I have almost 1.5k hours in FTD, and I've gotta say, it's one of those games that either you don't like too much, or something in it just clicks in your head, and once it does, you can never really go back. The controls are honestly one of the best parts of the game (good enough that it seriously harms my enjoyment of other building games) and the level of customisability that it allows for, especially with aesthetics, is near-unparalleled.
Same to most of the things, however I think the campaign is just mediocre, especially with how poorly large battles run. I tend to spend just about 100% of my time in designer, even though I would like to try something like a campaign.
Yeah they've optimizing it for one on one battles, and not like optimizing for a strategy game. I feel you can't balance an artillery unit with a brawler, no matter how you try. You also either be a member of a more experienced community which can help you, or take apart a lot of vanilla and downloaded units of your preference. BUT I must say it's extremely fulfilling when a unit works at last exactly as you've planned. Just try to build a flying submarine, which stable underwater and in air bot - yes I must have rearranged the full armor to be neutral buoyant, bottom heavy, while placing propellers and jets both to push the unit efficiently forward without propulsion-cross fighting (that is when you need a nose up propulsion, because forward jets push it downwars, for example). Ps: I haven't subscribed, but commented and liked. :)
Space Engineers: My friends told me that at last the devs optimized it, and now it runs better with lighter hardware requirements than before. The way playing it for a long time is in mods, as it has no story and no real enemy factions. Mod management is great, when you wanna connect to a server it automatically downloads all needed mods before connecting to it. Also take care as the units are prone to be hurt in case of a crash, like in a moonlander-game.
Huge space engineer fan here. It's actually something you can get a good understanding going in about 30 minutes. It looks like it's a lot more complicated than it is. Splitsie on youtube has a some great bigger videos.
I'll check them and a few others out, kinda disappointed to learn that it's pretty much exclusively a multiplayer game though to be honest as I just don't spend much time playing online anymore.
FTD is better imo as far as making things go, theres an added cool factor to seeing a ship you designed with guns you designed and tweaked being controlled by an ai you tweaked for hours to perfect absolutely demolishing an enemy ship that Space Engineers just doesnt have. The "press a button and watch your creation survive" is oddly more satisfying that actually having control over the vehicle (even though you can take control at any time)
It's honestly probably the best "build ship" game to date. Every single other competitor like Space Engineers is simply you assembling pre-made weapons and such into various shapes while bending the knee to their many requirements and limitations, such as power requirement or X empty blocks behind thrusters. While you can do the same here, you have the option not to. The way you build is also vastly superior to anything else i've tried. Can go from nothing to creating a power-house 120 meter long destroyer in like an hour. Space Engineers is also in a poor state right now. Buggy, long lasting netcode & server issues still not fixed and a lot of mods are still not updated since the recent patch leaving many servers offline or busted.
is there actually any single-player to Space engineers (other than building for the sake of building)? To be fair "Build ship" is a pretty small genre but yeah it's absolutely the stand-out game in it.
@@HazzorPlaysGames No, there's nothing in the SP besides building stuff in Sandbox. Space Engineers has been made with a strict multiplayer focus. The technology that the game is built upon originates from a previous abandoned (and very obscure) title called Miner Wars 2081 which is still on Steam and that one was made for single-player and """technically""" has a campaign.
@@HazzorPlaysGames Space engineers doesn't have a gameplay loop, though the bar of entry to build is much lower. In SE you work at it for a bit to get to space, to the moon, few other planets for all your ressources, and then it's having to program stuff and senselessly mine and fight ennemies that are too weak. Most people rely on PVP To fill that in, or mods with custom encounters.
I thought that too until I discovered Avorion on steam last year, I think most people watching these videos would enjoy it too so take a look if you're looking for a build ship game that has actual content compared to space engineers
the robbaz videos were such good content. yeah it took many hours to just make a few minutes of vids, but I have rewatched them all several times and the videos are still entertaining. economically it makes no sense to make content that way, but I have a deep appreciation for the resulting quality. they don't just make the game look good because they cherrypick the best parts of so many hours into a dense video. robbaz actually liked that 'boring' part of the game, or at least gave that impression, and the videos were his way of showing the cool stuff he created. a lot of other variety content creators play a bunch of games and don't always have that passion to get into them like that and they have to meet a quota for vids which really takes away from the entertainment value sometimes.
oh yeah you're totally right, I've watched Robbaz play FTD and the various other games like it on stream for ages now and he gets WAY into building and placing "scrim scrams" all over his creations for decorative effect in a way I can never quite match.
A very good and honest summary of From The Depths. I have around 2000 hours in it over the years and still come back for more. The depth and complexity you can get to is the magic of the game. Sadly, many people have too short an attention span to actually learn it and the comment about engineers liking this game is pretty representative of the playerbase.
This game teaches you patience; I am so glad I spend like 300 hours learning the game before I build anything decent and now It is the game I have the most fun with.
I have almost 1000 hours in the game at this point, and that's somewhat common in the community. There's definitely a lot to learn, but luckily the game lets you learn it in pieces. For example, missiles are relatively easy to learn and quite powerful. You can get really far with them being the only weapon you know how to build. Then when you're ready to branch out there are plenty of tutorials out there and people willing to help on the Discord. The game also has many prefabs to use until you can make your own components. Sadly, as another comment mentions, the in-game voiced/interactive tutorials are quite jarring and for the first few hours you're hit with information overload. I actually got the game a few years ago and quit after less than an hour in a similar fashion to many. It took watching more videos and finally deciding it was something I wanted to play enough to push myself up the learning cliff for me to give it a chance, and obviously I've loved it ever since.
I have a tendency to shy away from missiles because of just how powerful they are early on, which I know is bad but I can't help being that way, advanced cannons are so much more satisfying. if anyone asks I'll just say I'm trying to be more efficient with materials... (whilst spending 100K per turret) I actually never bothered with the in game tutorials, most developers are terrible at making them since they're so deep in their own work that they don't know how to describe it to anyone completely new. Like you I spent far more time watching the game and videos of it before actually getting back into it properly.
Ah yes missile spam, the best bad weapon in existence. Missles can pack a huge punch compared to other weapons, but in terms of action and gameplay, they are the worst, AD cannons and cram are the best, lasers are good, pac are bad, and missles... Yea Great game though
@@dusty4896 afaik missiles are way better than APS. But also, like, they have the lowest hit rate or you gotta heavily invest damage potential in actually not immediately being ahut down by active or passive countermeasures as missiles are the easiest to counter weapons system. And when you use a missile that can get through all that,(usually thump/reinforced frag/HE) missiles end up with similar dps to aps. Crams though afaik if you dont dodge em they're broken powerful. Either dodge or they're the best weapon.
I've known this game ever since It was released and never stoped watching ftd videos, both robbaz and lathland included now that I got older last year, I finnaly bought it and yeah, even after a year, alot and alot of free time is what you need, maybe even talk or communicate with people, I've met a person who had 100 hours of gameplay but his knowledge was on par to something like 300-400 hour player because he met some good people, and even still, hes learning some things from me aswell, its just the speed you learn things in this game that you will sometimes become overconfident in some things like liking 30000 kinetic damage but 8 ap which I tell you is very bad unless you're fighting a giant ship made out of wood or forgetting that signal processors are an outmost importance but in the end of the day, it is still fun, really it is sad to be the truth that it takes alot of hours just to get a little amount of content in this game, just because of getting an idea for the craft-designing it-weaponry-engines-remarkably extremely long test runs again'st other ships. Another sad thing is, depending on your pc, the game will litteraly torture your pc if you make something extremely big or not refresh the game for a while and because of that or even the lack of content aside from workshop campaigns its litteraly holding back the popularity of this game. It is indeed a game made for people who likes to be something like to feel like an engineer, design, see stuff explode, and other things. Well worse case scenario you'd rage at the 2-3rd tutorials which many share the feeling and even make a bad review and outright quit, which is what litteraly happens alot and alot alot. I really love this game due to its complexity, and that complexity is what makes the game so flexible on what you can make, And if you really have alot of free time, this is the perfect game for you in the above mentioned.
