Hades 2 – Early Access

This post likely won’t hit as well if you haven’t played Hades, which may be my favorite roguelite of all time. Developers (Supergiant Games) have never made a bad game… heck, I’d go so far to say they’ve only made good games.

Hades 2 is certainly in EA. There’s missing half the content of Olympus (2 zones, 2 bosses), some NPCs have early art, and there’s still some rather “interesting” balancing bits to work out. So, what do you get here ?

  • 6 zones, 6 bosses. (2 more zones/bosses should come)
  • Fully voices NPCs and gifts/relationships. There are a good 30 NPCs in here, with hours of voice acting.
  • 5 weapons (there should be 6), with alternate forms.
  • Harvesting systems (mining, souls, seeds/farm, and importantly – fishing!!)
  • A ton of random upgrades (boons, upgrades, etc..)
  • Chaos challenges – preset loadouts in specific zones to meet increasingly difficult challenges

If you played Hades, then most of this seems familiar. Hades 2 does add some interesting changes though.

  • Combat is much more strategic instead of tactical. Zagreus was all about melee attacks with speed. Melinoë is about spell casting, which takes longer and requires placement. Some weapons are frankly atrocious if you’re not using an alternate form.
  • Weapons are a mixed bag. The staff is weak, but has good casting options. Blades deal cat scratch damage in a very small area, and require a specific boon set to work. Wands are insanely OP when you figure out how to use them. The axe… feels amazing. The gun is undertuned right now.
  • Boons had preferences for certainly attack styles. Some are always good, some are extremely particular. The secondary effects (burn, blast, push) are generally weak until combined with something else.
  • Boons can have infusions. Each has an affinity, and collect enough affinity to unlock more powerful options. There are times where it makes more sense to take a bad boon to unlock a good one.
  • A new type of boon, called a Hex, that provides a powerful effect when you’ve used enough magic points per fight. I really dislike this boon type, as the effects are too weak (except the healing option), and don’t allow infusions.
  • Rather than clear unlocks, you get Arcana Cards for passive boosts to future runs. You select which cards you want to use, limited by Grasp (an upgradeable resource). You can upgrade cards too. I really enjoy this system, as you pick what fits your style.
  • The enemies + sub-bosses are all decently balanced with some minor exceptions. I would avoid all sub-bosses in the last 2 zones. They don’t provide enough rewards for their HP amounts / speed challenge.
  • The bosses are fun and hectic. Hecate, the Sirens, Cerberus are all solid fights. Polyphemus (cyclops) is anti-melee, and therefore quite hard with blades – some fights are fun, others very painful. Eris takes a bit of learning to figure out (use the posts) but then gets a lot of fun when you do.
    • Chronos – this guy is something else. He hits like a truck (with inconsistent hitboxes), has a mountain of HP, there’s nowhere to hide, and his 2nd phase has so much AE (the hourglass adds, ugh) that it hurts my eyes. There are times this fight feels unpossible. That’s right.
  • The Chaos Challenges are cool. Small packaged challenges that force you to learn the ins/outs of a given weapon. More bite-sized.

The rest of the game is pretty much Hades, but all the edges sanded down. No more fighting the RNG gods a dozen times to get that 1 drop, you can queue it to craft based on other drop. There are menus that explain where things come from. The artifacts you get, in almost all cases, are useful. You generally have more control of choices before you start a run, though you still may want to end a run quickly if the first 3-4 rooms have truly bad RNG. High fear runs (Heat in Hades) do require specific builds… a piece that has yet to be sorted out yet (re-rolling rooms/boons are in cards, which cost too much to select in most runs).

Oh, it also plays amazing on the Steam Deck, with superb battery life.

If I was to guess, we won’t see the full release til 2025. What’s here has more polish than most of the stuff I’ve played this year, but given the prior track record of these devs, there’s still a fair chunk to go.

Ghost of Tsushima

2020 feels like a generation ago and this particular game game at me for my first playthrough when my grandfather passed from COVID issues. As a result, it has a very particular place inside my skull, which results in overly rose-tinted glasses. The game is not perfect, but it’s so much better than its contemporaries that even 4 years later it’s a gold standard for open world story-telling.

