The Spatials Weird and Wry S.L. It's the year 5781 — and you have been chosen to build and lead a space station in a wild corner of the galaxy! Design i… $2.99 Buy Now Watch Media DetailsIt's the year 5781 — and you have been chosen to build and lead a space station in a wild corner of the galaxy! Design its rooms and corridors to make your crew feel at home. Receive hundreds of visitors who are hungry for the most amazing products in the galaxy. Explore 30 star systems and more than a hundred planets — all randomly generated for every game. Complete missions and discover new allies... and enemies! Fight for survival with a unique real-time combat system. Collect loot for your factories and equip your officers with the most advanced technology in the universe. Key Features: ■ Design a space station and watch your crew as they build it in real time ■ Receive visitors, cater to their every need -- and watch the credits flow in ■ Experience a randomly-generated galaxy with 100+ planets ■ Explore the surface of planets and asteroids ■ Find natural resources and items that your officers can equip ■ Engage in real-time combat with RPG elements Information Seller:Weird and Wry S.L. Genre:Role Playing, Simulation Release:May 05, 2014 Updated:May 07, 2019 Version:2.10.1 Size:141.9 MB TouchArcade Rating:Unrated User Rating: (23) Your Rating:unrated Compatibility:HD Universal PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #2 PeteOzzy, May 5, 2014 I'm very interested to see how this game plays out, the screenshots look very appealing! rIcHrAnDoM Well-Known Member Patreon Silver Nov 17, 2008 7,936 30 38 Steelworker/Welder Indiana, USA #3 rIcHrAnDoM, May 5, 2014 Yep, certainly looks nice. Is this a soft launch? PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #4 PeteOzzy, May 5, 2014 It shouldn't be - it's available in the UK as well as NZ; I was just too dopey to realise I was still signed into my New Zealand account before I made the thread lol. I'm pretty sure if the appinfo appears, that it's available in the US at least, but I could be wrong PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #5 PeteOzzy, May 5, 2014 Last edited: May 5, 2014 Blimey - this is not a game to be taken lightly! There's a lot of details to the space station building and just as much involved in away missions. I was cautious given the price tag that this would be a half-hearted Clash of Clans copy but this is oozing potential. I need to play so much more before I can give any real impressions, but I just wanted to reassure anyone worried that it was another throw away copycat. The only IAP I can find as well are a few currency packs and a doubler. This could be rather lovely Looking forward to hearing JCho's impressions too! rIcHrAnDoM Well-Known Member Patreon Silver Nov 17, 2008 7,936 30 38 Steelworker/Welder Indiana, USA #6 rIcHrAnDoM, May 5, 2014 Now the app info is showing up, unfortunately it iPad only. Thanks Pete VirtualBoyFreak Well-Known Member Patreon Bronze Apr 26, 2011 4,801 85 48 Spain #7 VirtualBoyFreak, May 5, 2014 This looks quite promising. I'll grab it as soon as I boot up my iPad. Chaos_u Well-Known Member Apr 2, 2014 586 0 16 God 1 mile away from your location #8 Chaos_u, May 5, 2014 Last edited: May 5, 2014 Subscribe to the TouchArcade YouTube channel PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #9 PeteOzzy, May 6, 2014 Thank you so much for the gameplay videos recently Chaos_u, always good having people do that! Kind of surprised this hasn't had more attention though I assume that's down to being an iPad exclusive. This looks incredibly in depth and exciting, it just could do with a better tutorial at the very beginning. Other than that, this seems perfect for the sci-fi nerd in me! carlosww Well-Known Member May 6, 2014 49 0 0 http://thespatials.com #10 carlosww, May 6, 2014 Carlos here! I am 50% of Weird and Wry and I do the programming, my brother does the art. For now it's an iPad-only game, yes. Doing an iPhone/iPod release would need a new UI, and we just didn't have the time or the resources. That being said, at a technical level, the game already works in iPhone. Its UI is just way too tiny. But people put up with 2mm buttons in Clash of Clans, so I don't know, really. Ours is a real time game so we guessed it wouldn't be usable. If you have feedback on this point I would really appreciate it! As for monetization (ugh this word) we would have really preferred to do a paid download with no IAP, but being an unknown team and our first game we decided to try to get as much people as possible to download and try it, and that meant free. That being said there is zero paid locking, gating or forced currency spenders. There's also no timers and thus no timer spenders. And none of that dual currency malarkey, there's only one level, and the currency you win by killing mobs is the same you can buy. You can actually ignore currency after you are all set up (but it's still nice to have, for example for creating new items in the collider or getting some very high quality stuff in the planet stores). The next version will have a small banner on top of the screen, which can be removed by purchasing the coin doubler (and purchases made with the current version will remove it too). Chaos_u, thanks for the video! For building up your station it is best to first lay out the corridors, then add rooms at their ends. We know we need to flesh out the help system a little better, it will improve in future versions. Thanks everybody for the feedback! icepulse Well-Known Member Aug 7, 2008 600 0 0 #11 icepulse, May 7, 2014 This is a great game. It brings to mind the old "Star Trek - 25th Anniversary" DOS