As per that 100h example player, you can learn to build at a basic level after a few hours and master a lot of it after a few weeks of having the game and playing around and talking to people. But it takes focus instead of letting the game fizzle out in the back of your mind. I've 4000 hours and I can say having mastered most of the game building is insanely easier than other games. In SE, or really any game, a good looking battleship is a lot more work than in FTD. and in FTD the vehicle will do what you **Want** It to do given you have the skill, and not what the game decides it should. As you learn the game it'll feel like the limits are stricter and stricter, but past a certain skill level you start realizing everything you can bring to your advantage to make the most nonsense vehicles work and fight in groups, alone or in a fleet.
1200+ hours is and about half of that is in adventure mode which I highly recommend. Once you begin to survive (you will need some luck in the beginning) it gets very very addictive.
How do you even begin to survive adventure mode? When I try it's like I get sent 30-40k cost enemies before I can even build anything. I tend to exclusively play designer though.
Knowing how to make something with a stong set of initial cheap weapons and building from there, I usually started adventure mode with a few of the standard cannons, 30mm or whatever they are, then make either a missile system or an advanced cannon. It's been a while since I've played though and i think adv cannons got reworked?
@@Kav. Get propulsion up and running and find a green gate a.s.a.p. There you can focus on finding resource zones and build a cheap missile system for your initial defense. From there on build and expand and ALWAYS chose the battles, if you see an enemy that's to difficult chose to run and survive to fight another day. It's all about picking your battles in the beginning. Hope this helps you get started and soon you'll get hooked on the fun this mode can bring.
As someone with 1.5k (and climbing) hours in this game, its nice to see someone relatively new to the scene make a video on it, usually the top 3 are robbaz, lathland, and borderwise, that last one being someone im not much a fan of (sorry borderwise.) I initially found the game in my steam queue and shortly after discovered lathland's (at the time) ongoing campaign series about it, and fell in love with its both complex yet unique nature. Ive been with the game i think just a year after it launched, and ive seen the death and birth of so many different mechanics (the material merge, custom cannons becoming cram cannons, the age of the advanced cannon, steam engines.) Anyways its safe to say you've piqued my interest with this video, thanks. (Also space engineers is less enjoyable if you're alone and not modding the game, but multiplayer has always had massive server lag issues bar very small servers, its a 50/50 if you really enjoy it or not.)
I really like how much flexibility you have with what you want to make, and how much depth there is in the multiple systems. The learning curve is a bit of a sheer face if you don't know where to start, but once you get going you really get going. I think the game probably needs more/varied content but it's absolutely worth it to pick up.
Honestly same here, played adventure mode before starting the campaign and it would be really great if you didn't end up waiting 3 years for enemy craft to spawn. Made a sub in it that I still find use for occasionally.
I have about 1500 hours, and I'm still improving. The channel "Borderwise" is a super wholesome New Zealand player who has many tutorials that help new players, or even middle-term players. Anyone who wants to get a leg up on that learning cliff would do well to watch some of his videos.
> *Spawns in adventure mode* > *Immediately flips over* > *Quits and restarts instead of building a lead counterweight* Ah yes, the best decision. That aside, there are a lot of good points in this video, I bought the game a month ago after having watched content on it for like a year and a bit, and after a rocky first few days getting the hang of the building controls, I have been utterly addicted to it. It's very pleasing to my inner engineer. My crowning achievement of a craft so far has been a 500k hydrofoil dreadnought, that chugs away at 60m/s whilst broadsiding with 7(4 forward, 3 aft) double firing piece 500mm 8 meter loader advanced cannons, has 16 30mm CWIS chain guns, a huge cluster torpedo, medium VLS systems and, because I had room I didn't know what to do with, an internal hanger bay that drops a 50k submarine into the water if an enemy gets within 4500m. The entire thing is electric and steam powered(The main engine power during combat is steam, it generator turbines to recover steam into electricity) and it can run for 50 minutes out of combat on the electric engines alone. And yet I still feel like I have more that I can do, and more that I can learn.
I think the designer controls are one of those things where it's just about different design paradigms. mouse driven stuff is the mindset of easier to get into at the expense of how useful it gets especially with more complex tasks, whereas the keyboard driven stuff is about pure utility (and simplicity in a sense) even though it can end up with uses needing to keep a lot in mind to get anything done. I played a ton of Dwarf Fortress as a teenager so the central idea of all the navigation and stuff being keyboard based didn't bother me too much, plus FtD has full 3D rendering not just 2D slices of a 3D map so I'm not sure anything else would even work.
Ftd without keyboard controls would be a much poorer game. It's the thing that takes it over the edge into a zen building game for me. Vs something like terratec where I feel like I'm fighting the (building) controls as much as the enemies.
Speaking as someone that has played the game for over 2000 hours since 2015 this game is incredible when you are involved with the tourney building servers, or run campaigns with restrictions... and I fully agree on the engineering thing :D
I have about 2k hours in Space Engineers over like 7 years. The game, ras a building game, is *extremely* good. However, singleplayer can be directionless at times, so I'd recommend playing with friends, or on a server. (Kind of like Minecraft)
You forgot power storage/generation. It's kinda the heart of a craft. It keeps everything from aps railguns, to lasers and jets running. Also you brushed over the endless world of fully custom breadboard ai control. Basically ittt meets a spaghetti bowl.
Oh hey cool to have you pop up here, yeah I needed something that looked cool with lots of guns, I never really mastered the art of making ships look good yet so just nicked yours to use for those shots instead lol. Thanks for the kind words, appreciate ya.
I would like to share something, if you use pistons, set them to extend a small amount, replace the area of armor around them (you can now place inside other blocks) you can create immense op armoring by stacking multiple layers of metal inside each other, but with each layer slightly displaced so that attacks don't damage multiple layers at a time I made a small ship like this (only 43k mats, 3.3k volume) and it can beat ships many times stronger than itself.
Honestly I like playing through campaigns with other peoples vehicles, slapping haphazard modifications to them and trying to see all the little tricks they have is fun for me.
I love how everyone's pouring out about their love story with FtD. Btw I think what the game sorely needs is some fresh and thought out game-modes, both multiplayer and singleplayer. It has a very solid shipbuilding mechanic, the combat is above average and the AI's serviceable but it needs to weave them all into some better gameplay interactions, the game modes available in the server lobby are definitely an afterthought.
As someone with almost 2k hours in this game, it is a game that nobody loves, but still has a die-hard fanbase. It may be a pretty lack-luster game (especially its campaigns), but it has grown a very diverse, very skilled community over the years. I can't help but look back on the game fondly, and I still play it from time to time as well.
I had a similar experience, I've been wanting to play ftd more, but I find it difficult to make time. Robbaz also introduced me to the game all those years ago. "Where are the videos, Robazz?" 😅
I'm nine months late to the party. I've had a love-hate relationship with Space Engineers. It's one of the few games that manages to successfully tackle the "spaceship building Minecraft-style sandbox" prompt in a way that's fun and engaging, but does so with an engine that's literally built by duct tape, clown jizz, and bad ideas, coupled with being run by a dev team who's lead likes to change his mind every time he reappears from his investor hole despite barely touching the game he supposedly started.
FTD is very good. It's a bit rough at the edges, but the payoff of that delayed gratification when you see something getting absolutely shredded by your main gun is something that makes you happy for the entire day. I found the keyboard building mode useful for prefabs and stuff, or precise manipulation deep inside a turret or your ship's armor, but for regular building, the mouse mode (press F3) is better imo. It's a very deep game with a brick wall of a learning curve, but if you like the idea of tinkering with armor trying to negate the HESH spalling, for example, this game is for you.
@@NearQuasar Sadly, never got to experience it xddd I really need to make a ship that doesn't lose turrets from one hit, when you think you've armored it enough
I've played many sandbox building games over the years from Space Engineers, TerraTech to MachineCraft and if you look carefully you can find absolute hidden gems of a games in Roblox like Plane Crazy. I've spent over thousands of hours in these games combined and it's only recently I've started thinking about getting FtD, thanks for the review.
The most fun I had in the game was the time I spent contributing to a Custom Campaign. It was an overly ambitious project that's now sitting in design hell with a couple hundred outdated craft that need to be scrapped or redone to meet the changes the game's gone through since the start, and maybe one or two people still interested in it. Despite that, I would not have traded that time for anything, from the collaboration with over a dozen other creators to the challenge of meeting the balance between aesthetics and combat prowess, something like that I've only been able to find in FTD and hear about in some Space Engineers games. I'm sitting at over 3000 hours, and yeah, I have the kind of brain structure that can sit there night after night refining the same goddamn craft, so it feels like the game was made for me. Been playing since at least 2016, and hopefully will keep going, thinking of starting my own CC with more streamlined goals but we'll see, it's a game with an ever-bright future so I hope it keeps getting developed for a long time.