Without really rehashing the core plot, you play as Jin Sakai, a samurai who is trying to find a path of redemption after his known world is turned inside out by the Mongol horde. It takes very broad strokes on the concepts of honor & duty being more important that results, and through Jin, you navigate multiple storylines that see how you and other NPCs try to find a viable future. Some people are blinded by rage, others by love. Some make a set of bad decisions that simply snowball to evil. If I were to truly summarize the entire storyline, it’s how people manage grief and find peace with themselves and others. So… a tad on the nose given my state of mind when I first played this game.

The PC re-release doesn’t add any new content (assuming you played the original and Iki Island), but it does add a ton of visual enhancements. Straight to the point here – Ghost of Tsushima is friggin’ beautiful. It takes large strides to force you to slow down and appreciate the environment, with very long vistas. Many of today’s games add a ton of stuff on the screen, and make it look realistic, but few decide to give you the horizon as a goal. If the Switch actually had processing power, the closest comparison would be the recent Zelda games.

Mechanically the game still feels ahead of it’s time, with an open world with relatively minor icon sprawl. You could play most of the game without the map, as there are plenty of in-game mechanics show you a way forward. A golden bird brings you to interesting content. Following white/black smoke plumes brings you to new quests. You see a lighthouse on the horizon, you can get there. Follow a road, you’ll encounter a chunk of content das a result. Combat is focused on the parry/dodge/counter mechanics of the time. Sure, you can opt to sneak everywhere (and honestly, it’s the only option when hostages are in the mix), but you can just run right into a camp and take everyone out “with honor” if that’s your choice.

The natural flaws here are in the set of values being presented. As a modern, western society, our core set of values conflicts with what’s presented. It seems simplistic and naive. Each NPC espouses a specific set of views that are monochromatic. Taken together they paint a complex painting, but as individual pieces there’s just not much there. (Do I think that Ubisoft’s AC Shadows, set 200 years later will do better? Hell no. AC is as historically accurate as a Dan Brown novel and purposefully built that way.)

4 years later, Ghost of Tsushima remains a shining example of open world design and story structure. It is meant to be experienced, rather than played. Not too many games fit that definition. And it still hits me as hard today as it did then. Feels a bit like time travelling…

V Rising – Servants

A final post here, as I’ve killed Dracula and have a huge backlog of games. A point of issue in a prior post is the need to farm material in order to craft things that aid in progression. In a multiplayer game, many people make short work of any farming route and it’s pretty easy to split the work. As a solo player, there are some rather substantial farming bottlenecks. As Azuriel pointed out, this hits hard at the Power Core unlock.

To counter this, V Rising has a servant & mission system, where you can send them out to collect material for you.

A mission screen to collect later-game materials

Servants have multiple factors, where they are collected, their blood type, and their blood quality. Their location matters, as it improves the amount of material collected from the same location. Their blood type matters, as it reduces the difficulty by 100 of a given battle type (monsters, battles, etc). The blood quality has a minor impact as it impacts their power level, but as long as you have 70% you’re fine. Keep the 100% blood for merlots.

Each servant must be equipped, and the gear level has a flat *10 applied. 45 gear level = 450 power. Add blood quality (at most 30) and there’s your score. This score matters based on the area you are sending the servant. You can select various durations which increase the odds of success but give diminishing returns. 3 sets of 4 hours give much more than a single 12 hour run, but they will be harder to do.

The challenge here is that you need to MAKE the equipment, and at the end game, you’ll need a some rather strong armor/weapons to max out the locations. Most locations can take 2 servants, though some are 1 to 3. So even if you did max it out, you’re likely only going to get 30-60 of any particularly meaningful foray. In nearly all cases, this is the equivalent of you personally farming for 10 minutes. In practical terms, this means that while a clan may send out multiple servants, a solo player is unlikely to find much value. It is not helpful for progression, but I can absolutely see it being helpful for repairing in PvP battles.

Once exception. At ~75 gear level if you capture an 80% draculan servant, they can do a mission on the far east of the map to collect a few hundred Greater Stygian Shards. Now, a single rift run should give you about 1500, but this allows you to supplement with not much hassle.