game that fascinated me so. I'd like to see more creative ways to collect resources. Question: The Active items in the lower toolbar... I have one that creates a robot to assist w/ combat. But how do I use it? Can't seem to equip, and tapping it / dragging onto play field does nothing. Keep up the good work. carlosww Well-Known Member May 6, 2014 49 0 0 http://thespatials.com #12 carlosww, May 7, 2014 Yes, resource collection, processing and production will be a much bigger focus from now on. We wanted to do the combat system first because it's usually much more difficult to get it to feel right and balanced. The Servo, unlike other Engineer skills, works like a button (just like Scientist, Diplomat and Doctor skills). Equip it in an active slot in the Staff screen by touching one of the green buttons, then use the "Implant" button in the skills popup. Now you can land in a planet and it will show up as one of the two active skills for your Engineer. To use it just walk close to a group of hostiles and touch the button (don't drag it, just a single touch). Servo will spawn nearby. He attacks and moves on its own, it cannot be controlled. He also might not be the brightest tool in the box But hey he packs quite a punch! VirtualBoyFreak Well-Known Member Patreon Bronze Apr 26, 2011 4,801 85 48 Spain #13 VirtualBoyFreak, May 7, 2014 I downloaded and played last night, but I guess I was too tired to understand how it goes. I was overwhelmed by all the things I could so. I investigated a planet, made a room and a bed and... That's it. I'll get into it soon though, because I liked it a lot. Echtzeit Member Dec 20, 2012 9 0 0 #14 Echtzeit, May 7, 2014 Same happened to me, didn't know what to do. You can just keep exploring planets for loot or go for the first campaign mission to unlock new stuff and get a second crew member. Echtzeit Member Dec 20, 2012 9 0 0 #15 Echtzeit, May 7, 2014 Last edited: May 7, 2014 So, carlosww, I just landed on a planet with the mission to kill fauna, but there wasn't a single animal anywhere. Is this supposed to happen? I've played maybe an hour, but I'm quite liking what I'm seeing so far. Just the walk speed on the planet surfaces is a little annoying. Maybe you could implement a button to speed up time? As soon as your crew is spotted by a hostile enemy it would have to go back to normal speed automatically, of course. VirtualBoyFreak Well-Known Member Patreon Bronze Apr 26, 2011 4,801 85 48 Spain #16 VirtualBoyFreak, May 7, 2014 I did the first campaign mission (exploration) and got the second crew member. That's why I needed to build the bed mendoturtle New Member Apr 21, 2014 2 0 0 #17 mendoturtle, May 7, 2014 Very interesting, I'll get it and try it tonight! carlosww Well-Known Member May 6, 2014 49 0 0 http://thespatials.com #18 carlosww, May 7, 2014 Yes, we are seeing we need to have more/better guidance for players. It's a difficult balance because we also want players to figure out stuff on their own, but it's possible some of them are abandoning the game because of this. Basically you improve your station as you unlock new rooms and items, and by doing campaign missions you unlock higher level star systems. This is pretty much it! The station segment needs more content and deeper mechanics, we are working on improving it in future versions. Not at all! Was it the level 4 campaign mission (with a ! symbol), or just a side mission on a random planet? Either way you can reset the enemy spawns by leaving the planet and landing again. The terrain will be the same but fauna or enemies should be in a different place (and hopefully actually spawned). Also note that the mission objetive "kill fauna" uses a particular fauna image that may or may not be present in the planet, but you can actually kill any kind of animal to get credit for the objective, not just the one in the image. We are planning a teleport skill with a reasonable cooldown, so you can both move faster and get out of sticky situations easier. Thanks everybody! Echtzeit Member Dec 20, 2012 9 0 0 #19 Echtzeit, May 7, 2014 No, it wasn't a campaign mission, just one of them normal planets. Don't remember which one, but the surface was pretty small compared to others and fractured. On the topic of handholding vs. tutorial. You should at least be able to look stuff up optionally. You know, like a good old fashioned manual. What do seeds do, can I just put them in the recycler or do I hold on to them? Stuff like that is too important to be figured out by the player alone. bigjack66 Well-Known Member Aug 5, 2013 664 0 0 #20 bigjack66, May 8, 2014 Unremittingly tedious and too slow. It was like watching paint dry! You builders might like it. I don't have the patience. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 11 1 ← 2 3 4 5 6 → 11 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
It shouldn't be - it's available in the UK as well as NZ; I was just too dopey to realise I was still signed into my New Zealand account before I made the thread lol. I'm pretty sure if the appinfo appears, that it's available in the US at least, but I could be wrong
Blimey - this is not a game to be taken lightly! There's a lot of details to the space station building and just as much involved in away missions. I was cautious given the price tag that this would be a half-hearted Clash of Clans copy but this is oozing potential. I need to play so much more before I can give any real impressions, but I just wanted to reassure anyone worried that it was another throw away copycat. The only IAP I can find as well are a few currency packs and a doubler. This could be rather lovely Looking forward to hearing JCho's impressions too!
