

Journey on the back of the space whale Kewa, building a city for your people as you travel across the galaxy seeking purpose and answers, and developing deep relationships with the universe around you.
Recovering from uncertain times, the Peeps find themselves on the back of Kewa - a lonely Space Whale journeying across the universe. Building a city on the back of a sentient creature comes with its own set of challenges, but as you build your relationship and travel across the galaxy, you'll come across great opportunities for exploration and stable expansion. Meet other species, pursue the needs and wants of your Peeps, and seek the truth about their ancestors, and the Space Whales alike.




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Datos técnicos unificados de Steam, Steam Deck, ProtonDB, PCGamingWiki e IGDB.
| Idioma | Interfaz | Voces | Subtítulos |
|---|---|---|---|
| Ruso | |||
| Ucraniano | |||
| Inglés | |||
| Alemán | |||
| Francés | |||
| Español |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I want to love this game but I just don't get the resources. A couple of production facilities produce both primary and secondary resources (byproducts). If either of these is full, the facility stops working. Which also means that any production buildings that rely on these resources stop working. So if you have too much of one resource then your industry grinds to a halt. So I should just spend them, right? Well no. Some of these resources can't be used up or gotten rid of unless you construct more buildings. So I guess you can just build storage right? Sort of, but storage requires workers to operate meaning you run out of workers. And storage might require you to use some of the resources you're out of to build. Here is a practical example: The power plant produces soot as a byproduct. Soot can be used to clean up pollution. But I decided to rely on trees to clean pollution, which
I feel like the negative reviews aren't quite doing the game justice. The production chains for Beyond These Stars aren't remarkably complex at a glance, but the difficulty comes from balancing your economy. The game does not want you to produce more than what you need; this isn't Factorio. This is a game about coexistence and balance. The game wants you to balance need against want, and overstocking can have consequences that bring your industry to a shuddering halt. Playing the Story, the game's characters make direct mention that you don't need to run all your buildings all the time, even if you really want to. Beyond These Stars isn't a traditional resource extraction and exploitation style city builder. Beyond These Stars is a game about lost pioneers learning to coexist with something they hardly understand, and ultimately not only learning about this peaceful giant Kewa, but lett
I like the concept, the idea they were going for with the various systems, the art style... Everything about this scratches just about every itch from all the genres I tend to enjoy. Was passively watching it for months, wishlisted it, and bought it on release day. But man... It is amazingly boring. I think it would be fantastic for a child or young teen that you're introducing to city builders for the first time. But, if you're looking for any challenge or depth, or have any experience in the genre at all, this is not what you're looking for. I want to think it could improve over time with some updates, but guessing from the dialogue from these wildly annoying characters, I think the devs vision is to market the game for children. The research tree is quite literally 'make building A'. Okay.. You made building A.. Do you want building B? Produce 5 things from building A. Okay. You go
I'm sorry, but no. I loved the demo, and have been watching this game for quite some time and the end result is... this? After all of this time? There's only basic roads, the pollution is so easily removed and repurposed, the landscaping feature is overpowered. As a cozy game, I suppose this works, but then there are other options for that which are cheaper and more pleasant to look at. I like the whale and the overall style, but the buildings are stagnant. The interface is rough to work with. I see a lot of potential, but this feels like all that happened was I lost the time limit of the demo. Advancements are too quick. Solutions are too simple. I power buildings too easily. I tire of repeatedly clicking to unlock buildings (why isn't this automatic? They don't cost anything to unlock once you meet the requirements.) Perk points come so quickly that I don't feel like I really even nee
I was a big fan of Before We Leave - and I'm not saying this won't grow on me, but initial thoughts are this is not an improvement. The Tech tree is very "meh" - it's hard to see how any of the options are overly helpful. It feels like there are less building options than the previous game so far, and the story game mode so far feels pretty slow and frustrating. Being forced to rely on water pumps in the early game means if you want to maximise adjacency bonuses, you can only build potato farms and houses next to a river - which immediately limits how many you can build. I've restarted the Story multiple times already to try and find a map that isn't so limiting to build with, or because pollution has caused everything to grind to a halt with no way of resolving the issue - all the resources I need are made by "power" supplied buildings, which all get swallowed by the toxic area. May
The premise is excellent, but the execution is unfortunately bland. There is essentially no personality to the town or its citizens, and the "story" such as it is only manages to be annoying. I have seen the usual suspects whining about it being "woke" and all that but if you've at least a pair of braincells you know that's a nonissue. The characters are just bad and add nothing to the experience, and removing the usual signifiers of "wokeness" wouldn't improve them one iota. The entire colony sim premise is totally disjointed from the supposed narrative, too. You will rapidly expand the population of your colony - so years, generations, are passing right? Except from the perspective of the "story" the characters do not age or do anything with their lives, so it has presumably been only a matter of days or weeks from one badly written exchange to the next. After several hours none of m

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