I do think it’s an interesting system, as it can’t be too rewarding or people wouldn’t go out of their castles. Finding the appropriate balance here is hard. My only true gripe would be that if you dramatically overpower a location that you get more materials as a result. What you get instead is shorter missions and therefore more rewards, but that means more logging in to collect them. Maybe allow a queuing option?

There are many cool ideas in V Rising, and almost all of them work. Clearly it is designed for group play and PvP at the end game, every system funnels into that concept. But that there’s a decent PvE game here too, wow. I really wasn’t expecting this and am beyond surprised.

V Rising – Combat

Most APRGs that people have played are 2D constructs that are in the vein of Titan Quest. V Rising is quite similar to that model, with a few differences. One of the most substantial changes is that PvP is baked in from the front, which really changes the larger context of the game.

Players are provided some standard tools to keep the gameplay varied, which are unlocked gradually throughout the game. At the start, you’re given a dodge (with i-frames) and options for basic melee weapons with basic skills per weapon type. As you progress, you unlock magic skill points that unlock various abilities that fit into the ‘attack/defend/ultimate’ constructs. You can equip 2 core abilities (5-10s cooldown each) and then 1 ultimate (2 min cooldown). You can use gems to modify these abilities, like more healing, more damage, added stun and so on. Chasing perfect rolls isn’t all that meaningful. Eventually as you progress through bosses, you unlock other weapons – pistols, whips, reapers and so on. Higher quality items also unlocks a 2nd skill per weapon, so by the mid-40s you’ll have the core tools for the rest of the game.

In the 50s and then the 80s you get access to rifts, which drop shards. These are used to unlock passive skills that add some rather strong benefits to the game – more damage, more summons, more speed. Those shards can also be exchanged for stronger weapons… and the 80s version of the shard exchange has a chance to unlock legendary weapons. Combined, these make a massive difference in overall power levels.

Lots of passives. This one is amazing.

Another factor, in the vampire theme, is that you need blood to survive. There are various blood types (worker, brutes, scholars, etc..) and each provides a different set of bonuses. The higher quality of the blood, the higher the bonuses. Early on, you get the ability to ‘farm’ blood and if you find a 100% quality blood, you absolutely want to collect it. Later, you get the ability to use that farmed blood in the field. It is worth every second invested to have 100% blood quality farms – Scholar for magic attacks, Rogue for physical damage, and Warrior for defense.

There are stats – this is an RPG after all – measured through gear level. Every level you are below a target, you suffer 4% more damage and deal 4% less. Every level above, it turns to +1%. So 5 levels under, you’re 20% in the hole, and 5 levels above you’re +5%. This is important for farming, but ultra important for boss fights.

In terms of outright player power it generally goes – gear level > blood >>> abilities > weapon skills

Fully kitted end-game gear. SOOO many runs to get those guns.

Combat itself falls into 4 different categories. Farming, Bosses, Rifts, PvP. Farming is simple enough, combat is against multiple targets that are protecting resources – it is very AE focused, and sunlight considerations are required. Bosses are bespoke battles, that progressively add complexity, and where you will face a lot of challenge throughout the game. In most cases, these are 1v1 battles, and the wide majority of your time playing will be here. Rifts are a combination of both farming + bosses. Two AE fights, followed by a weakened boss enemy. End game is almost exclusively focused on this activity. Finally is PvP. As much as there are sieges (attacking other castles) the wide, wide majority of PvP will be while rifts take place as the resources are coveted. The majority of that combat will focus on burst + movement restrictions.

The guide above shows you a fair chunk of the level of complexity that is brought late in the game. Adam is the penultimate boss, and I would argue more complex than the final one.

I’ll close this post by saying that the ARPG parts of this game are really well done. The incentives for progress are constant. There is continual risk due to the gear level math. All enemies progress in difficulty (though NOT equally). And rarely have I ever played a game that did such an amazing job at multiple meaningful and memorable boss fights. I would argue that because you will unlikely beat any boss on the first pass, it forces you to pay attention and therefore memorize that character. Really impressive work here.