Heyo, 2k and the half hour gamer boy of the FTD here, here to say two negative thing about FTD One negative: As someone who does enjoy building stuff, i find myself realising how stupidly long some of the building can get, and making a custom campaign is gonna be a HUGE undertaking without having a team of builders. Altho the long building times can be fixed by something that is already in the game, It's called a prefab. You can make a box that does stuff, save it as a prefab and use it for later. Martincitopants made an FTD adventure mode video that talks about prefabs. I honestly wish i used prefabs more often, especially the prefabs i made, so much time would've been saved if i did so. Second Negative: Altho not quite as often and less likely today, there was a time when updates can and will screw up old vessels made in the past, The biggest example is when Engines used to be the only thing that powers alot of vehicles, alot of old an ancient builds like the Devils Curse, and any power hungry vehicles that couldn't fit a steam engine into it without some cheese But other than those two negatives, From The Depths is easily one of the best Vehicular war games i have seen, some can come close to it, but none are as rewarding and creative as from the depths, you may not be able to build a worm that digs underground, but you can build a giant Eastern Dragon that slithers in the sky, and that is pretty epic!
I can't even fathom the effort of making a custom campaign, but i can see why you'd want to do it as the end result would be great. I can see your point about updates breaking vessels and such. Isn't the current rumour thay CRAMs are going to be overhauled again?
@@HazzorPlaysGames Did not know there are rumours of CRAMs are going to be overhauled again, altho i doubt that would happen (maybe its because im more of an energy weapons kind of boy), but dedi blades are getting a replacement with propeller blades, you don't actually haft to replace your dedi blades since they are not entirely removed, but you have an option to replace it with the propeller blades when the new update arrives
Just something mentioned in the comments of a borderwise video to be honest and i didn't look into it further so could be nothing. I like a big finisher CRAM alongside a load of smaller chipping weapons.
FtD has pretty much been my go-to game for a looong while now. Its learning curve has been accurately compared to a burning cliff, covered in bears, but it's much easier to learn with a more experienced player to show you the ropes (which is how I managed to get my friend into the game). It's an absolute time hog, and it still has a bunch of issues (especially with multiplayer), but it's a fun game with a lot of depth regardless!
Honestly space engineers feels like a smaller but much mote polished version of from the depths with an interface That doesn’t give me eye cancer and a smaller set of blocks but a huge modding and pvp community around it. And space has the potential for some really cool builds without the constraints of gravity. I once spent 100 hrs designing a heavy armour dreadnaught and have since spent at least as much time adapting it for survivsl gameplay, adding expansion modules, playing around with mods, building variations on the ship class with different roles in mind and much more. The option of stationary grids adds the possibility for building bases or space stations while large and small grids give options for small (fighter) crafts and at the same time enormous capital ships that don‘t need to be painstakingly built from microscopic blocks. Overall 8/10 game, deserves more attention than it gets. There also are somewhat sophisticated rumors of a space engineers 2 in the works with really interesting stuff and better simulation.
The divide between Space Engineers and From the Depths is clear. Space engineers is about building toward optimizing survival/exploration, while FTD is nearly completely focused on engineering (aka, optimizing killing machines) with a touch of RTS.
With a few thousand hours of Space Engineers under my belt, From The Depths is definitely the more complex game. I'd say it's better for players who like designing their stuff in depth. Space Engineers has very simplified physics too (to the point we call the sound that hearlds it the god Clang) But internal system design is extremely simple. This is better for more casual building though since you don't need to focus on optimization so much as making sure something isn't too heavy to fly. From The Depths is immensly complicated, to the point of having a few hours of tutorials it will kinda push new players into. While they can be ignored, each individual detail of a ship has real effects that can impact whether you will win or lose a fight. It even has a coding interface for AI, if you really want to dig into your control of the craft. To be honest, I feel calling combat hands off is a bit disingenuous. You absolutely can try to do everything manually, but with how heavy your ship design impacts performance and the complexity of different weapon systems and how they work... You can at best use 2 systems simultanously along with movement. It's very nice to be able to do everything without touching the mouse at all though. You can set your camera up as a disconnected overhead view, and click and drag for orders, or you can just use it as your natural viewpoint while sailing your ship, driving your tank, or flying your choice of flying machine.
Now that the automation uodate has just released , it's a fantastic time to jump into soace engineers. I have played it for nearly 4000 hours since early 2014 and i have barely scratched all possibilities of creation. I won't list the differences between ftd and se, but suffice it to say that if you got a ship working properly in ftd then se should be a walk in the park in comparison. And yes, Splitsie on youtube is a fantastic content creator, either to learn stuff, get ideas or just have fun watching him and his accolyte Capac do all sorts of shenanigans. Thanks for this video by the way, you encapsulated my feeling very well about ftd, except that you got something going after 100 hours whereas I'm still in the tutorial for the 30th time after like 300 hours.. guess I'm not a professional engineer like you 😅 P.S. Love your quoting of Robbaz. P.P.S Space Engineers has the best modding and overrall community I've ever seen. I'm sure you'll enjoy it greatly
Seems you're still new to FTD (im still finishing tutorials at 800+ hours). You should check out the arena discord and see what the compeditive scene is like. Personally i think its where the game really shines and its also the only place you'll see real mechs (noone but me seems to know how to build "campaign legal" mech legs or if they do then like me they havent bothered to submit any designs)
There's an alternative control set for both mouse controls and fixed directions in building. I use fixed direction all the time because camera screws with my head.
I think a lot of people talk like that because they don't grasp new things quickly and assume the same must be true of everyone, if you do have a capacity for learning and already have some decent mechanical understanding of what the game is then 100 hours is more than enough to have a good time and at the very least be able to build vehicles capable of doing well in either adventure mode or a campaign, even if you're not writing LUA to aim missiles. I've talked quite a lot before about how silly I think the modern levels of hourcount elitism are, people get such a hard-on for one-upping people on the amount of time they've spent playing a game and denigrating other people based on their count. "Oh you've only played 300 hours of Rimworld? just finished the tutorial then I guess" and comments like that were all over my first Rimworld video because I said I had played a lot and showed a count something like that and I just find it to be such a boring and unhelpful culture. Sorry for the small rant when you were just making a joke, but you can imagine I get a lot of comments along this line and ignore them so unfortunately I randomly chose yours to respond to.
@@HazzorPlaysGames The only game I officially have 10,000 hours in is Majesty, and that's only because I was spending 2/5ths of that time looking at things in the map editor back when I still didn't know how to read, after that it was mostly replaying the campaign and banging my against the PvP wall.
@Hazzor I personally love space engineers i’ve got over 3k hours in it, with at least 1k in single player. One tip I have for you if you do play is at the beginning if it works it works don’t care about how it looks at the beginning and just get the basics done. Also I would love to teach you the ropes if you can’t understand somethings.
If FtD had realistic physics the game would be too hard, you'd be limited to ships and small planes if you're like me, veterans might make an airship or a helicopter but doing much more would be impossible. You were right about how the bizarre physics are just so you can make whatever the hell you want, making a huge airship that probably weighs about 2000+ tonnes is the greatest enjoyment ever. One more thing to people seeing this game for the first time, there are mouse controls for designer just press F3
Another 1k+ hrs FTD player here (550 in steam and a lot on pirated back in the days(bought game for at least 4 my friends by myself, hope that justified my pirate past xD)) Can say this game can be super-fun in coop gameplay, especially where you compete with each other which whole vehicle/weapon idea is weirdier :D I just amazed by how much tools here to create any sort of stuff of any degree of weirdiness, and how convenient they is once u used to it, and it becomes better over time Just recently, after prolonged period without FTD, started playing again with friend and was amazed from the fact that, from bare idea to create hovering combat-capable ship with ~150m/s speed and 1000+ bullets per s cannon(s) (just for fun) to complete, working - able to move and combat by own and even not shitty-looking design it taked from me just.. 6-8 hrs of somewhat lazy building process?
Know the comments late but about space engineers. I wouldn’t start know try and wait for a faction or encounter overhaul as currently I have a world with a fleet that my friends and I built and no one to fight or just random small transport ships
I'm very interested in the game. Sadly I'm lacking the "whole lot of free time" part. :( When I was younger I used to play so many building and engineering games and got lost in them for days, building the most intricate things. Nowadays I start something up, try and build something for an hour, notice I don't have time anymore and leave. This also impacts my creativity as I feel like I've lost a lot of it over time. Either that or I just can't access it anymore due to the lack of time or some other reason.
