Spacethumper 2

a gang of dumplings, little dough, a lot of meat

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I agree on the character placements plus people can somehow lose them too if they don’t pay attention, it’s nice being able to have them in one place and know for sure they are there.

If you decide to put more enemies it would be wise to add something like power cables that draw energy from solar / wind / reactors ect to distribute power to multiple buildings at once or have the range of energy creators affect more than a single block since it already becomes an energy hustle to add more than 1 defensive turret and 1 energy barrier.

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The idea I had would be for the tier 3 of most generators to have something special about them.
Something like T3 Solar would have an output bonus if multiple side by side, while wind turbines would have higher output the higher the location is they’re placed AND not having other turbines near it. Thus giving both use late game.

Also, instead of reactors having a manual gem insert option have them draw from from either your global amount of mined gems or nearby auto-miners and give them the options of full power, half power, or off. Early and mid game this would turn every gem spot into a tactical choice of use it for mining or treating it like an impromptu steam vent and thus a good spot for power-hungry machines or defenses.

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I think what would really make this game shine is some automation. The idea with adding all these new buildings and the ability to build up in addition to out seems to be to go BIG, which is a fantastic direction to take things. But, the way everything is set up, the bigger you build the more hectic everything becomes. More and more things require your attention, and scaling up tech only makes everything move faster so that its harder to keep up with. It’s totally possible, and easier, to beat the game without building up a single level or using any fusion reactors.

So, automation. Features that make these new features easier to use, so that there’s incentive to taking advantage of them:

  • A suit upgrade that autocollects materials when pass a miner, the same way you autocollect energy from generators.
  • Another suit upgrade that automatically tops off crystals for anything that runs on them when you pass a structure. Together, these two gradually turn fusion reactors (and anything else that might pick up material requirements) from a hectic supply run into a thing that just happens while you’re moving around the map.
  • Conveyor belts! There’s this huge sprawling map that has you running all over the place, but the bigger you get the slower you are and the more energy you lose to walking. So, make a structure that will do your walking for you. And, if they only go the one direction, that’s incentive to use multiple levels so that the lower floor sends to east and the upper can send you west.
  • Vertical relays. You can build these on a platform, and a power structure above or below another structure will power it like they were next to each other. A cheaper, less versatile Accumulator that encourages players to get vertical.
  • Maybe some kind of Drone Hub, which will automatically send out drones to ferry materials from miners to other structures. Give it a big power requirement, a structure that actually needs an Accumulator to function. Building a huge chunk of infrastructure to make another task easier is a “build big thing” genre staple for a reason.
  • Batteries. I know, I know, the whole premise is that you are the battery, but some cheaper, faster to build structures that can hold energy but not generate it could really open up different play styles. Make it so that turrets only draw power while firing and they probably won’t be too annoying to manage as an optional playstyle.
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I agree with all of that except the “automatically tops off crystals to anything that runs with them when you go past the building”. I can see your perspective, I thought the same thing but then realised whenever you would want to build something you would keep dropping the crystals to the buildings instead of traveling somewhere to build with the crystal requirement.

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Anyone knows if the teleporters work and if yes then how? They are powered up and everything but I can’t seem to make them work. I have them on different elevation to be able to teleport big distances.

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Right now teleporters don’t do anything.

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honestly i know the whole thing is “you are the battery” but its only used to spend energy to build/unlock stuff and having to place 2 energy generators for a single thing is annoying when you get to tier 3 stuff, the closest thing i had to a “optimaly” running 3rd gen miner was one next to a gen 3 steam engine and a Accumulator with a bunch of solar panels around it, i did have a 3rd gen fusion reactor but i only used it in my “workshop” area aka the place where i sit and farm energy points to unlock schematics or suit upgrades (t3 solar panel, t3 fusion reactor, accumulator, steam engine, upgrade bench for those curious)
dunno how u feel about it op but cabels/pipes might be nice
also i used the platforms only once and then immidietly scrapped it since i needed to place end build every single one, it turned off my already existing stuff, and i only placed elevators to get up higher (never really set up anything outside the main valley since its too far to walk to, only set up tier 3 guns and shield walls at slime spawns)
also whats the purpose of the “heavy” elevator? cuz at any times i was heavy but still reasonably mobile the regular ones worked fine enough (but even if they didnt they are huuuge i would like need to scrap half of my infastructure to fit em somewhere)


also here, was a pain to drag her in there even with max speed and energy loss

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Are there any plans to add the peaceful mode from the first game? It was a really nice and relaxing option honestly, though I understand not wanting to take out the enemies of a tower defense game

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I just want to say that the audio is great, especially the creaking platform sounds. Oh, and I’m unsure if it’s intentional or nor for the freight elevator to not work at Pilot’s max weight stage, but either way it’s pretty hot.

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Hab wall crash appears to be related to steam turbine Mk.3.

