A scifi simulation game, in which players must design, assemble and test space ships, in a bid to build a supreme Galactic mega-corporation. Gain your reputation by engineering and selling your own spacecraft, testing them to the limit in RTS missions and simulated emergency and combat situations.
User reviews:
Overall:
Mixed (118 reviews) - 66% of the 118 user reviews for this game are positive.
Release Date: 29 Apr, 2016

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Starship Corporation Early Access Alpha release on Steam will give players the chance to experience the game during development and shape its future as it evolves throughout the development process.
We will continue to create new features and may make significant changes based on community feedback. The goal is to improve the game on a regular basis through updates that add and polish features and content, optimizations and bug fixes.”

Approximately how long will this game be in Early Access?

“We want to ensure a polished and fun game at launch, so we will make sure our time in Early Access is adapted to reach that goal. Currently, we expect a full release at the end of 2016.”

How is the full version planned to differ from the Early Access version?

“The full version of Starship Corporation will enable you to expand your business to the entire galaxy, to build you own ships at the shipyards and send them on missions. It will have additional content like military and mining equipment, as well as new fuselages – and maybe even content that will be inspired by user suggestions…
The full game will also include multiplayer functionality, so that you will be able to compete with other players for the best contracts in the galaxy.
The completed version will also be available in German and Russian.”

What is the current state of the Early Access version?

“At Early Access launch players can expect to see the most important functions of the game for the sandbox mode, designing blueprints and testing their ships in crew management missions, selling their designs and unlocking new technology. The expansion of your business will currently be limited to the solar system and civilian vessels only.”

Will the game be priced differently during and after Early Access?

“We currently do not have any plans on increasing the price.”

How are you planning on involving the Community in your development process?

“Player feedback is not only extremely important, but also fun!
We want to invite all participants to inspire each other and share their ideas, so that we all can imagine together how even more awesome this game can become in the near future. Starship Corporation has been thriving from community ideas in the forum (http://www.starshipcorporation.com/forum) from the start, and we are looking forward to continuing that process.”
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Buy Starship Corporation

19,99€
 

Recent updates View all (7)

5 August

Fifth Update

Version 1.1.2:
Gameplay Changes:

- added new mining fuselage 'Gat-5'
- added 3 new company names from the community contest

Bugfixes:

-added more information for the 'Data structure with index does not exist' error.

This update includes a new fuselage - the mining vessel 'Gat-5':
Out of all the usually heavy mining vessels, the Gat-5 is the lightest - built for high efficiency deep-space mining, but tough enough to fulfill the requirements of military operations.

More about how new fuselages are created:
https://www.youtube.com/watch?v=7eAM1_O0tDM

We also included the winners of the company name contest:
- Bob's Bargain Barges
- Huge Starship Erection
- Xenotech Industries

Cheers!

3 comments Read more

21 July

Fourth Update

Gameplay Changes:

- Opening radial action menu now lets the selected units stop and listen
(instead of continuing their old move order)

- changed font

- added HD adapted screens for:
-Galaxy Map
-Market
-Shipyard
-Research
-Tutorial Window


Many of you requested that the user interface adapts to higher resolutions, especially font size.
We finished the first part of the HD adaptation of the game interface, featuring a different font and a larger interface for Galaxy Map, Market, Shipyard, Technology and Tutorial window for resolutions 1920x1080 or larger.

Ship Design and Crew Management are not ready yet and will be published in part 2.

Let us know if it works for you.

8 comments Read more
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About This Game

IMPORTANT: This game is EARLY ACCESS ALPHA. Please do not PURCHASE it unless you want to actively SUPPORT DEVELOPMENT of the game and are prepared to handle with SERIOUS ISSUES and POSSIBLE INTERRUPTIONS of gameplay.

STARSHIP CORPORATION is a starship-building simulation game in which you must design and build spaceships for a hugely demanding galaxy-wide market. It is you who must decide which technologies to invest in first, where to open new offices and where to establish new markets. You must design every little detail about the interior layout of your creations, from the location of the bridge, engines, generators and crew quarters to the position of each elevator, corridor and power line. You must then gain an intergalactic reputation by testing your ships and their crew's capabilities in a series of real-time strategy missions, to simulate emergency or combat situations, and test your vessels to their limit - and let the competition know just what they are up against.