Damn son, if you like FTD you're going to love Space Engineers!! There's a great deal more to design, form, function, aesthetics possible in SE than what FTD offers. Further, SE offers multiplayer servers of all stripes. Want to design and test, join a creative server. Want to be a pirate, or hunt pirates, join a PVP server. I've got nearly 9k hours in SE and have yet to burn out. On top of that, I've made great friends from all over the world whilst exploring the universe in SE. Come join the fun!
Honestly space engineers is really easy just hop into it on a day where you can just figure it out and next thing you know it’ll be two days later and a massive base and ships
I had the same experience time wise with FTD, had it for months but never really played it much and then eventually it just clicked and suddenly it became my most played game on Steam. I found that i learnt faster playing Adventure mode than playing campaign, though back then Adventure Mode was a way more brutal experience compared to the latest versions of it 😂 Regarding Space Engineers, its also really good fun and has way better vehicle physics (but no water ships without mods although Space Engineers pretty much needs mods) however even though i played about 700 hours in solo survival i will admit that you feel the lack of MP if youre playing offline or solo, the game feels empty in away that FTD doesn't. Also FTD has a way better building mode keymapping (the mouse mode setting that is)
Space Engineers is okay. I probably have more time in it then FtD, but that's because I am a serial "start new survival run" guy, or at least I was. You can do some interesting stuff in it for sure, but it's geared more towards resource mining than combat. I would say SE is too sandboxy for my liking, but there are some interesting war campaign servers and stuff (The Last Bastion does campaign stuff every month or so if I remember right). If you like the nitty gritty engineering stuff, I'd keep an eye on Stationeers over Space Engineers. I've had both for years, but Stationeers is getting a sort of re-write or overhaul right now, so waiting to jump back in until they stabilize it a bit more.
I know this is a year old but you 100% need to pick up Nebulous: Fleet Command while also informing your friends and loved ones that they won't be hearing from you for a few weeks.
Hahahaha, this is quite accurate for someone with a seemingly limited number of hours in the game... and that metric is indeed completely skewed compared to the average game. Anyway, this was refreshing. As for Space Engineers, it's alright. I've played more hours of it than I can justify. It feels empty unless you've got decently dedicated friends or a multiplayer server you enjoy. Contrary to From the Depths, there's very little to fight against both in terms of raw survival elements and it terms of actual spaceship combat. That said, if you're the kind of person to enjoy overengineering stuff based on unlikely scenarios, it can still suck you in for hundreds of hours. As a content creator, I'd say it'll also have the same problem as FtD: hours upon hours spent in game for 15 minutes of footage or make hour-long videos and only rally the most hardcore part of the fanbase.
In FTD, anyone under 500+ hours is sort of a rookie. Excluding the amount of time crawling through YT tutorials. At least that was the case when I was still playing
1k hours in and lua/breadboards still mystify me. Only recently started to modify other people's programs, but oh boy its like being brand new to the game again.
Space engineers is great and all. BUT, it suffers if you've played from the depths. SE's biggest issue is the sheer lack of even rudimentary automation and credible threats. there are mods but none of them come anywhere close to the functionality that is native to from the depths and none of them are in any way as user friendly. both have interesting and functional building optimizing and engineering systems, its just that from the depths then lets you assign purpose to the craft through the AI system and the in game logistics requirements, space engineers is entirely role play driven on that front. its pretend purpose. the ability in FTD to get in deep on a vehicle, design it all the way up from the very guts and the subsystems is somewhat shared with SE. but where FTD can then zoom out and use your personally designed vehicles in an RTS capacity ordering multiples to be built and battling them in large engagements, SE just doesn't have that capacity (yes you can make auto-ship printers but you still control each one individually yourself). there are no real factions with territory to wage an interstellar war, theres no reason to stockpile the resources or build a fleet of particularly different capability vessels. you just build a ship with some ancillary utility craft for personal use (no ai control) and proceed to kill random encounter pre built spawns that have no construction yards no logistics they just suddenly arrive preformed as a warship. apparently the game "Avorion" solves some of the rts and conflict issues of SE but does away with the first person avatar gameplay entirely more for a more vehicle 3rd person control, though not personally tried it.
I think one of the most annoying things about this game is just making a plane, I can not fathom how long it took me to just build one that functions correctly and doesn't just make sweet love with the ground
Me when, I'm 2k hours deep into this incredibly unique game. Its the only one of its kind and will likely stay that way, given how many newer games are kinda dogshit. I should also mention that FTD is one of those games that you need to sit down and WANT to learn it. At first its very complex, but once your into the game its a cakewalk. Your brain and imagination will likely never want to calm down as you would want to do so much with so much. I got a friend into it a few years back, he was def having a hard time, but I taught him and as time progressed, he has become addicted. Just like me haha. Its an amazing game and perfect for those afternoons where you would like to relax, but want to be doing something that challenges your brain and creativity, without the expensive cost of actually doing things like DIY projects, etc. Not saying its a replacement for that stuff, but it fires up the sides of your brain that crave creativity, endless possibilities and action all in one. I'm very happy to see new people coming to the game, Join the FTD discord if you havent too. Its filled with like minded people and creative people all the same.
Sure but that's a plane that you've told to fly just above sea level, I was making a point about the level that the physics simulation goes to, that's all.
Space Engineers is much easier to get into than FtD from a vehicle design perspective, resource harvesting actually has the potential to be interesting (which means it's probably harder to get into), but SE's obfuscated damage system is even more arcane than FtD's simple yet math heavy [HP per Block] system is to a new player, not that news players will know enough to care until they get endlessly destroyed in the very few PvP servers. Also, there is no such thing as custom weapons in SE, all you have is simple weapons and ships you turn into weapons.
Trust me, if you can get to grips with From the Depths, Space Engineers will be child's play. I found FTD completely impenetrable even after 30 hours of playing with a friend who understood it. Space Engineers is much more straight forward!
I actually loved this game before I played it... after getting it and playing for a bit... it is more fun than other ship building games I've tried for sure... also.. I have never understood why people liked the mouse way of making things... it's just too complicated, too much ways to move, easily distracted and hard to put a LOT of things at once(which as a person who does things fast... yeah, annoying)
i got 700h in space engineers was a good game but boring with no friends game still has a lot of bugs and is only getting worse as time goes by i used to build awesome drill ships but after an update most of my drill heads dont work anymore ive spent 30-50 h on multiple ships that no longer work and fixing them would make them too slow to be fun.
I believe that i was mainly referring to lathland, lathrix and GMODISM who may or may not be german in hindsight, but i learned a lot of random niche bits from their content
@@HazzorPlaysGames Maybe youre right. By the way i just discovered your channel, so far like your content. Hope you'll grow big some day, I think you deserve more audience.
I wouldnt recommend space engineers to anyone. I myself have spent way too much time on it. it lacks a lot of things i would consider a part of a good game. for example there is no end goal to the game and you have to set one for yourself to have fun, you may even need to limit yourself in some way to actually make it interesting. if you play the game with the most overpowered strategies and weapons the ai cannot form any meaningful threat to you. if modding gets involved the game improves by leagues and bounds but i find that if a game is shit and i require mods to even have fun then i should not recommend it as the base thing is still shit. also things the players have been told they would get/have asked for for years have not been given (e.g. water) some things had to be modded into the game as the devs in the instance of water just made all water ice. there you go, you cannot make boats, go fuck yourself or download the water mod. they also abandoned medieval engineers and now the community is working on it instead (the devs basically enlisted volunteers to make their game for them). i realise im somewhat heated on this topic but ive seen so many people try space engineers and get swept up in the "oh its so good with mods" thing that noone seems to see what could be.
@@rpscorp9457 yeah that's fair but I wish people wouldn't praise the game when in reality it's volunteer work from modders that made it good in the first place.
@@rpscorp9457 exactly, mods and workshop builds are what kept the game fresh. Rebalances, the reaver mod, the exploration mod, the food and drink mod, I could keep going but then we'd still be here tomorrow.
