the technologies you will need to face the Aliens head on. It requires a lot of patience and knowledge on the part of the player to achieve, and comes at a point where you will feel that you are finally starting to understand the game.
A lot of people fall off here because they have come a long way, and restarting is incredibly unpalatable, especially if you don’t really understand what you did wrong to suddenly invite massive retaliation.
The main failing on the game’s part is giving the player that understanding - there is a small, vague and easily missed message on the side of the screen that warns you about alien hate, but my feeling is that players will often not notice that, or disregard it because it isn’t made out to be that important.
I would change that to be an actual news/event popup that pauses the game and makes the player read and click through the warning message, and maybe include a little detail as to what is causing the rise in danger. This would be a relatively easy change to make and not impact the overall difficulty of the game, but would massively improve understanding of the mechanic and its consequences.
A lot of players use words like “random” or “inexplicable” when describing the sudden change in the behaviour of the AI, but mechanically this change is neither. It does however require a fairly deep understanding of the hate mechanic to not feel random, and I don’t think the developers should rely on the player to figure this out through trial and error, especially when just playing a campaign to the point where it matters takes between 20 and 40 hours for the average player.
That being said this game is easily one of the best strategy games I’ve ever played. Even once you understand all the systems at play it is extremely challenging, and beating that challenge is one of the most satisfying experiences I’ve ever had in any game. The odds feel so insurmountable at the beginning and in the middle of a campaign that overcoming them gives a sense of achievement that’s unmatched in the genre.
This game is easily a 9/10. It would be a 10 if the UI were just a little better. I understand that a game this complex is always going to have a lot going on and to keep track of, but it can sometimes be difficult/tedious to do what you want to do even if you know exactly what that is and how to do it. Some way to mass-upgrade ships and stations would be good for example, and the tech tree can be difficult to navigate since it’s very busy - it would be good to be able to filter out certain techs or tech-types to make it easier to find what you’re looking for in there. But there have already been huge improvements made there - I first played on release and have returned a full year later to find the game a lot more playable than it was a year ago, and I expect this trend will continue.
Terra Invicta!
Steam User 117
This, to my mind, is THE hard sci-fi strategy game. Hard both in regard to the fact that is firmly grounded in realism, and in the fact that even on normal the game is sometimes unforgiving. I have looked at other reviews before writing this, and to everyone complaining about "game hard"/"needs spreadsheets"/"couldn't grok". You are right. The game is hard. It does need spreadsheets. It has a learning cliff akin to a Paradox game. It has a bunch of newbie traps. There are some dev design decisions I do not agree with (and I mod the game accordingly).
That said, this is a game for which I create spreadsheets, and for which I write mods. It is fantastic. It has everything I want from the grand strategy. Just like ogres, this game has layers and distinct phases. It goes from a scramble for Earth which is modeled accurately for the state it was on February 2022, complete with Russia losing in Ukraine.
Most every country is represented (some minor countries are joined into mini-unions, e.g. Estonia, Latvia and Lithuania are represented as "Baltic States" unitary), with what I consider accurate and factual information on their internal states, including general levels of freedom, population, upheaval and PPP GDP. C'mon, the game uses PPP GDP per capita! The scramble is fun; reminds me a little of Hearts of Iron - not in mechanics, but in the feel. The world is a cutthroat place. It is not fair and not even. If you are not a great power (there are, I would argue, 3: USA, China and combined EU, with India being an honorable mention. Sorry, Russia, despite the nukes you are a local wannabe hegemon at best)... If you are not a great power, well, sucks to be you. If you aim to uplift a random African country to be a bastion of spaceflight in 2022... good luck! You are welcome to try it as a challenge.
Still, your (and others) shadowy organisations behind world's governments don't have enough control capacity at first to, between all ya'll, control the whole world, so there will always be space to rebound and recover. At first. As your capacity grows, the world becomes progressively smaller place. And then you zoom out, and realize that holy crap, there is whole Solar System, and it's a BIG place!
As the Earth politics shift into background (don't get me wrong, they never truly go away - Earth is you cradle and you WILL fight for it), you engage in a bonafide space race to Luna -> Mars (and, soon after, Mercury + Asteroids). Whichever faction first establishes an extraterrestrial economy will have a leg up. Still, just like there is plenty of space on Earth (at first), there is plenty of space in the Belt. Even if you lose the race, you have potential to recover. At first the space up to the Belt is enormous... but as you develop better and better technology it "shrinks".