CURRENT FEATURES:
- Sandbox Mode with access to the Solar System’s Trade Network and its procedural generation of ship design contracts
- 153 unlockable rooms and facilities for construction
- 23 Missions for standard operation, emergencies and hostile encounters to test your ship in Crew Management
- 14 unlockable fuselages

System Requirements

    Minimum:
    • OS: Windows Vista SP2 or newer, 64-bit
    • Processor: Intel Core i5-2500 3Ghz / AMD FX-8310 or similar
    • Memory: 4 GB RAM
    • Graphics: 256 MB DX 9 Compliant videocard with pixel shader 3,0
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Sound Card: DirectX 9 Compatible Audio
Customer reviews
Customer Review system updated! Learn more
Overall:
Mixed (118 reviews)
Recently Posted
MacroNova
( 24.6 hrs on record )
Early Access Review
Posted: 22 July
I purchased this game quite recently thanks to hearing about it from Scott Manley and there have already been two updates, including a much-needed autoresolve feature for the crew tests.

Game is quite fun with lots of potential, though much work is still required.
Helpful? Yes No Funny
DayZ Sucks
( 25.3 hrs on record )
Early Access Review
Posted: 17 July
I really want to like this game, but it is just missing to much stuff. It is enjoytable laying out the rooms and doing the ratings missions. BUT, that is where the fun ends. And it ends fast, gets old fast.
Helpful? Yes No Funny
MagId (High Tinkerer)
( 15.5 hrs on record )
Early Access Review
Posted: 11 July
The gameplay itself isn't the substance of this review, my problem comes with when I wanted to stop playing. Shutting down the program apparently went smoothly but Steam registered the game as still running after it had quit. There were no processes listed under its name, I couldn't shut down Steam itself because it couldn't shut down Starship Corporation. Actually stopping it required a full computer restart. So until that bug gets fixed, I strongly recommended you pass on this game.
Helpful? Yes No Funny
-Tesla-
( 12.4 hrs on record )
Early Access Review
Posted: 11 July
Has many issues yet but as a core game its dead on what it should be
Helpful? Yes No Funny
Eddie Krueger
( 28.0 hrs on record )
Early Access Review
Posted: 7 July
Bought this game on summer sale, and frankly, I haven't regretted it. At least not yet, after spending 20 hours with it, researched about a quarter, maybe third of the tech tree, so it seems I can anticipate another 40 hours at least. That's not bad, although several features in the trailer are not yet implemented, or locked in EA. At the same time I think it would only be worth buying at full price when those are available; namely opening offices in other systems than the Solar system and building and complete missions with our own ships.

Currently you will spend the majority of your time with two tasks: designing ships and then nursing them through an evaluation process to see how well/badly your design would work in around 20 or so scenarios including business as usual, playing Millenium Falcon in the middle of the remains of Alderaan and fending off intruders. Let's see what you can expect as of now.

Design: I think it actually approaches this aspect from the wrong direction, since you develop the body of the ship and then try to cram as much stuff into it as you can, instead of designing a functional system and then build the hull around it. I think I see why the devs chose this method, but also it can be a bit frustrating sometimes, when you realize you've put less cooling than needed, and the only space available is at the front of the ship (otherwise known as the place where you don't want to be during a meteor shower), so you can't let the ship leave the shipyard without a shield generator in good conscience, but that way the power provided by the reactors is less than required and you have just not enough place to put down another one. So, the first few of your desings will be redesigned several times until you can fit everything into the limited space even though the medic's quarter doubles as a corridor.... And you know what? It's fun if you don't mind sometimes deleting back the last half an hour work of yours. Thumbs up for being able to save the current desing in case the modifications don't yield the expected results.
A tip from me: research energy/cooling/water/etc. connectors as fast as you can to be able to use one deck's excess power on another, or to be able to place an air tank on an other deck than the one your life support resides on.

