Into the Stars Free Download for PC Full Version
Into the Stars We’ve been under attack for 10 years now. Every 6 months the Skorn arrive, set on destroying our planet, and now few of us remain to defend what’s left. The massive Ark ships we’ve built in hopes of escaping them have all gone, save one. You must take the role of Captain of our final vessel, the Ark 13, and guide a hand-picked, but inexperienced crew on a journey fraught with intrigue and danger. The fate of the Endurance Coalition is uncertain and you could well be our last hope. How will you fare once you set out Into the Stars?
Into the Stars is an open-world Space Survival Simulation built in Unreal Engine 4, featuring an original score from Jack Wall.
Take the role of Captain as you explore a massive star system in search of a new home for humanity. Outfit your ship, hand pick your crew and set off on a journey where you must scavenge resources, shelter civilians and either outrun, or outgun a hostile alien force, in order to survive.
Complete Control: Take command of your hand-picked, but inexperienced crew, and guide them through a star system packed with mystery and danger. Difficulty Settings allow you to tune the intensity of the enemy threat and the pace of your journey.
Explore a Massive Star System: You have the freedom to set your course for salvation, but no approach is free from peril. Each of the 90 zones in this system present unique opportunities, along with challenges, and only you can find the path to success.
Challenging volley-based Combat: A number of foes, who are unwilling to negotiate, await you on this voyage. That’s why your ship is equipped with weapon systems that speak for the human race, in a language everyone can understand. Choose your target points, battle stations and crew wisely, if you want to survive numerous alien encounters.
Music by Jack Wall: Driven by an original score from the legendary composer behind the music for Mass Effect, Call of Duty and Lost Planet.
Replayability: Every decision you make as Captain, and every randomly generated obstacle the crew encounters, can affect the outcome of a mission, creating a different experience, every time you play.
So. Into The Stars, basically, Battlestar Galactica, you are humanities last hope. A colony ship which moves at best at the speed of a flying space turtle on tranquilisers, moving across a fairly hostile chunk of galaxy in the hope of making it to a habitable planet (Titus Nova). The ship’s warp core is more or less dead, you’re running on limited resources, everything is going to break slowly, and you’re fighting progressively worse situations as you go. It’s a bit like a lot of games that involve such mechanics (think FTL and its’ ilk).
Now, disclaimer, I kickstarted this game, and I wanted to get involved early because I saw the potential in this to be the big BSG experience that everyone was aiming for. It had the team behind it, it had (and has) the graphics behind it, it has the -music- damn it. What it needed was people who could be dedicated playtesters who could shape the game into something great. People with a lot of experience in the gaming arena who know what works and what doesn’t. People who understand the limitations of dev time and therefore could have got the ideas in early so they wouldn’t have been going down the wrong track on things like combat and so on.
Problem, the dev team was probably the least communicative that I’ve ever seen during the KS phase post campaign. It was definitely the least involved KS post release I’ve been. So I decided to stay well back and wait for the early access release, in the vague hope that hey, these guys looked professional, they’d get this right. I was partially correct.
The problem of developers who cling too tightly to their children.
Into The Stars should be seen as an exercise in why if you have a bad idea, you should discard it as quick as you can, rather than double down on it in an attempt to patch it up and make it playable. The big bugbear in this case was combat. Combat here uses a colour frequency system to determine if a shot gets past your (or your opponents shields) or not.
This is not good gameplay, because it offers no reward to the player, if they do stuff right, they’re basically getting the damage from the weapon that they’re supposed to get in the first place (presuming it even hits), and if they do stuff right defensively, then their shields function as advertised (yes, it’s possible to hit “deflect” and it do -nothing- if your frequency is the wrong colour).
Right from the get go I voiced my criticsm about this system, because I could see this being a major issue with the game, it didn’t reward the player, and simply punished the player for lapsing in concentration. It was busywork, and busywork without benefit. Instead of seeing this and discarding the colour frequency idea as one that promoted poor design choices, the team instead decided to try to create workarounds such as the “evade” button (which ironically allows you to dodge fire regardless of frequency) and ways of forcing the opponent to flip their frequency to allow you to line up deflections and attacks easier. In effect, sticking to their original idea in the hope they could make it workable. It’s STILL bad, when you’ve multiple foes to fight and you’ve got this mess of colours going on, it’s chaotic, and it’s not entertaining, it’s annoying.
The issues didn’t stop there.
The civillian city, created to give the events that pop up some meaning and context, was another idea that didn’t promote good gameplay, largely because it lacked thematic background and narrative to tie it in to the game proper. It was bolted on as a means to add work and to try and force you to care about the civillians, except in this case it didn’t make a great deal of sense, why were you building these extra modules, why did they need arbitrary numbers of minerals, why did the city appear to be entirely divorced from the ship itself?
Had the city mimicked the layout of the ARK, and perhaps had you been building additional modules INTO the available cargo space (or indeed, demolishing habitable space to make room for cargo at the cost of civillian homes), THAT would have made more sense narratively, and could have opened up a lot of interesting decisions. As it stands, it feels like a stub that lacks a real sense of place.
Then there’s the mess that is the stat layout and where said stats are used, Engineering being too heavily relied upon with Toughness being a dump stat that seems to have little bearing on much of anything. Again, a matter that was raised before the launch of the game, but not addressed at launch (I fired up the game and to my dismay, you still need engineering for the bulk of your operations, half of your combat duties are reliant on Engineering), my proposal was to slim down the stats from six to five and to more evenly distribute the “workload” of the stats to ensure that each role had a more valid use in the game.
There’s the soul of a good game in here…
And it pains me to say, that I think the devs know there’s a good game in here too, but in this case they went down some decisions early on and decided to stick to them too rigidly, rather than fail fast and recover faster. The launch version is polished, but the design issues STILL plague the game.
Had they listened to the posts I made far earlier (as far back as 0.2 even), and changed course, this might be a very different game, and this might be a very different review. For the better or worse? Who knows. I can’t claim to have all the answers, but I know that -these- choices didn’t end up making sense, when you added them all together. Perhaps with more iteration and patching, this game will be worthy of recommendation, but for now, I can only very cautiously recommend it to people who have a major BSG itch to scratch.
Verdict : Very cautious one thumb up, for Battlestar Galactica types. Otherwise, wait for a sale, and then take a look.
Game Title ====> Into the Stars
Platform: Microsoft Windows
Genre: Action, Indie, Simulation, Strategy
Developer: Fugitive Games
Publisher: Iceberg Interactive
Release Date: 4 Mar, 2016
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Into the Stars System Requirements are described in the content below. With these specifications, the game will run smoothly and graphics would be crystal clear. A machine (CPU) better than these specifications is most beneficiary.
- Processor : Core 2 Duo, INTEL CPU: Pentium IV, 1.4 GHz, AMD CPU: Guron 2.0 GHz
- Operating System : Windows 7, Windows 8, Windows 10
- VGA (Graphic Card) : 1 GB (Nvidia GPU: GeForce FX 5200, AMD GPU: Radeon Xpress 1200 Series)
- RAM : 2 GB or Higher
- DX : DirectX 9.0c
- Sound Card Compatibility : DirectX 9.0c
- Disc Drive : DVD-ROM at 8x Speed
- Network: Broadband Internet Connection or other available connection
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