  1. Place turbine Mk.3
  2. Attempt to build hab wall on existing reinforced platform (haven’t tested with basic yet)
  3. Crash.

Reversing it so all hab walls are placed BEFORE the turbine prevents crashing but leads to layer issues where the hab walls appear in front of all buildings in the area after entering/exiting cave.

Also, a QOL suggestion:
When building a solar panel, it can get confusing sometimes as to how much progress you’ve made on building it with the current blue effect for un built buildings. Perhaps the color of this effect could be changed to some other color, maybe green or purple, so it’s slightly more clear for these buildings?

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Hello fellow user,

Platforms are useful with the extra floor you can add on top of the floor, however it will make your solar panels on the ground useless since they are now in the shadow. What I found best working is to place solar panels on the second floor and with the building that collects draws energy from all the others around it build lvl 3 steam or wind turbines on the floor and spam lvl 3 solar pannels on the floor above so it can reach up to 180 produced energy per second which should fill you to the brim in 8-15 seconds. Gen 3 miners do indeed require a bit too much energy to run optimally but then again all you need is a single one for each resource. You can place lvls 2s and 1s on all other far away resources. Gen 3 stores up to 16k of the resource when the max you can carry at all times is 4k for metal and 2k for crystals so good luck running out.

The heavy elevator is when the energy weight of the characters starts to reach the last two white bars where they become too heavy to use the normal elevator (its used when you want to carry a big ammount of energy mid to late game if you’re expanding. However the Pilot (Green one) can also become too heavy even for the freight (heavy elevator) if the character is at max weight.
I personally placed a single heavy elevator somwhere in the middle where there was nothing, no steam no minerals. It saves you alot of space to have another floor above to add more energy sources instead of spreading them out and I even commented on potentially making a multi floor elevator for the players to be able to build vertically more floors.

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There is a chance hab wall also crushed when placed on the elevator too or generally any of the supporting structures together with elevator. From where I stand it’s safe to leave the elevator and freight space as they are without adding anything since they automatically pre level to the floor you are located on. The turbine bug does indeed require a fix. Possible look into the other issue as well.

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I thinkn they should expand the team if they have one / programmers. This game has alot of potential of minecraft style “do your own thing” outside of the story which we haven’t yet seen and the emphasis seems to be on exactly that.

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The thing with the heavy elevator: i swear i could use the regular one even with 3 ‘bars’ of energy, that and transporting any more than that is just straight up not worth the time as even with max energy loss upgrade i loose half the energy i collected without getting anywhere, its just overall better to place a solar panel wherever you’re building and charge at there instead of transporting 4K of energy as 1. Takes ages, 2. You will loose most of it, so an elevator that is designed for carrying max-weight characters when you can barely move at that point sounds useless to me

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True, to be fair there will be teleporters and people even recommended stuff like conveyor belts to make the full weight transport less painfull. Atleast it’s preety realistic to their actual state.

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I was thinking there’s a bug on Freight Elevator that flings them into midair until it fixed itself when I enclosed first floor, even I can ride on normal elevator as same width.

I think I beat this game, I sealed both slime spawning spots with Energy Shields, all crew fully blobbed, all stats unlocked, (I wish could save this)…

Then what’s next? Will they settle in and terraform this planet to bring more to move in? Will they explore more on new places (and some new unlockables)? Will there some NPC crew members coming into this game, or will they wandering around? Can I mod fourth or more crew members into this game?

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Teleporter will probably be like the last game, the eng goal rather than something that helps move the crew around.

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From what I saw form the early build it’s a late game building that has an entrance and exit via the same building. Most likely used to place one in the beggining second in the middle or the other side of the map so you can instantly go instead of walking for a minute.

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I know there’s plenty of thought and effort being put to the gameplay loop and features, but what about the story? Sequels can be simultaneously easier and trickier to write for - good for having established characters and premises, but a challenge to have events flow from one ordeal to the next without it feeling contrived.

Something that always chafes me with direct sequels in videogames is having to relearn something like a tech tree that was previously established, although I recently hit upon a brainwave for an explanation for this in Spacethumper. Imagine if you will…

After Pilot’s initial ordeal surviving on the inhospitable planet, her success was commended and her… unorthodox means of survivial was analysed by higher-ups from what fragmented, uncorrupted footage they could recover from the damaged 53N (“Sen”) unit, along with Pilot’s own report. With an uncharted planet prime for exploitation, the brass see this as an opportunity not only to survey the planet and ready it for settlement, but also to “re-enact” Pilot’s survival mission as a field training exercise. Pilot’s mission will be to bring some fresh cadets with her back down to the surface and repeat her survival attempt, now documented by a fully-functional 53N.

The stakes may be a little lower this time, what with the orbital supervision and R&D having tweaked certain things in response to Pilot’s initial reports to ensure a team’s safety and security, but there is still a lot of this mysterious planet to explore - not to mention fresh faces who are about to get familiar with the concept of “spacethumping”…

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