Evaluation: Also known as Crew Management in the game. Here you will find a number of scenarios and by completing them your ship accumulates points in Standard Operation, Emergency Response and in I Shoot You In The Face For Setting Foot On My Ship. More points mean your ship is more valuable, and that means you'll get more money for it.
You play here as the invisible and omniscientious captain of the ship, intructing your crew to deal with arising problems like fire raging through the ship or aliens snacking on your hull. You do this in a pausable RTS mode. This part needs some polishing in my opinion, because many of the scenarios are a bit tedious, for example chasing electric malfunctions around the whole ship for ten minutes can grow old quite fast even on the smallest fuselage. But several of them are fun (in a way), or rewarding in a sense that I was quite proud when I first passed the meteor shower scenario with almost no damage thanks to my newly developed shield generators or when I first saw the crew charging in the engine room eliminating those pesky green mf's with their brand new pistols.
A tip from me: Since update 3 you can autoresolve all missions, but I'd recommend using this feature in moderation. Mostly you'll get far better scores by playing them yourself, but in several cases the automatic method can somehow produce points where you may fail. Example: the alien infestation scenario is pretty much unsolvable without firearms in my opinion, but autoresolve will bring you 2 or 3 points there.

The 3rd area you will spend time on: the Market. Currently it looks like it's in only to provide you a cause to desing ships. You'll get an occasionally updating list of contracts and by completing them you'll get money to cover your operation and research costs. Not much to see here (at least not yet), because if you keep researching technologies and bid on contracts you think you can complete/already have a qualifying design, you will not run out of money.
A tip from me: Getting the most points attainable for a desing in the SOP/ERS/HEP ratings (HEP scenarios provide mostly 0 points for ships without weaponry) seems to ensure that your competitors can't outbid you. But, to be honest, I never was outbid except in the tutorial, so there's that.

Finally: Research a.k.a. Technology. Simplest part of the game. You have 3 research stations (in EA; later it may change) and a number of system waiting to be researched and used during design. You click on an idle station, then click on an unresearched piece of engineering marvel, the game tells you how much that will cost, you click OK, and then you wait until it becomes available. You won't be surprised here, the techs mostly provide you an upgraded version of an earlier module which usually takes up more space than before but is more efficient, except in a few cases (engine, computer) where it shrinks while being superior.

Let me say a few words about the game in general. I haven't encountered game breaking bugs or crashes, so thumbs up for that. That doesn't mean it's bug free, but nothing serious so far. (Edit: Just now it crashed during probe attack. Don't forget to save often...)
One thing can happen during design when you pick up an already placed module to put it elsewhere, and it disappears leaving only a 1x1 m size "cursor" behind on the ships deck which you can't do anything with; no selecting, no nothing. Fortunately switching to power/cooling/fuel/etc grid mode and back to module building fixes this.
Another thing that bugs me, that the tutorial mentions at a point that you can lock hatches. Supposedly you'd need to do this when the hull is breached and air is sucked out of the ship. You'd lock the hatch, turn the damaged room off to cut air supply and then your engineers could safely approach the breach to repair. Well, for the life of me I couldn't find the option to actually lock hatches. I can turn them off, but that doesn't lock them.
Another thing with hull breaches that they can be unpredictable. Turning off the damaged and all somewhat adjacent rooms seem to stop the air escaping and thus not sucking your approaching engineer into the cold vacuum of space, but sometimes air somehow finds a way to f**k with you and start leaking again, and the next thing you see is that you have one less guy complaining on payday about bonuses. So, either you switch a buttload of rooms off and then on when the hull is repaired, which is just as tedious as you think, or you simply switch life support off, instantly stopping the airflow. Just don't forget to turn it back on when you hear your men gasping for air.

Aaaaaand... that's all. For now. I eagerly await the promised "explore the galaxy with ships you built" feature, expecting the scenarios in Crew Management and more, but randomly occuring. Until then I have to make with repairing simulated hull breaches caused by simulated asteroids.
Helpful? Yes No Funny
Corwin86
( 13.3 hrs on record )
Early Access Review
Posted: 3 July
Ok, let's say the truth: the game is still in Early Access.
It was, until the last update, also bugged.
Now, it works pretty well and you can enjoy it for some hours.
Sadly, I also agreed with who have pointed out the slow developing of the product and that it was released a bit early.

Ok, but this is also a unique game. You'll not find anything like this in past and near future.
For me, now it worth the purchase, also because the developing seems to have accelerated.