V Rising – Home Base

I’ll cover the ARPG in another post, this one is focused on the concept of your base of operations within the context of a survival game. The genre tends to focus a simple concept – you need a place to live, and in order to build that place, you need to collect material. As you improve said abode, you need to travel through more obstacles to collect different things.

Where the genre splits from this point is in the definition of the obstacles. Early games in the genre really pushed the PvP portion where people fought over a limited amount of resources. The next generation was focused heavily on survival – think thirst + hunger mechanics. The current generation instead seems to focus on environmental obstacles – substantial AI enemies or physical obstacles preventing progress.

V Rising straddles all of this, to different degrees. There is optional PvP (and the game is certainly balanced in this space). There are minor survival mechanics, you need blood to live and sun kills you. And the PvE construct puts bosses and other enemies as gating mechanics to collect more advanced material.

Your castle lair start off rather neat to start. Floors + walls = automatic roof which protects from the sun. It’s honestly super simple to get set up, and serves as an initial foray into base building. As you progress in the game, you unlock more options for the castle, which adds a decent amount of choice. Now, most games in this genre focus on the practical – you will build a box house, put stuff in the box, and move on. The customization/decoration part comes much later. This makes sense as those games allow you to have multiple bases, so that each future one looks different than a prior. V Rising only lets you have 1 castle, so the tools to customize come quite early – moving a castle is possible, and should be done once you access Dunley Farmlands.

And interesting bit of castle construction is multi-floor options, lockable doors (for PvP or servants), and truly having double the space you actually need to build something practical. The end result is that the majority of a castle can be constructed for pleasure rather than practical. You may not have freeform tools like Valheim, but it’s also not mud brick walls.

An interesting bit is the ability to optimize production buildings. Naturally, you will have a roof, which increases production speed. If you have the proper floor down (and 4 walls and no core), then the resource costs are reduced by 25%. That is not much at the start, but I can assure you that late game resources are a pain to collect, so any reduction is absolutely required. You can create multiple crafting stations if you like, though I haven’t found much use as I can’t manage to feed them enough to merit.

You can also build gardens, with plant seeds and tree saplings. The trees have some smaller use, though not much comparatively. The garden however, that’s something you want. Plants are needed for potions and some mid-tier item crafting – so anything you can do to reduce the need to farm material is a good thing. Ghost Shrooms in particular are a bottleneck at late game.

One piece I haven’t really tackled is the map, or more specifically where these resources are located. You start down south, move to the middle of the map and then reach out to various zones in a sort of hub/spoke model. Assuming you build a castle smack in the middle of the map, you’ll spend the majority of your late game farming runs heading west (silver, grapes, gold), north (tech, grease, batteries), and north east (crystals, shrooms), and finally, east (rifts for stygian shards). Getting to these locations isn’t terribly hard, what with teleport gates around. Getting BACK with your stuff is a right pain in the butt if you haven’t set your server to allow teleporting all material (please do this).

You will need to farm a decent amount in this game. Onyx Tears are the best example, as a final tier item needed to craft weapons – normally 3 per item. Each of these requires 9 different farmable materials, in differing amounts. Charged Batteries alone are a pain to collect (depleted ones first, which are drops, then charging stations to fill). The net effect is that when you reach ~80 gear level, you will spend your time farming material while waiting for rifts to spawn. It’s a cycle at that point, which is a different structure than almost everything up to that point. I suppose this is why PvP exists, because the farming of material to craft 1 item taking hours is not super incentivizing. To the stronger point, I would absolutely recommend using console commands (if solo) to spawn the top 3 items that are a major pain to craft that also do not drop (Shadow Weave, Bat Leather, and Onyx Tears). If only because crafting 1 of those items alone is about 30 minutes of farming, and you need much more than 1.

Now, the absolute great news in all this is that during the entire experience up until this farming cycle, your base will continually expand, you’ll be given a TON of customization options, and the feeling of being a gothic vampire with a damn cool castle/lair is fulfilled. I didn’t actually realize how much fun this part could be until I stepped into the shadows.

Foundry – Final

I’ve done it, or rather I’ve decided I’ve done it. I’ve shipped robots in exchange of space metal.

