r/StarRuptureGame

#WorldPhotographyDay

#WorldPhotographyDay

It’s World Photography Day 📸 We love seeing you and your characters in action - whether expanding your awesome factory pipelines or sightseeing the wonders of Arcadia-7. Don’t be shy, and show us your best photos from your StarRupture adventures!

u/Joachm — 2 days ago

Review after ~450 hours in Update 1

I 'beat' this game back in June and put it down since as I was just too lazy to write a review, but with Update 2 on the horizon I wanted to give some thoughts. I think this game has a LOT of potential, but it also has some serious issues along with a significant lack of identity. I've done several playthroughs and the one where I maxed all the buildings took ~300 hours, with ~100 hours of 'active' playtime and ~200 hours of afk time while stuff cooked. Some thoughts in no particular order:

  • The factory building aspect is good and the complexity provides a lot of depth, but it is very far away from Satisfactory-level building (maybe years away) for reasons I will discuss later. As such, it's a bit of a hybrid game where factory building is one of several aspects, but not THE main aspect. I'm actually not sure what the main aspect is.
  • The vermin are too basic, nonthreatening, and only 'exciting' when there's either a massive swarm or a goliath, which is the only moderately interesting enemy. There's a huge missed opportunity for human NPCs (like rogue scientists) and a more sophisticated living environment.
  • The survival aspect of the game is nonexistent. The rupture is fine as a mechanic, but stamina is easily overcome with items and food/water is just a nuisance that is likewise easily overcome with capsules (1 of each every hour), which are very easy to make en masse once you get to the southeast gigabasin. As such, all other consumables are (currently) completely useless.
  • The weapons are generally a bit of a joke. There's exactly 1 loadout for the AR that will suit all your needs, with some very situational use for 1 specific loadout for the MG. Everything else may as well not exist.
  • The main 'quest' is cool, but the game desperately needs more of this. There's a giant ruined ship/moon/thing in the sky and we're building parts to go into space, so what's up with that? Where's the STORY?? Are we going to continue upgrading the world engine? I sure hope so.
  • The base defense aspect could be a huge differentiator for this game, but it is very basic and bad in a number of ways. After a few upgrades, your core is either hit and instantly destroyed, or nothing comes close. Just set up a bunch of T2 turrets and everything melts. There's no strategy, no walls, and no way to prevent the long-range enemies from hitting your core aside from just killing them as soon as they spawn. There's also no reason (currently) to keep upgrading your core past 4-5. This entire mechanic is a nuisance at this point, creating a scenario where you just create a core to upgrade far away from everything else and just teleport there sometimes.
  • There is no long-term progression system. I know it's weird to say that given that you can get 300 hours into it, but this type of game does lend itself towards a 'forever grind'.
  • There's lots of jankiness due to a pull system. Calculations go 'off' sometimes (especially with roundabouts), causing entire lines to stop across multiple bases for no real reason at random intervals requiring a manual dump across multiple lines. If/when your base gets complex enough, you will experience this.

THE PERFORMANCE IS ABYSMAL.

If any devs read this at all, please, I implore you, strongly consider switching to a push system before it's too late. You are still early on in development. The calculations required to run a complex pull system are several orders of magnitude more complex and this quickly and EXPONENTIALLY destroys game performance. This is not about base size in a linear sense, but rather about base complexity. I have a beefy system (13th Gen i7, RTX 4080, 32GB RAM) and this game gets progressively worse and worse the more complex a base becomes, unlike any other game I've played.

I don't want to hear 'it's a you issue' or 'it's your system' or some other handwave variation of 'it's not the game'. It is 100% the game (Satisfactory runs smooth as butter with 100x the geometry) and you will see this for yourself once you exceed a certain threshold. For me that threshold was a ~9mb save file with a full endgame base.

I'm convinced this issue is due to exponentially increasing calculations. See, in a push system, even if you want to create components that go all the way from A > Z, it's always A > B until stop, B > C until stop, etc. Z doesn't care about A or B or X. Z only cares about Y.

In a pull system, Z cares about A-Y and has to make a full determination across this entire chain for EVERY requested piece, balancing and prioritizing it along with every other full-chain determination being made. This is absolute nonsense. I have no idea why the devs decided to code it this way, but it will not work. In a push system, adding a single extra production unit adds 1 decision. In a pull system, adding a single production unit could add 30, 40, 50+ decisions, which are further compounded by a prioritization decision tree.

Anyway, hope ya'll can cook because you have something potentially really good on your hands, but unless you fix the performance the game will be stuck exactly where it is now regardless of how much you add.

u/Inquisition8 — 12 days ago

End Game Base

Pretty close to the end game (of what has been released). Had a lot of fun in this game, experienced some of the problems I see people complain about, but overall I have enjoyed it. Came from Satisfactory and this was a fun switch up while still scratching the automation itch. My base was not efficient lol, just kind of kept expanding and embracing sushi belts which caused lots of problems but it worked in the end. Allowed me a ton of time to explore and collect everything on the map. Not really sure how other people build their late game bases but I never found a great way to scale up production. You can see my main base, plus what turned into a larger support base, I also had a few other small support bases around the map. I clearly had a building style that I could not get past. Started out very clean and organized then slowly added more and more spaghetti.

u/Move-Puzzleheaded — 14 days ago