For sim and strategy fans, this is truly a good product.
Helpful? Yes No Funny
20k
( 14.4 hrs on record )
Early Access Review
Posted: 3 July
Split deck pathfinding has been fixed (as far as I'm aware), and crew management is now optional (AI autoresolve). A lot of the reviews here have had the complaints directly addressed in the 3rd game update, so I'd recommend giving it a crack if that's what was putting you off

Its still quite early access so don't expect a totally smooth ride, but the devs seem to be working on it at a pretty fast pace to address the problems
Helpful? Yes No Funny
Hielor
( 44.0 hrs on record )
Early Access Review
Posted: 28 June
As you can see, I spent a lot of time in this game, but it ended up being fairly disappointing. I had high hopes for it since it seemed like it would be Traveller Deckplans: The Game, but absurd ship designs with inexpeclicable holes in the middle and terrible crew AI/pathing ruined it. The missions get repetitive and old very quickly and I found myself wishing I could just have the AI do it for me rather than spend an hour per ship design watching asteroids bounce off my shields.

The basic mechanics of the actual deckplan builder are all right, but you're constantly given contracts that you can't complete without a lot of research (which you won't be able to finish before the contract expires) and forced to deal with ship designs that are frustrating for the sake of being frustrating.

Maybe if the AI gets fixed so it can actually use the split deck that are forced upon you (or it gives you more options for reasonable ship designs without split decks) this game will be better, but for now skip it.
Helpful? Yes No Funny
Admiral Obvious
( 6.1 hrs on record )
Early Access Review
Posted: 27 June
Very promising for such an early stage of development.

If it isn't obvious, the game is what it says on the tin. You are a corporation tasked with building Starships.

This is done by literally piecing together all of the internal modules of the ship using a given hull. This give a very high amount of complexity, and freedom to (try to) design the ship of your (clients) dream.

After you've (finally) pieced together your ship, you run it through a series of tests, to prove to your clients that your ship is the best. Admittedly, these tests can get EXTREMELY tedious, since each module requires maintenence by certain crew members, some of which require permanent staffing, or bad things may happen (nothing says "you dun ♥♥♥♥ed up" like your engine turning into an inferno on the inside, on the "normal operations" test). Fortunately, there is a new feature in a beta branch, testing auto resolve of some of these missions (or all of them if you wanted). Granted auto resolve isn't perfect, and in some missions, like boarding simulations, it's usually better if you handle the missions yourself.

The "business management" end of the game is a bit boring, and unnecessarily hands on at the moment though, which I believe can be solved with automation. Like, selling a type of ship for the same type of contract repeatedly, when they come up, instead of having to manually bid on each contact each time your competitors undercut you by a few bucks.

I do see some great potential in the game, but it clearly needs more polish. The concept however is great, and I'd very much like to see the game, and the developer succeed.
Helpful? Yes No Funny
Quid2Facis
( 43.7 hrs on record )
Early Access Review
Posted: 27 June
A good game that requires critical thinking and slow methodology.

Tutorial is best through ship design. Suggest just reading the pop up notes after that point. Game is less buggy after tutorial in new campaign.

Also advise using aotoresolvetest, info pinned in discussion forum. Manually playing protocol tests at least once ought to promote reconsideration of design layout.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
1 of 1 people (100%) found this review helpful
Recommended
24.6 hrs on record
Early Access Review
Posted: 22 July
I purchased this game quite recently thanks to hearing about it from Scott Manley and there have already been two updates, including a much-needed autoresolve feature for the crew tests.

Game is quite fun with lots of potential, though much work is still required.
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Most Helpful Reviews  Overall
46 of 47 people (98%) found this review helpful
Recommended
3.4 hrs on record
Early Access Review
Posted: 29 April
What is Starship Corporations

Its a mix between a tycoonsimulator in the form of designing spaceships for contracts and a RTS while testing out those design in different scenarios.

Researching new components for your shipdesigns, creating offices in solar systems and creating your very own interstellar megacorporation.

The meat is the Shipdesigner.
You take a fuselage of a ship, and completly create the inner workings. From Engines, bridge to generators, life supports and crew quarters.

Then wiring everything up.
In order to find out how good your designed ship works. There are different simulations..well alot of simulation you can go through and depending on how well your ship handeled the scenario it gets a rating score that is important for selling your desgin/ship.