I've played both FTD and space engineers a lot. But I have to say FTD is in my opinion far superior. FTD offers aerodynamics, custom weapons and a lot more creativity. Space engineers is essentially just using premade turrets and sticking a bunch of heavy armor on it. Gameplay wise, space engineers lacks as well. There's no depth at all. The only resources you need is essentially cobalt, ice and stone. Which can be found everywhere. And what's the point? You have no enemies in the game (Unless you add mods). There's no story, no nothing.
Space engineers is by far my favorite game. The tutorials kinda suck though, so your best option is either videos or just goofing off in creative. There's also thousands of mods to improve game play and hundreds of thousands of ships to use so you don't have to make them yourself if you don't want. DLC is mostly decorative, so feel free to skip that
I have 600 hours in Space Engineers. Most will not enjoy it. Compared to FTD, Space Engineers is a complete and utter downgrade in every sense, but in space. Marek is super shady, Keen is creatively bankrupt, the engine is older than most of its players and was evidentially created before optimization was invented, the simulation is simply bad in nearly all regards and it's turtle-like maximum speed hinders any fun unless you download mods to fix the physics and unlock the maximum speed, the DLCs add things that you can find better versions of on the Workshop, uranium is too hard to find unless you FTL jump near the spider planet or download a mod that restores the old uranium deposits on planets, speaking of they added planets which are ironically more empty than the space they originally had unless you download mods, pirates are too ezpz to even really bother fighting or raiding unless you download mods, the 'wandering AI' is just random ships spawned which go in a random direction at a set speed with no purpose whatsoever and are usually too pathetic to bother fighting, the AI bases are exceptionally ezpz and require the player to go out of their way and limit themselves to even consider them a challenge unless you download mods, the building system is extremely inefficient for no reason with no streamlining and is borderline unplayable unless you build a 3D printer, and finally the game gives the impression of allowing crazy amounts of creative freedom but forces you to build either bland weapon blocks that all have the same stats or getting your CPU hot enough to cook breakfast on because you need to add a convoluted 3D printing system to any and all player-made missile platforms. Truthfully I could continue on until my comment is long enough to pass as a book report to the inattentive professor but I'm sure most who've read this far can sense a pattern. The game is bad. The only fun comes from the community who the devs steal ideas from to sell to people like me who saw the potential in it and desperately wanted it, but unfortunately due to Mareks dubious practices and corporate mismanagement in every single sense, it's best to avoid it. Wait until Space Engineers 2 so we can be ripped off again but with poorly made and unoptimized water physics.
You forgot to mention the countless hours you spend in designer mode trying to make zomething look good only to scrap it cuz its trash. As with nearly everyone, I too, hate superstructures. I can do them somewhat nicely, but It also is annoying.
I see why these types of games are appealing to people, but for me, its just too much. I already play grand strategy games, which can take hours of playtime and research to get good at, do not have the time to invest in learning this as well.
Complaining about things like video editing and such whish is normal for most every person making YT videos on the planet... yea I can see why you didn't get many likes, as that's pretty obvious stuff. It's aking to looking at a cup on a desk, everyone knows is there, but your suprised it's there even if your the one that put it there.
Space engineers is fun But I have more fun on FTD, I have about 550 hours on FTD and 400 on space engineers, As far as building goes, FTD blows Space engineers (and everything else) out of the water, You can make some real cool stuff in Space engineers though such as functional tanks, mechs, cranes and even giant robotic hands.
I have almost 1.5k hours in FTD, and I've gotta say, it's one of those games that either you don't like too much, or something in it just clicks in your head, and once it does, you can never really go back. The controls are honestly one of the best parts of the game (good enough that it seriously harms my enjoyment of other building games) and the level of customisability that it allows for, especially with aesthetics, is near-unparalleled.
Same to most of the things, however I think the campaign is just mediocre, especially with how poorly large battles run. I tend to spend just about 100% of my time in designer, even though I would like to try something like a campaign.
can confirm this sentiment as someone with ~1.9k hours
@@HonorableHarbinger of course it is my computer, but it obviously has to do with how resource intensive ftd is. I have completed the adventure, once.
Yeah they've optimizing it for one on one battles, and not like optimizing for a strategy game.
I feel you can't balance an artillery unit with a brawler, no matter how you try.
You also either be a member of a more experienced community which can help you, or take apart a lot of vanilla and downloaded units of your preference.
BUT I must say it's extremely fulfilling when a unit works at last exactly as you've planned.
Just try to build a flying submarine, which stable underwater and in air bot - yes I must have rearranged the full armor to be neutral buoyant, bottom heavy, while placing propellers and jets both to push the unit efficiently forward without propulsion-cross fighting (that is when you need a nose up propulsion, because forward jets push it downwars, for example).
Ps: I haven't subscribed, but commented and liked. :)
Space Engineers:
My friends told me that at last the devs optimized it, and now it runs better with lighter hardware requirements than before.
The way playing it for a long time is in mods, as it has no story and no real enemy factions.
Mod management is great, when you wanna connect to a server it automatically downloads all needed mods before connecting to it.
Also take care as the units are prone to be hurt in case of a crash, like in a moonlander-game.
Huge space engineer fan here. It's actually something you can get a good understanding going in about 30 minutes. It looks like it's a lot more complicated than it is. Splitsie on youtube has a some great bigger videos.
I'll check them and a few others out, kinda disappointed to learn that it's pretty much exclusively a multiplayer game though to be honest as I just don't spend much time playing online anymore.
@@HazzorPlaysGames I rarely play it with people and I have 2k hours in it
hmm fair enough, I'll have to grab it, I feel like I see it on steam sales fairly often.
@@HazzorPlaysGames it does really require mods
FTD is better imo as far as making things go, theres an added cool factor to seeing a ship you designed with guns you designed and tweaked being controlled by an ai you tweaked for hours to perfect absolutely demolishing an enemy ship that Space Engineers just doesnt have. The "press a button and watch your creation survive" is oddly more satisfying that actually having control over the vehicle (even though you can take control at any time)
It's honestly probably the best "build ship" game to date. Every single other competitor like Space Engineers is simply you assembling pre-made weapons and such into various shapes while bending the knee to their many requirements and limitations, such as power requirement or X empty blocks behind thrusters. While you can do the same here, you have the option not to.
The way you build is also vastly superior to anything else i've tried. Can go from nothing to creating a power-house 120 meter long destroyer in like an hour.
Space Engineers is also in a poor state right now. Buggy, long lasting netcode & server issues still not fixed and a lot of mods are still not updated since the recent patch leaving many servers offline or busted.
is there actually any single-player to Space engineers (other than building for the sake of building)?
To be fair "Build ship" is a pretty small genre but yeah it's absolutely the stand-out game in it.
@@HazzorPlaysGames No, there's nothing in the SP besides building stuff in Sandbox.
Space Engineers has been made with a strict multiplayer focus. The technology that the game is built upon originates from a previous abandoned (and very obscure) title called Miner Wars 2081 which is still on Steam and that one was made for single-player and """technically""" has a campaign.
@@HazzorPlaysGames Space engineers doesn't have a gameplay loop, though the bar of entry to build is much lower. In SE you work at it for a bit to get to space, to the moon, few other planets for all your ressources, and then it's having to program stuff and senselessly mine and fight ennemies that are too weak. Most people rely on PVP To fill that in, or mods with custom encounters.
Yea i like Space Engineers for its survival sandbox and FTD for its Designer and custom AI
I thought that too until I discovered Avorion on steam last year, I think most people watching these videos would enjoy it too so take a look if you're looking for a build ship game that has actual content compared to space engineers
I've dreamed of a game like FtD since I first played Minecraft.
I expect to still be learning how to play this game until I stroke out and check out.
Honestly once you get a good footing into the vehicle and weapons, and a bit of enemy ship disection it gets real good
the robbaz videos were such good content. yeah it took many hours to just make a few minutes of vids, but I have rewatched them all several times and the videos are still entertaining. economically it makes no sense to make content that way, but I have a deep appreciation for the resulting quality. they don't just make the game look good because they cherrypick the best parts of so many hours into a dense video. robbaz actually liked that 'boring' part of the game, or at least gave that impression, and the videos were his way of showing the cool stuff he created. a lot of other variety content creators play a bunch of games and don't always have that passion to get into them like that and they have to meet a quota for vids which really takes away from the entertainment value sometimes.
oh yeah you're totally right, I've watched Robbaz play FTD and the various other games like it on stream for ages now and he gets WAY into building and placing "scrim scrams" all over his creations for decorative effect in a way I can never quite match.