This whole thing comes out of nowhere, but its damn cool.

I thought I needed tier 5, but I was wrong. The end of tier 4 unlocks assembly lines, which allow you to complete a 10 step process to create and sell robots. You need to craft torso, head, 2x arms, 2 legs, merge them, weld them, and finally paint them, in a very interesting approach to creative game play. It doesn’t really work because actually selling the robots causes a tremendous loss of resources, and it’s clunky as heck, but damn if it isn’t cool! (As it stands, you should only create 1 robot to complete the quest, and do so manually. The Firmalite cost / return is effectively a sink.)

Tier 4 and Tier 5 (which I did unlock) bring new buildings, material, and processes to the gameplay loop. You need to access a new mineral that is only found in a vein (which itself requires a massive radar to detect – which looks friggin’ cool), a deep mine, installing a mining drill, and somehow shipping it back to your main base. This mining station requires power, logistics, and a transport ship. I forgot a few pieces more than once, ran out of foundations (needed nearly 1500 total) to get it running, which was annoying. When it did run, it was entirely self-sufficient though!

This new resource has a 5 step refinement process to make CPUs, which has unbalanced ratios between buildings. CPUs are used for tier 5 science AND the parts for robots, which is a weird pain in the butt to manage. A great target for refinement and quality pass.

It would be cool if late game mining had less friction/complexity. It would be even better if research didn’t take 4 hours to complete because getting more materials to the base is still too complicated. Tier 3 belts should not require 8 hours of research – and my solar farm to power everything dwarfs my actual production line. But at the same time, what IS here is damn impressive. It takes a tad too long to unlock the space portion (which is poorly explained and missing content) and way too long to get assembly lines going (20+hrs to get there), so that the rather unique portions of this game can truly come to light.

Final shot of the base, with barely a scraping of the robot part factory on the left. The bus lines still look damn cool.

I’ve sent in about 50 odd feedback submissions thusfar. Some are QA, where the information/labels are wrong. Some are bugs (belts that are close can do weird things). Some are related to balance (too many building types that do the same thing). And finally, some are more strategic (like how to optimize mining stations to make them easier to set up).

I’m quite hopeful to what comes out of Foundry in the long term. There’s already more here than most EA games, and the 2 new systems here have a ton of potential – Assembly Lines in particular! I wouldn’t recommend it just now, unless you REALLY LOVE production games, but I’ll certainly be back for another run at the next content patch.

Given that this is a relatively “niche” type of game, comparisons are natural. Satisfactory is its own thing, and while people will naturally compare, they have less in common than it may appear. It should however be compared to Factorio, which is the golden grandfather of the genre – everything up to tier 4 is a 3D interpretation of Factorio. If you’re looking for a 3D version Dyson Sphere Program is the top recommendation without any hesitation. Techtonica is another option that is about as close to Foundry as you can get, but still has quite a few rough edges to work out – I’d say it’s a good 6 months ahead of where Foundry is.

To close here, this game is a friendly reminder that AAA game studios bankrolling $300m dollar games, and then closing studios of amazing developers is just plain dumb. A small team was able to build a very complicated beast, and will continue to do so. Impressive.

Foundry – Part Drei

As I move further into the tech tree and unlocks, I’ve come to the fun “this is early access and not yet balanced” phase of the game.

Most production games are a balance of collecting enough materials, to feed multiple stages of production, all while having enough power to run the whole thing. You can’t truly full invest in any particular thing, as there’s often an upgrade that negates the model just around the corner. You just keep on plowing through, making adjustments here and there as new material is constructed.

Now, the fun part here is that the majority of the game can be run from a main bus, which allows you to produce a ton of stuff used for building. Do you need 40 boilers? Hell no, but you can have them on the side in a crate and never have to worry about crafting them again. But you’re going to need a crate with 1000 foundation blocks! In that sense, you can have the main bus simply run very long chains of materials alocg a crafting path, and then fork off what you need to create/store/augment the main belts.