Those simulations are again going through your typical alarm states, and readyness check or basic operations.
To flying through a asteroid field, alien infestetion, fires ,collision, mutiny, pirate attack marine attack ect...like i said ALOT.

All those simulations are handeld in a RTS like fashion where you are able to send out crew for maintaince, repairing, sealing hatches, fixing hull breaches and so on.

It is a complex game...i mean its VERY complex game. But dont fear, there is a extensive voiced tutorial that guides you through everything. Its well done and it was literally what i spend 2 hours so far on. Most of that time was running simulations.

From a technical standpoint it runs for me fine, i had only slightly fps issues or light mouse lag during the simulation. Its pausable, so its not that much of a issue.

Can i recommend the game? Personally Yes,

There seem to be enough to play around beside some limitations on the galactic scale, you still have a sandbox mode.
Taking contracts, design ship they demand, test them out through simulations and tweaking your design is well done.
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54 of 61 people (89%) found this review helpful
7 people found this review funny
Recommended
11.4 hrs on record
Early Access Review
Posted: 29 April
This is a diamond in the rough (the very rough) i can see myself spending alot of time playing.

Dont be under any illusions this is an Alpha and as such it has plenty of bugs so dont expect a smooth ride even through the tutorials!

That said the game is still playable although I have had a few crash to desktop episodes the game autosaves so its just about the reloads. The game itself is in depth and at first looks complex but once you have mastered your first ship and ran a few missions the learning curve drops off.

Game has huge potential going forward I have enjoyed what I have seen so far

I would also give it 8/10 and I dont know the Dev :)

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82 of 105 people (78%) found this review helpful
3 people found this review funny
Not Recommended
27.8 hrs on record
Early Access Review
Posted: 2 May
Starship Corporation is an ambitious mix of several game genres. The game certainly has a great deal of potential, and brings together some interesting and innovative gameplay ideas.

Now let’s talk about the cold vacuous reality of this game and its current state. It’s been in development for YEARS, and seems of have made very little progress on many of the core features beyond basic pick-and-place ship layout, a shallow/buggy market system, and a badly designed “ship simulation game.
It’s an unbalanced and buggy mess, with a “Full Techtree” victory achievable in just a few hours of gameplay (once you master the crude and mindnumbly repetitive gameplay tasks). I encountered countless errors and bugs simply through the course of playing the tutorial and several sandbox games.
There is no strategy, virtually no resource management, and limited room for creativity, and zero re-playability. The techtree is little more than a halfassed speedbump – in virtually every situation the next technology/module is superior to its predecessor (in some cases comically superior re: Storage Modules)

You will likely spend 70% of your playtime in the “crew training” module (Since each new ship design requires you to play through over a dozen repetitive tasks), it seems to be the most fleshed out portion of the game. Here you will find such exciting features as:
- Zero AI for your crew, and virtually no automation.
- A Buggy and challenged interface
- Hours of frustration.

Sadly, that does not instill confidence in the team’s capacity to deliver a good game.
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32 of 36 people (89%) found this review helpful
1 person found this review funny
Recommended
10.2 hrs on record
Early Access Review
Posted: 29 April
The concept of this game is rarely if ever seen and basically I cant sing its praises highly enough but that sad, this is still early access. The game was Previously very unstable however this seems to have largely abated.

I've had an absolute blast testing my starships litererally to destruction after initial designs stages are complete, just be careful in reapect to the Mircromanagement however. Some people will absolutely love it other may find it onerous, but thats down to the user, for me I love it.

All in all though the execution is admirable and the sheer potential here would warrent a purchase, buy it and give the devs support on this one. Its the most unique thing i've seen since KSP.
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21 of 21 people (100%) found this review helpful
11 people found this review funny
Recommended
21.5 hrs on record
Early Access Review
Posted: 30 April
If your reaction to some of the screenshots was "What?!? Is this Space Station 13 meets an RTS or is it me?", then Starship Corporation might be your dream come true. If your reaction to the prior sentence is "Huh?", you'd best find something else.

Atrocious learning curve, tutorials that crash the game and prevent saving, tough-as-nails ship design contracts that make Apollo 13 look like a day at Disney World, labyrinthine tech trees that force you to reread component descriptions again and again.