And then you realize that hey, you might have spent a better part of a decade kicking other human factions, but this is a game where aliens invade. Because that's when 2030s "happen", and you start to stretch out your space presence and aliens don't like that, and they will slap you down, and there won't be absolutely anything you'd be able to do about it. Resistance is futile, and you will lose your nascent infrastructure, and your ships, and your stations, and eventually they might even land actual invasion armies so, you know, more Hearts of Iron. With aliens.
But eventually you develop sufficient technological edge to be able to stand up to alien threat in space. Suicide runs with missile frigates at first. Single ship engagements. Larger and larger group. With the focus firmly in space, you will fight a complex mobile campaign first over the Inner orbits, slowly shifting over to the outer Solar System (in a real time space combats using fully customizable, Newtonian-physics, realistic ships reminiscent of Expanse's Rocinante), to Jupiter and Saturn, always developing your manufacturing and technological base and meeting aliens on more and more even terms, all the while researching them and figuring out what it is they want.
And eventually you will stand up to their doomstacks, and you will make them take notice. You will flip the proverbial table, and after trials and tribulations you will figure out what it is you need to do to kick them out of your system. Or, you know, submit to them and make them Humanity's overlords, if you are playing as Servants, you monster. 'Cause that's totally an option.
Appropriately from the creators of the X-Com's Long War, this is a long war, stretching anywhere from 20 to 40 (or more...) in-game years, with some definitive ups and down. Just as you think you "got it", the game tells you that LOL no, you do not, over and over again. It expands on itself, adding strategic layers and options. You wage a war against overwhelming, unknown and unfair odds, but it is a war you can win, if you are good enough. This is the quintessential "one more turn" / "one more technology" title. It consumes you.
Are there some rough edges? Yes, this is Early Access. Is this THE BEST Early Access I've seen? It is, the game is feature complete. Devs are working on issues, and they are responsive. Terra Invicta is very clearly a labor of love to them. This game is fantastic. It's a gift that keep on giving. If you finished reading this novel, good on you. I love this game, warts and all. Top marks all around. Highest recommendation.
Steam User 63
Summary: The short opinion of this game is that it is extremely bold and should be rewarded for a certain "crank" feel despite being well put together.
Startling in its ambition, raw arrogance, and bold decisions. It is neither a small game, nor a simple game, nor a game meant for anyone with less than a hundred hours to give. When I first played the game I was mixed on it, and I saw it as unusual and strange. It seemed confused and disjointed. However, as I played it I found myself more and more compelled to play more and more and engage with the bewildering combination of subsystems and technical complexity. It is as at times so complex that I lose track, and it at some level I feel it loses itself in the pure and utter complexity.
It reminds me of Dwarf Fortress, in that way. But Dwarf Fortress feels more coherent, focused. Terra is....it feels more strung together.
This is not bad. It just is experimental, and in being experimental it is bold. I would suggest this game to people who are interested in engaging with immensely complex, almost nightmarishly complex, systems that aren't properly documented and at points don't seem excessively concerned with the user experience.
This game reminds me of an unholy chimera of the following games:
-- Xcom
-- Sid Meier's Alpha Centauri
-- Victoria 2
-- Empire: Total War
Good:
-- Most things about the game.
Things that seem to be not very good:
-- Voice acting is not compelling.
-- Tutorials and explanations for subsystems seems vague.
-- AI seems to cheat or behave arbitrarily.
-- Game feels disjointed and slipstreaming to different modes of play is...hard to conceptualize sometimes.
-- Some interface problems and difficult managing facilities and increasing bloat.
Grand Summary: I would speak highly of this game, as it seems to be made by insane people who have simply trampled over any resistance in development that have told them 'no'. This may not strike people as agreeable.
Steam User 58
I'm really digging this game. It's definitely the only game out there with this level of granularity involving the concept of an alien invasion. There's a steep learning curve and the tutorial is insufficient to truly grasp what you're doing.
Pros:
- Music is good, need more of it though
- Voices are great, sound in general really well done
- UI is mostly adequate. Few things are not intuitive, such as switching between councilors with the investigate action selected or something. I think there's still some room for improvement.
