Mechs I'll say it straight: I'm disappointed with mechs. They require an incredible amounts of grind to afford, I can compare their handling only with piloting a spaceship in Space Engineers while holding the keyboard with your teeth, their stats ain't all that great, their hitbox is too large for their squishiness, you can't do much from inside of them aside from shooting or mining at incredibly slow speed, on ground they somehow manage to be both OP (high damage and health count) and useless (horrible accuracy, can't fit into most doors, even at top upgrade slower than player), and art team probably took a leave when they were designed (Human and Glitch mechs are skips on legs, Occasus, Miniknog, upgraded Glitch and Apex mechs are essentialy upsaled helmets, Lilodon and Shockhopper are copied from other mobs, and I don't even have a clue what Protectorate, USCM and Novakid mechs are supposed to be). I also want to mention that Chucklefish once again hinges your progression on a random event, where no matter how skilled you are, your advancement still hinges on a lottery. Of course I'm talking about randomly created mech blueprints, and holy hell, I already have two copies of Intrepid legs, two Zero boosters, one Lilotron and a bunch of other duplicates, can I finaly have a decent gun because I'm tired of running jetting around with Tommy Guns at tier 5 for hell's sake. As a conclusion, I want to point out that since mechs do not consider your armor, your augments and your buffs, it is actually quite possible to deal more damage on foot than inside a mech. Make all D.Va jokes you want. Space encounters Fights with space monsters actually reminded me, in a good sense, of fast-paced aerial dogfights with bosses like Skeletron Prime, Fishron and Moon Lord in Terraria. And I also liked the idea of a mob who's only job is to make sure you won't run away from fight (even if it's projectile walls for whatever reason cause my FPS to plummet). However, relatively small size of most mobs, mech's huge hitbox and the fact that most ranged mech weapons can't hit the broad side of space barn makes most encounters incredibly frustrating. Then there is also the fact that there is only 11 unique monsters, two of whom are different flavours of a turret (and are extremely small to boot), two are "melee" mobs that try to ram you and the only difference between them is that one of them splits into smaller mobs, three of them are specific to certain dungeon parts, and two are just different varietes of suicide bomber. This serves to make absolutely every encounter almost identical, and I can't help but think that Chucklefish design team is creatively bankrupt. Ships, stations and outposts themselves are a pretty standart microdungeon fare, I only wish they were larger and contained more varieties of loot and enemies. Though it seems that they managed to teach Tiled how to make colored blocks, and there are several uncommon dungeons to keep you interested. Have you seen cultist ship, for instance, or a Protectorate base? Trading system is lackluster, though. Five kinds of traders, five kinds of items, all of them cost 100 pixels, you can buy and sell them only one by one. You won't make a living off that even if you try, and actually earning any decent amount of money requires more effort than any other cash-generating ploy in game. Sid Meier's Pirates! from 1987 had a better trade system (to the point you can even stop pirating altogether and earn money by trading in cities), and it wasn't even the focus of the game. Stations So we finaly can build space stations, and even customise them. However, there is a major flaw in them. Their hull is not alterable. First, in the event of mishap, you can't replace an accidentially installed piece. Hell, you can't even edit name and description once you set up. So any mistake can basically ruin your station's appearance forever. Second, it basically acts as a straightjacket for building. Don't get me wrong, this modular structure is probably a godsend for people who don't have any ideas about external structure of their future base, but I'd frankly prefer a handful of indestructable blocks, teleporter, gravity controls and the rest of empty, unclaimed space to work with. Here, I can't even change the color of the hull. Of course, I could've set up shop in asteroid belt, but whoops - they have neither gravity nor air, and you lack ability to set them up, even within a really limited bubble. Another important factor is the price. Sure, I've already mentioned that 1.3 is full of grind, but the stations take it to horrifying levels. Consider a station in the image above. It contains 1 Large Core, 4 Cross Junctions, 4 Corridors, 4 Shafts and 4 Corner pieces. Care to guess how many materials would be required for this station? 1130 Titanium bars, 1480 Golden bars, 820 Silver bars, 320 Glass panes and 2600 spools of Copper wire, or, if you wish, 520 Copper bars. Let's put those numbers into perspective. Turning those materials into Titanium Panels (50 per bar), Golden (20 per bar), Silver (30 per bar) and Glass (10 per pane) blocks and Copper Roofing (50 per bar) would yield 139,900 blocks. Just shy of three and a half full inventories, and more than enough to cover planet's surface, and definetly enough to reach Asteroid biome several dozen times. The total worth of all assembled materials sans Glass is 184,600 pixels. That's a 92 thousand pixels you would recieve by refining them. And if you intend to buy materials from Ursa Miner, it would cost ten times the base cost of all items, so you would need to shell out 1 million, 846 thousand pixels. Albeit, using Foundry tenant to purchase your materials would reduce the cost to still impressive 1,661,400 pixels. Bottom line is, I can't call station's material requirements anything other but an extortion. Some might point out that this property might make them good community projects for large servers, but I'd like to ask those people a question, if you're willing to go for community projects, why, of all possible things, you should choose a station that would require enough resources to make a convincing replica of Hive World from Warhammer 40,000? And that's not even considering how a station's indestructability limits your ability to build? Navigation Navigation screen takes the worst features of Mass Effect galaxy screen. Well, maybe not the probe mining, but for the rest resemblance is uncanny. Travel on average takes noticebly longer than it used to, ironicaly not in the least because of time spent navigating the navigation screen. For whatever reason I can't look at planet's moons untill I enter the orbit myself, thank Cultivator that's not the case for orbiting ships. And I can't bookmark planets/station I haven't visited yet, again for some unknown reason. Making cost of traveling anywhere flat 100 fuel simplifies the logistics slightly, but makes fuel worth even less, since in 1.2 ~200 fuel was about an average amount of fuel needed to go to nearby system. Engineers and mechanics are now nerfed into the ground, the former slightly increase your travel speed, which is all fine and dandy but you already spend more time digging through menus than flying, the latter now decrease your fuel consumption and have diminishing returns; first makes the engine 10% more efficient, the second adds 5%, the third - 2.5%, etc. Any person with a little knowledge in mathematics will say that it essentialy caps benefits at 20%, and using 90 or 80 fuel instead of 100 doesn't really do much (how much it saves, again? A hundred-ish pixels per flight?). Overall I constantly had a feeling that I'm playing some poorly tested mod instead of an official update. Honestly. Well, at least there is finally a fix of much needed sci-fi blocks and furniture, so here is that. Waiting for fixes and balance patches.