A very good and honest summary of From The Depths. I have around 2000 hours in it over the years and still come back for more. The depth and complexity you can get to is the magic of the game. Sadly, many people have too short an attention span to actually learn it and the comment about engineers liking this game is pretty representative of the playerbase.
This game teaches you patience; I am so glad I spend like 300 hours learning the game before I build anything decent and now It is the game I have the most fun with.
I have almost 1000 hours in the game at this point, and that's somewhat common in the community. There's definitely a lot to learn, but luckily the game lets you learn it in pieces. For example, missiles are relatively easy to learn and quite powerful. You can get really far with them being the only weapon you know how to build. Then when you're ready to branch out there are plenty of tutorials out there and people willing to help on the Discord. The game also has many prefabs to use until you can make your own components.
Sadly, as another comment mentions, the in-game voiced/interactive tutorials are quite jarring and for the first few hours you're hit with information overload.
I actually got the game a few years ago and quit after less than an hour in a similar fashion to many. It took watching more videos and finally deciding it was something I wanted to play enough to push myself up the learning cliff for me to give it a chance, and obviously I've loved it ever since.
I have a tendency to shy away from missiles because of just how powerful they are early on, which I know is bad but I can't help being that way, advanced cannons are so much more satisfying. if anyone asks I'll just say I'm trying to be more efficient with materials... (whilst spending 100K per turret)
I actually never bothered with the in game tutorials, most developers are terrible at making them since they're so deep in their own work that they don't know how to describe it to anyone completely new. Like you I spent far more time watching the game and videos of it before actually getting back into it properly.
@@HazzorPlaysGames 100k a turret? Oh my sweet lord I only pass that much on quadruple super battleship turrets, what are you making?
Ah yes missile spam, the best bad weapon in existence. Missles can pack a huge punch compared to other weapons, but in terms of action and gameplay, they are the worst, AD cannons and cram are the best, lasers are good, pac are bad, and missles... Yea
Great game though
@@dusty4896 afaik missiles are way better than APS. But also, like, they have the lowest hit rate or you gotta heavily invest damage potential in actually not immediately being ahut down by active or passive countermeasures as missiles are the easiest to counter weapons system. And when you use a missile that can get through all that,(usually thump/reinforced frag/HE) missiles end up with similar dps to aps. Crams though afaik if you dont dodge em they're broken powerful. Either dodge or they're the best weapon.
@@HazzorPlaysGamesMissiles are easy to make, but they cost way too much and consume materials faster than an American in McDonalds consumes food.
I've known this game ever since It was released and never stoped watching ftd videos, both robbaz and lathland included now that I got older last year, I finnaly bought it and yeah, even after a year, alot and alot of free time is what you need, maybe even talk or communicate with people, I've met a person who had 100 hours of gameplay but his knowledge was on par to something like 300-400 hour player because he met some good people, and even still, hes learning some things from me aswell, its just the speed you learn things in this game that you will sometimes become overconfident in some things like liking 30000 kinetic damage but 8 ap which I tell you is very bad unless you're fighting a giant ship made out of wood or forgetting that signal processors are an outmost importance but in the end of the day, it is still fun, really it is sad to be the truth that it takes alot of hours just to get a little amount of content in this game, just because of getting an idea for the craft-designing it-weaponry-engines-remarkably extremely long test runs again'st other ships.
Another sad thing is, depending on your pc, the game will litteraly torture your pc if you make something extremely big or not refresh the game for a while and because of that or even the lack of content aside from workshop campaigns its litteraly holding back the popularity of this game.
It is indeed a game made for people who likes to be something like to feel like an engineer, design, see stuff explode, and other things. Well worse case scenario you'd rage at the 2-3rd tutorials which many share the feeling and even make a bad review and outright quit, which is what litteraly happens alot and alot alot. I really love this game due to its complexity, and that complexity is what makes the game so flexible on what you can make,
And if you really have alot of free time, this is the perfect game for you in the above mentioned.
As per that 100h example player, you can learn to build at a basic level after a few hours and master a lot of it after a few weeks of having the game and playing around and talking to people. But it takes focus instead of letting the game fizzle out in the back of your mind. I've 4000 hours and I can say having mastered most of the game building is insanely easier than other games. In SE, or really any game, a good looking battleship is a lot more work than in FTD. and in FTD the vehicle will do what you **Want** It to do given you have the skill, and not what the game decides it should. As you learn the game it'll feel like the limits are stricter and stricter, but past a certain skill level you start realizing everything you can bring to your advantage to make the most nonsense vehicles work and fight in groups, alone or in a fleet.
😊p
Good summary... though have you heard of paragraphs?
@@elecbaguette considering that this was 8 months ago, not anymore , I only now know numbers from breadboards
@@DSIREX_ oh dear.. haha
1200+ hours is and about half of that is in adventure mode which I highly recommend. Once you begin to survive (you will need some luck in the beginning) it gets very very addictive.
How do you even begin to survive adventure mode? When I try it's like I get sent 30-40k cost enemies before I can even build anything. I tend to exclusively play designer though.
Knowing how to make something with a stong set of initial cheap weapons and building from there, I usually started adventure mode with a few of the standard cannons, 30mm or whatever they are, then make either a missile system or an advanced cannon.
It's been a while since I've played though and i think adv cannons got reworked?
@@Kav. Get propulsion up and running and find a green gate a.s.a.p. There you can focus on finding resource zones and build a cheap missile system for your initial defense. From there on build and expand and ALWAYS chose the battles, if you see an enemy that's to difficult chose to run and survive to fight another day. It's all about picking your battles in the beginning. Hope this helps you get started and soon you'll get hooked on the fun this mode can bring.
@@Kav. I belive running is a valid strategy. Just hoping between resource zones with a little helicopter or something.
"One of the games of all time." Nailed it!
As someone with 1.5k (and climbing) hours in this game, its nice to see someone relatively new to the scene make a video on it, usually the top 3 are robbaz, lathland, and borderwise, that last one being someone im not much a fan of (sorry borderwise.)
I initially found the game in my steam queue and shortly after discovered lathland's (at the time) ongoing campaign series about it, and fell in love with its both complex yet unique nature.
Ive been with the game i think just a year after it launched, and ive seen the death and birth of so many different mechanics (the material merge, custom cannons becoming cram cannons, the age of the advanced cannon, steam engines.) Anyways its safe to say you've piqued my interest with this video, thanks.
(Also space engineers is less enjoyable if you're alone and not modding the game, but multiplayer has always had massive server lag issues bar very small servers, its a 50/50 if you really enjoy it or not.)
I really like how much flexibility you have with what you want to make, and how much depth there is in the multiple systems. The learning curve is a bit of a sheer face if you don't know where to start, but once you get going you really get going. I think the game probably needs more/varied content but it's absolutely worth it to pick up.
Personally what I'd really like is a lot more work on the adventure mode, I think that has some real potential if it were polished up a bit.
Honestly same here, played adventure mode before starting the campaign and it would be really great if you didn't end up waiting 3 years for enemy craft to spawn. Made a sub in it that I still find use for occasionally.
I have about 1500 hours, and I'm still improving. The channel "Borderwise" is a super wholesome New Zealand player who has many tutorials that help new players, or even middle-term players. Anyone who wants to get a leg up on that learning cliff would do well to watch some of his videos.
> *Spawns in adventure mode*
> *Immediately flips over*
> *Quits and restarts instead of building a lead counterweight*
Ah yes, the best decision.
That aside, there are a lot of good points in this video, I bought the game a month ago after having watched content on it for like a year and a bit, and after a rocky first few days getting the hang of the building controls, I have been utterly addicted to it. It's very pleasing to my inner engineer.
My crowning achievement of a craft so far has been a 500k hydrofoil dreadnought, that chugs away at 60m/s whilst broadsiding with 7(4 forward, 3 aft) double firing piece 500mm 8 meter loader advanced cannons, has 16 30mm CWIS chain guns, a huge cluster torpedo, medium VLS systems and, because I had room I didn't know what to do with, an internal hanger bay that drops a 50k submarine into the water if an enemy gets within 4500m. The entire thing is electric and steam powered(The main engine power during combat is steam, it generator turbines to recover steam into electricity) and it can run for 50 minutes out of combat on the electric engines alone. And yet I still feel like I have more that I can do, and more that I can learn.