And then when you're all done, your ship explodes in 1-2 minutes because your inefficient corridors meant the crew can't dash over to the "please don't blow yourself up, you stupid starship" button fast enough.

On the other hand, if you're one of the unfortunate mass of souls doomed to live in the medieval 21st century, this might be your only chance to live the life of a space plumber.

10/10 would drop out of starfleet engineering academy again
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19 of 19 people (100%) found this review helpful
Recommended
19.2 hrs on record
Early Access Review
Posted: 2 May
Considering many of the game systems have yet to be implemented its a little too early to be reviewed properly.


Pros:
-Sharship building is puzzle piece / strategy
-Hasn't really been a game like this Startrek had a ship building game. That game was weak a bug prone though...
-Shows potential.

Cons:
-No close to being finished, early access being used as crowd funding here it seems.
-Only a single game system has been built, not pollished or bug corrected.
-Simulation of crew is weak, never have enough time early in the game to deal with problems that seem to snowball.
-Save files corrupt easily.

Early Access Problems:
-Crash Errors, these are debug style reports that indicate the code at fault.
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18 of 19 people (95%) found this review helpful
Recommended
1.5 hrs on record
Early Access Review
Posted: 29 April
Not the game I was expecting... It has potential but I was hoping for more biz management & ship design, less ship micromanagement missions. I'm sure there is a ton of fun to be had there, but I'd rather have the option to play them (and possibly generate higher ratings) or to have an automated run / estimate.

I'll give the game another go when / if that pops up in an update.
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15 of 15 people (100%) found this review helpful
Recommended
7.5 hrs on record
Early Access Review
Posted: 1 May
Starship Corporation will let you run your own shipyard, where you try to earn money designing ships for various applications (cargo, military, mining, etc.) and test them both against the internal battle (asteroid hits, fires, and technical malfunctions) and the external battle, consisting of hostile boarding teams and enemy ships.

I'd split the game in three very interconnected but separate parts: Firstly the business management part, where you run a shipyard trying to be awarded contracts building ships. This part of the game isn't very wide in scope yet, but it provides a solid base for the rest of the gameplay. Clients post a call for bids for ship designs with specific requirements (cargo, military, racing, etc) and you'll be able to gain money if you get awarded the contract, allowing you to research new technology and take on more advanced designs. The game doesn't really allow you to use your ships yet, only test them (more on that later) and sell the design, but apparently that's in the works.

The second part is the ship designing phase, where you fill pre-constructed fuselages with the internals of the ship. You'll need to implement the required capabilities of your ship, while also balancing crew requirements, support systems (power, cooling, and life support) and strategic placement of all of them for when you'll actually use the ship. This part of the game is already quite fleshed out and I look forward to seeing how it will be expanded in the future.

Now, the contracts also specify a requirement for the performance of the ship, and the crew management part allows you to test it. Using a series of missions, you will use your crew (the amount and speciality dependant on how you designed your ship) to manage the internal battle inside your ship, including hull damage, fires, techical malfunctions and hostile invaders. This part of the game plays a bit like FTL, and while this game has more depth than FTL in the battle damage repair side of the game, it's not quite as elegant due to the somewhat clunky interface...

... which brings me to my biggest critisism of the game: the interface. Though everything is functional, it is just that. Now of course this is a very early version of the game and everything is still due for improvement, but the way the text looks and scales on larger resolutions, the somewhat unresponsive crew selection and command and the general aesthetic of the UI make it look like the game was developed in the early 2000's. I do hope the developer considers a facelift for the interface.

The gameplay, however, is great. I backed this game in its crowdfunding campaign back in 2012, and it's great to see it taking shape like this. Starship Corporation scratches a very specific itch for me, even in this age where computer spaceships are appearing everywhere again.
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67 of 112 people (60%) found this review helpful
14 people found this review funny
Recommended
2.1 hrs on record
Early Access Review
Posted: 29 April
it looks like its from the 90's, which is fine.
it has tons of complexity, which is fine
and it is very fun, which is what matters.

i give it 8 out of 10

DISCLAIMER: i have the dev on my friends list. he in no way influenced this review, beyond making the game as it is currently, and this is NOT a review copy. I backed the game in 2012. I have no compensation for this review. it is my personal opinion of the game.
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