- Narrative immersion is top-notch. I really feel like a shadow government defending earth from invasion.
- Little to no lag when switching between earth and space
- nukes are simple and effective
- priority system is intimidating but deceptively simple. Probably could use some more direct info on each category and it's actual purpose. For example, it's not clear what exactly Spoils is doing when you prioritize it (corrupt siphoning funds) and too many default priorities use Spoils. Room to improve.
Cons:
- Numbers need adjusting. For example: Sometimes alien councilors are too hard to kill, way too high security for what's appropriate. You just have to know you're going to need an assassin with nearly maxed out espionage to have a chance, and work on this early. More ways to reduce the threshold with your support network would be nice, similar to gathering intel. Nearby armies give a bonus but the councilors move too much to utilize them effectively. Good idea but not working well at the moment.
- Tech tree. It's really cool how many options is available to the player, but it needs some sort of tutorial advisor recommending actually useful techs and reasoning why. Fast track me to building a mining outpost or a xeno research orbital. There's no reason a new player needs a dozen different thruster or weapon techs; recommend one or two. It's too many options and not enough tools to understand what you're deciding on.
- Long campaign. Inevitably you're going to fail some major decisions while learning the game and the only real option is restarting entirely. I actually like the grand strategy timeline but it's tough to recover from huge mistakes. I'd propose some sort of smarter autosaves for big milestones: The moment you take a major power entirely, or the moment your first mining outpost became operational, or your first ship is produced; you get a checkpoint you can load like a normal save game. That way if I'm making good time on any of those major developments, I can go back to that instead of restarting entirely.
- The ship building is terrible. Needs prebuilds, not autobuild. Give me basic orbital defense units plz
- Councilors need more options to attaining missions they don't have. Orgs are great and fun but require admin. Sometimes I just wanna buy the mission I need with xp instead, or maybe they could meet milestones and grow new missions you choose between.
Steam User 50
Love this game. It's the Expanse meets XCOM. You start out playing what is essentially a grand strategy game on Earth, competing with 6 other factions to control countries and decide a response to the aliens' arrival, while either interfering with or aiding alien operations on Earth depending on your faction. This part of the game looks simple from the outside, but it's actually a fairly sophisticated little international relations/country management sim, where you're directing the spending of foreign policy of the nations you control via your counselors (read: agents). The council system gives me SCP vibes, feels very much like I'm sending the members of my little 05 council out to advance my interests.
As the game progresses, you get into the space layer. IMO, this is the strongest part of the game. You leapfrog outwards, starting by mining the moon, then Mars etc, all while desperately trying to advance technology to the point that you can challenge the aliens militarily and playing a delicate balancing act where if you build too much too early, the aliens will decide you're a threat and start bombing the hell out of your space infrastructure. Once you have some reasonably good techs, the space combat feels great. One of the more believable space combat systems I've seen, and it's definitely where the expanse comparisons come in. Your ships have to manage heat, fuel, delta-v, and ammunition supplies. Both the quality of your ship designs AND your tactical skill are critical to success here, and when you get things right there are few things quite so satisfying as watching your first alien mothership go up in flames after decades of preparation. Or, I guess, you could be a filthy xeno-lover and play the Servants, in which case your satisfaction comes from STABBING MANKIND IN THE BACK like the COWARDS you are.
On the technical side, I've had a bug here and there, but nothing game-breaking. Graphics are good, space combat and the ship designs are all really cool, the simulation of the solar system is actually really complex, but still runs great on both my old PC and my current machine. UI is a little...clunky? It works, and you can see where everything is, but some of the menus are nested in weird ways, and I kind of think the menu/popup windows just feel kinda dated. The devs are still actively supporting the game, and I've seen marked improvement in AI and performance every time they patch, to the point that the AI actually still really challenges me even after 200 hours in game. I have a feeling this game is someone's labor of love, and I think it shows in the finished product.
Overall, this has become one of my favorite games, I'm nowhere close to doing all the stuff I want to do in it, and I would rate it a solid 9/10 strategy game. Highly recommend if you don't mind a bit of a steep learning curve.
PS: if you're struggling to learn the game, check out PerunGaming on YT. I found the game through his channel, and he has some good guides up that walk through some of the more obtuse parts of the game.
Steam User 62
if you ever wanted to be a wallfacer in the three body problem book series, you've come to the right place