![]() ![]() It’s an engaging gameplay loop, that rarely proves stressful. Those new buildings will allow you to attract more guests and keep those happier, netting you even more upgrade points to use for more stuff. Success ultimately lies in keeping everyone as happy as possible: if people are happy, you’ll gain points that you can use to research new buildings / visitors quicker. Researching new buildings will also grant you with a huge lump sum, meaning that you’ll rarely be left waiting too long for funds to arrive – which is a good thing as there’s no way to speed up the gameplay. You’ll use it to buy and sell things, and you’ll earn more from things like tourism, recycling, and even doing some dodgy deals for a quick buck (or volt, I suppose). The first thing you’ll need to learn is that the energy metre at the top of the screen does not track your ships power, but rather acts as the game’s currency. Exploring what you have from the while things are restricted certainly helps clear things up. These answers will click with you early on in the campaign, as the early half acts like more of a hands-on extension to the tutorial however, you’ll find that you’ll learn by doing. The game does have a Tutorial of sorts which will help you with some of the basics, but it also leaves you with more questions than answers. Just what is a Berth? What do Fuzzies do? Which creatures do I need to hire for the Space Disco? There’s certainly a lot to unpack in the game, but you get used to it all surprisingly quickly. That being said, even though the majority of the storytelling is minimal, the campaign ends in a satisfying way that makes sense in the overall game universe.Īs a management sim, it can naturally be intimidating for newcomers – especially considering this breaks from the norm with its strangely named rooms and alien guests. Whilst there is some kind of plot that develops over the ten mission campaign, it’s mostly there to provide some sense of progression as you gradually learn the ropes and become a competent space donut manager. It’s all very charming and full of humour and pop culture references. The story is presented through beautiful comic book-style cutscenes that pop up occasionally throughout the campaign, with filler text outlining your current mission objective during the (surprisingly brief) loading time for each level. Over three decks, you’ll need to accommodate for their general needs, entertainment, and desire for nature: all to try and keep everyone as satisfied as possible. As the commander of Spacebase Startopia (codenamed Command-R), you will need to work with the station AI in order to create and manage the station. The Startopia project aims to provide these creatures with a giant space donut where they can spend time together and socialise. With that now cleared up, the different species now need something else to do – which is where you come in. For those who never played the original (and that includes myself), the premise is that the universe has been at war for many years following a cultural misunderstanding. Many thanks to Kalypso Media for the review code.ĭespite being dormant for 20 years, Startopia is back with a new management simulation game. Spacebase Startopia peaked my interest as it looked different to the usual management sim, but does it belong on the console? Whilst its portable nature and potential handheld functionality make it seem like the genre is a perfect fit, the amount of processing power involved in these games can prove a little too much for the system to handle. The Nintendo Switch isn’t the ideal place for complicated management sims. ![]()
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