The bus in the middle, solar farm bottom left, and space shipping building in that big thing (that is 10x larger than it need be)

An example is Circuit Boards. They are a mid-tier item, crafted from Electronic Components (which likely is item #4 on the belt as it’s early) and Polymer Board (an item crafted from oil, early in tier 3). Crafting Polymer Boards is best done close to where you harvest the oil, then shipping it all towards the main bus. And a quick off-shoot from the bus (the components) allow you to create Circuit Boards and then add those to the bus lanes. Other similar products are Advanced Machinery, Glass, Concrete and so on.

From there are two core challenges. First are in-line upgrades. Basic belts are needed for tier 2 belts, and tier 2 is needed for tier 3. You will unlikely make space for that issue and have to tweak the bus as a result as you unlock more advanced tech. Second is research cores, which require a weird set of materials that are not on the belts. It turns into some belt ninjitsu to get it to work, so the actual base construct of the bus needs to accommodate enough space between the constructs to add extra belts. e.g. build with flexibility in mind. These cores also need the main material per tier, which should provide a decision point. The lack of balanced ratios unfortunately prevents such events, and you’ll just slow down.

Balance in these games is notoriously complex. Production chains are complex, with multiple steps, and there are some core principles that need to be adhered to so that the experience is managed. Your mining operations should be relatively balanced, so that you know the effort required to open a new mine. The last mineral you unlock doesn’t follow this principle – you only need it for 1 thing, and each one of those things requires hundreds of the mineral to produce, but in a chain so complex that you can’t actually refine it in a smaller station. It means that logistically you are transporting time, rather than material.

One final bit here, with a cleaner bus set up, is that there are simply too many things that do the same thing. At my count, there are 5 buildings that use belts & pipes. They are different sizes and used for different end results (which thematically don’t make much sense). A great place to optimize!

Next up, tier 5.

Techtonica Pt4

Final post for a bit on this topic. I’ve talked about the mechanics and the math so far, and to a degree the limits of an early access product. The game is only in v0.3, which is two content releases from the basic portions. And in a game that is about production optimization, it is missing some key components to “make things clean”.

There are two core examples of this challenge.

First relates to constructing bases, meaning floors/walls and whatnot – not required at all but are about visual customization. There are about 30 items you can create to build a base, each of which uses a different set of material to construct. In practical terms, this means that you cannot practically automate construction of building forms and create each piece individually as you need it. This issue means that you need to haul around a lot of materials in your bag, and that if you need to experiment, you’ll end up with a bunch of crafted pieces in your bag that eventually need to be sorted out. There are two possible solutions here… building materials are split into 3 base items (concrete, steel, biomatter) and that you can “transform variants” of established pieces OR you can disassemble a piece into it’s base material to avoid inventory bloat.

Second is crafting tiers. Research tiers are a different thing, I specifically mean the two crafting tiers – Miners and Blasters. From the start, you have miners who give you basic ores, which can be refined in various stages to create every single item in the game. Eventually you unlock Blast Miners and Blast Smelters, which allow you to operate at scale – instead of 100 ores you need 1 slab, making it incredibly more space efficient. Most, but not all items allow crafting with tier 2 materials. Sadly, 3 things do not: Electric Motors, Steel Slabs, and Cooling Fans. Effectively that means that you cannot optimize those items without causing breaks in Blasting lines. The solution here is rather simple, there are missing 3 recipes and I could cut out a whole pile of spaghetti. I’m rather confident that v0.4 will have these, as v0.3 added others. I won’t rehash the Mining Charge math.. that has efficiency (and supply) issues.

This reminds me a lot of Satisfactory as the game added more content over time. Each patch had three types of changes : Quality of Life, Production Optimization, and Content. That game’s world is substantially larger, with way more than 4 node types. Satisfactory is finally going to reach v1.0, which has been a very long time coming. I still have some significant gripes with the game – that the engine is way too finicky (this is Unreal related and I honestly don’t think fixable), inventory sizes are too small (the mod is all but mandatory), transport across the world takes too long (this is dumb, put in a personal transporter), and that there are no tools to build at scale (I can’t fathom anyone playing past oil without this mod).

Satisfactory – Plastic factory, with weird angles everywhere.
DSP – a main bus with extremely clean lines.