I think the designer controls are one of those things where it's just about different design paradigms. mouse driven stuff is the mindset of easier to get into at the expense of how useful it gets especially with more complex tasks, whereas the keyboard driven stuff is about pure utility (and simplicity in a sense) even though it can end up with uses needing to keep a lot in mind to get anything done.
I played a ton of Dwarf Fortress as a teenager so the central idea of all the navigation and stuff being keyboard based didn't bother me too much, plus FtD has full 3D rendering not just 2D slices of a 3D map so I'm not sure anything else would even work.
Ftd without keyboard controls would be a much poorer game. It's the thing that takes it over the edge into a zen building game for me. Vs something like terratec where I feel like I'm fighting the (building) controls as much as the enemies.
Speaking as someone that has played the game for over 2000 hours since 2015 this game is incredible when you are involved with the tourney building servers, or run campaigns with restrictions... and I fully agree on the engineering thing :D
I have about 2k hours in Space Engineers over like 7 years. The game, ras a building game, is *extremely* good. However, singleplayer can be directionless at times, so I'd recommend playing with friends, or on a server. (Kind of like Minecraft)
You forgot power storage/generation. It's kinda the heart of a craft. It keeps everything from aps railguns, to lasers and jets running. Also you brushed over the endless world of fully custom breadboard ai control. Basically ittt meets a spaghetti bowl.
Thanks for showcasing my build! This is probably one of the best FTD reviews I’ve seen
Oh hey cool to have you pop up here, yeah I needed something that looked cool with lots of guns, I never really mastered the art of making ships look good yet so just nicked yours to use for those shots instead lol.
Thanks for the kind words, appreciate ya.
I would like to share something, if you use pistons, set them to extend a small amount, replace the area of armor around them (you can now place inside other blocks) you can create immense op armoring by stacking multiple layers of metal inside each other, but with each layer slightly displaced so that attacks don't damage multiple layers at a time
I made a small ship like this (only 43k mats, 3.3k volume) and it can beat ships many times stronger than itself.
As someone who spent hundreds of hours building custom vehicles with expression2 in Garrys Mod, this game looks like my dream come true.
Truly a review of all time, i need to buy this one of the games.
Honestly I like playing through campaigns with other peoples vehicles, slapping haphazard modifications to them and trying to see all the little tricks they have is fun for me.
I love how everyone's pouring out about their love story with FtD.
Btw I think what the game sorely needs is some fresh and thought out game-modes, both multiplayer and singleplayer. It has a very solid shipbuilding mechanic, the combat is above average and the AI's serviceable but it needs to weave them all into some better gameplay interactions, the game modes available in the server lobby are definitely an afterthought.
As someone with almost 2k hours in this game, it is a game that nobody loves, but still has a die-hard fanbase. It may be a pretty lack-luster game (especially its campaigns), but it has grown a very diverse, very skilled community over the years. I can't help but look back on the game fondly, and I still play it from time to time as well.
I had a similar experience, I've been wanting to play ftd more, but I find it difficult to make time. Robbaz also introduced me to the game all those years ago.
"Where are the videos, Robazz?" 😅
i have been trying for like 15 hours to wrap my head around this game and all i have manged to build is a Cannon that sometimes works
I'm nine months late to the party. I've had a love-hate relationship with Space Engineers. It's one of the few games that manages to successfully tackle the "spaceship building Minecraft-style sandbox" prompt in a way that's fun and engaging, but does so with an engine that's literally built by duct tape, clown jizz, and bad ideas, coupled with being run by a dev team who's lead likes to change his mind every time he reappears from his investor hole despite barely touching the game he supposedly started.
FTD is very good. It's a bit rough at the edges, but the payoff of that delayed gratification when you see something getting absolutely shredded by your main gun is something that makes you happy for the entire day. I found the keyboard building mode useful for prefabs and stuff, or precise manipulation deep inside a turret or your ship's armor, but for regular building, the mouse mode (press F3) is better imo. It's a very deep game with a brick wall of a learning curve, but if you like the idea of tinkering with armor trying to negate the HESH spalling, for example, this game is for you.
The feeling when your own craft absolutely crushes your enemies after weeks of building is legendary.
@@NearQuasar Sadly, never got to experience it xddd
I really need to make a ship that doesn't lose turrets from one hit, when you think you've armored it enough
I've played many sandbox building games over the years from Space Engineers, TerraTech to MachineCraft and if you look carefully you can find absolute hidden gems of a games in Roblox like Plane Crazy.
I've spent over thousands of hours in these games combined and it's only recently I've started thinking about getting FtD, thanks for the review.
The most fun I had in the game was the time I spent contributing to a Custom Campaign. It was an overly ambitious project that's now sitting in design hell with a couple hundred outdated craft that need to be scrapped or redone to meet the changes the game's gone through since the start, and maybe one or two people still interested in it.
Despite that, I would not have traded that time for anything, from the collaboration with over a dozen other creators to the challenge of meeting the balance between aesthetics and combat prowess, something like that I've only been able to find in FTD and hear about in some Space Engineers games.
I'm sitting at over 3000 hours, and yeah, I have the kind of brain structure that can sit there night after night refining the same goddamn craft, so it feels like the game was made for me.
Been playing since at least 2016, and hopefully will keep going, thinking of starting my own CC with more streamlined goals but we'll see, it's a game with an ever-bright future so I hope it keeps getting developed for a long time.
Heyo, 2k and the half hour gamer boy of the FTD here, here to say two negative thing about FTD
One negative: As someone who does enjoy building stuff, i find myself realising how stupidly long some of the building can get, and making a custom campaign is gonna be a HUGE undertaking without having a team of builders. Altho the long building times can be fixed by something that is already in the game, It's called a prefab. You can make a box that does stuff, save it as a prefab and use it for later. Martincitopants made an FTD adventure mode video that talks about prefabs. I honestly wish i used prefabs more often, especially the prefabs i made, so much time would've been saved if i did so.
Second Negative: Altho not quite as often and less likely today, there was a time when updates can and will screw up old vessels made in the past, The biggest example is when Engines used to be the only thing that powers alot of vehicles, alot of old an ancient builds like the Devils Curse, and any power hungry vehicles that couldn't fit a steam engine into it without some cheese
But other than those two negatives, From The Depths is easily one of the best Vehicular war games i have seen, some can come close to it, but none are as rewarding and creative as from the depths, you may not be able to build a worm that digs underground, but you can build a giant Eastern Dragon that slithers in the sky, and that is pretty epic!
I can't even fathom the effort of making a custom campaign, but i can see why you'd want to do it as the end result would be great.
I can see your point about updates breaking vessels and such. Isn't the current rumour thay CRAMs are going to be overhauled again?
@@HazzorPlaysGames Did not know there are rumours of CRAMs are going to be overhauled again, altho i doubt that would happen (maybe its because im more of an energy weapons kind of boy), but dedi blades are getting a replacement with propeller blades, you don't actually haft to replace your dedi blades since they are not entirely removed, but you have an option to replace it with the propeller blades when the new update arrives
Just something mentioned in the comments of a borderwise video to be honest and i didn't look into it further so could be nothing.
I like a big finisher CRAM alongside a load of smaller chipping weapons.
FtD has pretty much been my go-to game for a looong while now. Its learning curve has been accurately compared to a burning cliff, covered in bears, but it's much easier to learn with a more experienced player to show you the ropes (which is how I managed to get my friend into the game). It's an absolute time hog, and it still has a bunch of issues (especially with multiplayer), but it's a fun game with a lot of depth regardless!
Honestly space engineers feels like a smaller but much mote polished version of from the depths with an interface That doesn’t give me eye cancer and a smaller set of blocks but a huge modding and pvp community around it.
And space has the potential for some really cool builds without the constraints of gravity.
I once spent 100 hrs designing a heavy armour dreadnaught and have since spent at least as much time adapting it for survivsl gameplay, adding expansion modules, playing around with mods, building variations on the ship class with different roles in mind and much more.
The option of stationary grids adds the possibility for building bases or space stations while large and small grids give options for small (fighter) crafts and at the same time enormous capital ships that don‘t need to be painstakingly built from microscopic blocks.
Overall 8/10 game, deserves more attention than it gets.
There also are somewhat sophisticated rumors of a space engineers 2 in the works with really interesting stuff and better simulation.