Thank you so much for the gameplay videos recently Chaos_u, always good having people do that! Kind of surprised this hasn't had more attention though I assume that's down to being an iPad exclusive. This looks incredibly in depth and exciting, it just could do with a better tutorial at the very beginning. Other than that, this seems perfect for the sci-fi nerd in me!
Carlos here! I am 50% of Weird and Wry and I do the programming, my brother does the art. For now it's an iPad-only game, yes. Doing an iPhone/iPod release would need a new UI, and we just didn't have the time or the resources. That being said, at a technical level, the game already works in iPhone. Its UI is just way too tiny. But people put up with 2mm buttons in Clash of Clans, so I don't know, really. Ours is a real time game so we guessed it wouldn't be usable. If you have feedback on this point I would really appreciate it! As for monetization (ugh this word) we would have really preferred to do a paid download with no IAP, but being an unknown team and our first game we decided to try to get as much people as possible to download and try it, and that meant free. That being said there is zero paid locking, gating or forced currency spenders. There's also no timers and thus no timer spenders. And none of that dual currency malarkey, there's only one level, and the currency you win by killing mobs is the same you can buy. You can actually ignore currency after you are all set up (but it's still nice to have, for example for creating new items in the collider or getting some very high quality stuff in the planet stores). The next version will have a small banner on top of the screen, which can be removed by purchasing the coin doubler (and purchases made with the current version will remove it too). Chaos_u, thanks for the video! For building up your station it is best to first lay out the corridors, then add rooms at their ends. We know we need to flesh out the help system a little better, it will improve in future versions. Thanks everybody for the feedback!
This is a great game. It brings to mind the old "Star Trek - 25th Anniversary" DOS game that fascinated me so. I'd like to see more creative ways to collect resources. Question: The Active items in the lower toolbar... I have one that creates a robot to assist w/ combat. But how do I use it? Can't seem to equip, and tapping it / dragging onto play field does nothing. Keep up the good work.
Yes, resource collection, processing and production will be a much bigger focus from now on. We wanted to do the combat system first because it's usually much more difficult to get it to feel right and balanced. The Servo, unlike other Engineer skills, works like a button (just like Scientist, Diplomat and Doctor skills). Equip it in an active slot in the Staff screen by touching one of the green buttons, then use the "Implant" button in the skills popup. Now you can land in a planet and it will show up as one of the two active skills for your Engineer. To use it just walk close to a group of hostiles and touch the button (don't drag it, just a single touch). Servo will spawn nearby. He attacks and moves on its own, it cannot be controlled. He also might not be the brightest tool in the box But hey he packs quite a punch!
I downloaded and played last night, but I guess I was too tired to understand how it goes. I was overwhelmed by all the things I could so. I investigated a planet, made a room and a bed and... That's it. I'll get into it soon though, because I liked it a lot.
Same happened to me, didn't know what to do. You can just keep exploring planets for loot or go for the first campaign mission to unlock new stuff and get a second crew member.
So, carlosww, I just landed on a planet with the mission to kill fauna, but there wasn't a single animal anywhere. Is this supposed to happen? I've played maybe an hour, but I'm quite liking what I'm seeing so far. Just the walk speed on the planet surfaces is a little annoying. Maybe you could implement a button to speed up time? As soon as your crew is spotted by a hostile enemy it would have to go back to normal speed automatically, of course.
I did the first campaign mission (exploration) and got the second crew member. That's why I needed to build the bed
Yes, we are seeing we need to have more/better guidance for players. It's a difficult balance because we also want players to figure out stuff on their own, but it's possible some of them are abandoning the game because of this. Basically you improve your station as you unlock new rooms and items, and by doing campaign missions you unlock higher level star systems. This is pretty much it! The station segment needs more content and deeper mechanics, we are working on improving it in future versions. Not at all! Was it the level 4 campaign mission (with a ! symbol), or just a side mission on a random planet? Either way you can reset the enemy spawns by leaving the planet and landing again. The terrain will be the same but fauna or enemies should be in a different place (and hopefully actually spawned). Also note that the mission objetive "kill fauna" uses a particular fauna image that may or may not be present in the planet, but you can actually kill any kind of animal to get credit for the objective, not just the one in the image. We are planning a teleport skill with a reasonable cooldown, so you can both move faster and get out of sticky situations easier. Thanks everybody!
No, it wasn't a campaign mission, just one of them normal planets. Don't remember which one, but the surface was pretty small compared to others and fractured. On the topic of handholding vs. tutorial. You should at least be able to look stuff up optionally. You know, like a good old fashioned manual. What do seeds do, can I just put them in the recycler or do I hold on to them? Stuff like that is too important to be figured out by the player alone.
Unremittingly tedious and too slow. It was like watching paint dry! You builders might like it. I don't have the patience.