Techtonica is different because it’s voxel-based, meaning that the world is naturally smaller, that spaces cannot overlap, and that tools to build at scale are less important currently as the end-tier material doesn’t need 100+ miners to build 1 item. Helping Techtonica’s case is that you can automate the construction of every single object – material and stations. Dyson Sphere Program is a closer comparison in terms of tooling/structure, though that game has a significantly larger scale that Satisfactory (and infinitely better tools as a result).

Similar to DSP, I can see myself spending 10+ hours per content patch in Techtonica to rebuild the world with the new tools at hand. If I had to guess, there are at least 3 content patches to go from here.

Techtonica pt.3

Let’s start with 2D crafting first and the grandfather – Factorio. Crafting stations produce X items if you feed it Y material. You want to ensure you are feeding it the most to get the most production. Factorio uses inserters to transfer items to crafting stations. These have different speeds, depending on type, and different ranges. At scale you will have multiple stations running from a single belt, but won’t be optimal without a lot of work.

Dyson Sphere Program uses inserters and they marginally slow down at range. However you can research stacking options, so that you get max reach and max speed. Crafting at scale here is extremely easy to achieve.

Satisfactory doesn’t use inserters at all and only relies on belt speeds. This is good for many reasons, mostly to offset weird alignment issues (and boy are there lots of those!) This essentially means that any crafting station will simply take in (and give out) everything up to its stated max, and allows for “buffering” of items on the belts. The challenge with this particular model is that you’ll need to work belt magic if ever you need to split items between multiple crafting stations if you are unable to produce MORE items than the belts can buffer. For example, if you create 100 iron ingots per minute and have 2 stations requiring 30 each, you’re fine. If you have 2 stations requiring 60 each, then you need to split the belts rather than buffer so that both stations work.

Techtonica uses inserters like Factorio but is 3D. The progression of the game has various inserter types:

  • Regular – these move items 1 distance at a rate of 20 per minute
  • Long – these move items 2 distance at a rate of 15 per minute
  • Filter – these move items 1 distance at a rate of 15 per minute, but allow you to select the type of item moved (which is about half of all crafted materials)
  • Fast – these move items 1 distance at a rate of 40 per minute. In most cases you are better off using 2x regular, if you have space
  • Stacked – these move a stack of items (3/6/9/12) 1 distance at a time at a rate of 60 per minute. Caps at 720/minute.
  • Stack Filter – these move a stack of items (3/6/9/12) 1 distance at a time at a rate of 50 per minute, but allow you to select the type of item moved (which is about half of all crafted materials). Caps at 600/minute.

(Note: as with other factory games, create an automated supply chain of inserters, storing 250 at a time. Basic Assemblers make 45/min, more than enough speed.)

When to use these is the key piece is the math part. One recipe requires 904.9 items/minute, meaning that you need 2 Stacked filters to even have a chance to meet the requirement. Nothing too complicated so far.

This is inefficient, as the inserters only support 30/min, but the output is actually 90/min. Stacked Filters are the ONLY option here, which don’t exist until the final upgrades. Meh.

When looking at having a main bus, things start off simple enough as long inserters typically have enough speed (if you put 2) to run 30/minute. At later points, especially with advanced assemblers, you need 100+ items inserted per minute. Creative needs call for creative solutions.

A larger space option that is 2D
This multi-stack option with vertical belts allows for very tight bus work.

I do like this creative aspect of the game, which is much more similar to the belt ninjistu of Satisfactory. The larger challenge is not so much building these things, but the lack of blueprint tools to repat them – an item only solved through mods in Satisfactory and yet to be available here.

Now, one caveat to all this, and it relates to Blast Miners. Through upgrades, you can get 5x the material with 15x the explosives, and at max level that means 60 explosives per minute, per miner. In fact, it goes 3x, 5x, 10x, 15x in terms of requirements for benefits.

  • Base: 5/ minute
  • 3x: 15/minute – a long inserter can do this well enough. The worst ratio and the best option.
  • 5x: 25/minute – this is horrendous belt ninjistsu
  • 10x: 50/minute – as bad as 25/minute
  • 15x: 60/minute – 1 fast + 1 regular inserter sending to a stack inserter, or you need belt magic. Let alone the fact that you can only realistically create 75/minute until you invest heavily in end-game automation.

For the 5x/10x variants: Option 1 = ignore the 25 per minute and only do 20, save the hassle. Option 2 = belt magic with a ton of splitters to break down materials across multiple belts.

The white numbers show how to get 25/minute on a single belt.
A much more compact version of above. 40 in, split to 25 + 15. Put in 80 and you get 50 + 30. Modern art and takes 5 minutes to build.

I am chalking this mostly up to Early Access foibles here. First, that the “end game” scaling has some really weird magic math, and second, this Blast Miner balancing act is trying to be fancier than it need be. I enjoy mathing stuff out. This one though, right on the edge of madness! Which I think is what keeps me coming back.

Techtonica v0.3

I picked Techtonica up in the Steam Winter Sale, though it launched in EA back in July. I’ve got something for production optimization games, obviously. It recently hit v0.3, which is all about efficiency, my kind of patch!

For starters, Techtonica is what Satisfactory (mod-free) would be on a smaller map and much, much less finicky controls. Factorio-3D to a large degree. This reduced scale improves accessibility, because you don’t need to build a 72-step factory in the early game that takes up all your screen space. Techtonica instead focuses on exploration and gradual automation. Progress is gated behind milestones, each bound to a specific station. You start with Lima, which acts as a tutorial. Victor is next, and the game effectively opens nearly every aspect here, and gives you the space to build a multi-floor factory. Xray is next, and that is about large scale automation with monorails. The milestones aren’t incredibly burdensome, you’ll need 200 of a given item and most production rates are enough that you can get buy with a half dozen harvesters. Compare this to Satisfactory where you needed dozens upon dozens of harvesters/foundries to get even the most basic elements running.

An extremely large quality of life feature is that the game is more or less voxel based, meaning there’s no real possibility of being mis-aligned or not clearly understanding how space is managed. You can’t clip objects, which re-enforces the mathematical optimization. Vertical belts (rather than super spaghetti) allow for cleaner and more optimized multi-story factories. The ability to quickly copy objects is the first step for blueprints (which really only matter in large scale things), and the replacer tool almost acts as an upgrade mechanic.

The main production floors. I really like the aesthetic.

Now, Dyson Sphere Program (if you turn off Dark Fog) is still the gold standard here, and Techtonica has some rather large QoL bits to figure out. Some items require tremendous amounts of material and the results can stack to crazy amounts (you’ll know when you make monorail bits), which makes it hard to manage crafting chains. Research is done through cores, which must be physically placed in the world, taking up huge chunks of room. Assemblers have rate inputs that simply cannot be met by inserter tools, certainly the long variants, which adds unnecessary puzzle mechanics and overly complicate production chains (you’ll need many storage containers to manage overflow).

Research cores in the back, plant products in the middle, power in the front. It looks damn cool when it’s moving.

One piece that annoys me to a great degree in these games is the concept of intermediary steps, especially those that are single material ones. The only purpose they hold is to create artificial time gates – or allow scaling when belts/inserters cannot provide. For example, Iron Mechanisms. They need 100x Iron Components. Those require 2 Iron Ingots, which come from 2 Iron Ores. Do the math, and each Mechanism takes 400 Iron Ores. Related, when you encounter one of these steps, your prior balanced production rates of say, 10x/minute now require 100x/minute, which means more scaling is required.

Now that is an issue with the genre as a whole, and if the tooling is there to manage the scale issues, then no real biggie. Again, Dyson Sphere Program completely knocks it out of the park when it comes to scaling tools, which Satisfactory is the lead-chip-eating-cousin. It remains to be seen how Techtonica addresses scaling as more content is added… because it’s not like you have infinite space to build with.

As for a roadmap, with “Desert MIRAGE” as a content point, I am assuming that open space may be on the horizon. Given prior history, it’s likely 6 months away. At this point, I’d recommend a watchlist rather than giving it a shot. It’s good, but unless you really love the genre and willing to have the odd bug muck-up an optimized belt maze, well… your library is likely chock full of options.