Imagine if the FTD guy would collaborate with the SE guys...That would be a winning combination
The divide between Space Engineers and From the Depths is clear. Space engineers is about building toward optimizing survival/exploration, while FTD is nearly completely focused on engineering (aka, optimizing killing machines) with a touch of RTS.
With a few thousand hours of Space Engineers under my belt, From The Depths is definitely the more complex game. I'd say it's better for players who like designing their stuff in depth.
Space Engineers has very simplified physics too (to the point we call the sound that hearlds it the god Clang)
But internal system design is extremely simple. This is better for more casual building though since you don't need to focus on optimization so much as making sure something isn't too heavy to fly.
From The Depths is immensly complicated, to the point of having a few hours of tutorials it will kinda push new players into. While they can be ignored, each individual detail of a ship has real effects that can impact whether you will win or lose a fight. It even has a coding interface for AI, if you really want to dig into your control of the craft.
To be honest, I feel calling combat hands off is a bit disingenuous. You absolutely can try to do everything manually, but with how heavy your ship design impacts performance and the complexity of different weapon systems and how they work... You can at best use 2 systems simultanously along with movement. It's very nice to be able to do everything without touching the mouse at all though. You can set your camera up as a disconnected overhead view, and click and drag for orders, or you can just use it as your natural viewpoint while sailing your ship, driving your tank, or flying your choice of flying machine.
Now that the automation uodate has just released , it's a fantastic time to jump into soace engineers. I have played it for nearly 4000 hours since early 2014 and i have barely scratched all possibilities of creation. I won't list the differences between ftd and se, but suffice it to say that if you got a ship working properly in ftd then se should be a walk in the park in comparison. And yes, Splitsie on youtube is a fantastic content creator, either to learn stuff, get ideas or just have fun watching him and his accolyte Capac do all sorts of shenanigans. Thanks for this video by the way, you encapsulated my feeling very well about ftd, except that you got something going after 100 hours whereas I'm still in the tutorial for the 30th time after like 300 hours.. guess I'm not a professional engineer like you 😅 P.S. Love your quoting of Robbaz. P.P.S Space Engineers has the best modding and overrall community I've ever seen. I'm sure you'll enjoy it greatly
Seems you're still new to FTD (im still finishing tutorials at 800+ hours). You should check out the arena discord and see what the compeditive scene is like. Personally i think its where the game really shines and its also the only place you'll see real mechs (noone but me seems to know how to build "campaign legal" mech legs or if they do then like me they havent bothered to submit any designs)
Tournaments are really the best use of FtD, I could never really get into the campaign or adventure modes but maybe I'll try again some time.
Seconded. The Arena is great and some of the designs the people there come up with are insane.
The Robbaz outro brought me back, god damn
There's an alternative control set for both mouse controls and fixed directions in building. I use fixed direction all the time because camera screws with my head.
100 hours in FtD is less than a minute in most games.
I think a lot of people talk like that because they don't grasp new things quickly and assume the same must be true of everyone, if you do have a capacity for learning and already have some decent mechanical understanding of what the game is then 100 hours is more than enough to have a good time and at the very least be able to build vehicles capable of doing well in either adventure mode or a campaign, even if you're not writing LUA to aim missiles.
I've talked quite a lot before about how silly I think the modern levels of hourcount elitism are, people get such a hard-on for one-upping people on the amount of time they've spent playing a game and denigrating other people based on their count.
"Oh you've only played 300 hours of Rimworld? just finished the tutorial then I guess" and comments like that were all over my first Rimworld video because I said I had played a lot and showed a count something like that and I just find it to be such a boring and unhelpful culture.
Sorry for the small rant when you were just making a joke, but you can imagine I get a lot of comments along this line and ignore them so unfortunately I randomly chose yours to respond to.
@@HazzorPlaysGames I've gotten very good at learning systems quickly.
This comparison is just too easy of a shorthand to avoid using.
@@HazzorPlaysGames The only game I officially have 10,000 hours in is Majesty, and that's only because I was spending 2/5ths of that time looking at things in the map editor back when I still didn't know how to read, after that it was mostly replaying the campaign and banging my against the PvP wall.
@Hazzor I personally love space engineers i’ve got over 3k hours in it, with at least 1k in single player. One tip I have for you if you do play is at the beginning if it works it works don’t care about how it looks at the beginning and just get the basics done. Also I would love to teach you the ropes if you can’t understand somethings.
i love Robaz, i miss him so much
A very easy game to exploit, like placing ion engines inside one another using subgrids to make a plane capable of mach 34
If FtD had realistic physics the game would be too hard, you'd be limited to ships and small planes if you're like me, veterans might make an airship or a helicopter but doing much more would be impossible. You were right about how the bizarre physics are just so you can make whatever the hell you want, making a huge airship that probably weighs about 2000+ tonnes is the greatest enjoyment ever.
One more thing to people seeing this game for the first time, there are mouse controls for designer just press F3
Another 1k+ hrs FTD player here (550 in steam and a lot on pirated back in the days(bought game for at least 4 my friends by myself, hope that justified my pirate past xD))
Can say this game can be super-fun in coop gameplay, especially where you compete with each other which whole vehicle/weapon idea is weirdier :D
I just amazed by how much tools here to create any sort of stuff of any degree of weirdiness, and how convenient they is once u used to it, and it becomes better over time
Just recently, after prolonged period without FTD, started playing again with friend and was amazed from the fact that, from bare idea to create hovering combat-capable ship with ~150m/s speed and 1000+ bullets per s cannon(s) (just for fun) to complete, working - able to move and combat by own and even not shitty-looking design it taked from me just.. 6-8 hrs of somewhat lazy building process?
Honestly It reminds me of world of warships, except probably more enjoyable.
I never got much into warships but I played SO MUCH world of tanks a decade ago, until warthunder came out...
looks similar, gameplay is more similar to something like highly modded minecraft/terratech with a bit of total war mixed in for the campaigns
Know the comments late but about space engineers. I wouldn’t start know try and wait for a faction or encounter overhaul as currently I have a world with a fleet that my friends and I built and no one to fight or just random small transport ships
Love the robazss shoutout 😢
Jesus Christ.....I was looking for a game similar to Terra Tech but this game will just make me graduate from engineering
I'm very interested in the game. Sadly I'm lacking the "whole lot of free time" part. :(
When I was younger I used to play so many building and engineering games and got lost in them for days, building the most intricate things. Nowadays I start something up, try and build something for an hour, notice I don't have time anymore and leave. This also impacts my creativity as I feel like I've lost a lot of it over time. Either that or I just can't access it anymore due to the lack of time or some other reason.
Damn son, if you like FTD you're going to love Space Engineers!! There's a great deal more to design, form, function, aesthetics possible in SE than what FTD offers. Further, SE offers multiplayer servers of all stripes. Want to design and test, join a creative server. Want to be a pirate, or hunt pirates, join a PVP server. I've got nearly 9k hours in SE and have yet to burn out. On top of that, I've made great friends from all over the world whilst exploring the universe in SE. Come join the fun!
As a railway telecoms engineer your comment hit me where I live 😂
big boat go brrrrrrrrrrrrrrrr.
You can actually build a working ekranoplan:
You build a plane with minimal lift and a PID telling it to not go very high
Sure, but I was more talking about actually modelling ground effect, which i appreciate wouldn't be wirth the effort if computational load
@@HazzorPlaysGames Oh yeah; there's not ground effect
Honestly space engineers is really easy just hop into it on a day where you can just figure it out and next thing you know it’ll be two days later and a massive base and ships
Also I think the controller is easier to play with and if single player gets boring people have made mods to make more cool and unique encounters
I'll pick it up one of these days and add it to the list lol, it's a big list though.
Yeah but you need to script stuff and there's not exactly a goal by default
You know a game is perfect when you can build a missile that launches more missiles that launch missiles that launch missiles.
I rarely even play campain in this game. Just enjoying the freedom of designer mode.
I had the same experience time wise with FTD, had it for months but never really played it much and then eventually it just clicked and suddenly it became my most played game on Steam. I found that i learnt faster playing Adventure mode than playing campaign, though back then Adventure Mode was a way more brutal experience compared to the latest versions of it 😂
Regarding Space Engineers, its also really good fun and has way better vehicle physics (but no water ships without mods although Space Engineers pretty much needs mods) however even though i played about 700 hours in solo survival i will admit that you feel the lack of MP if youre playing offline or solo, the game feels empty in away that FTD doesn't. Also FTD has a way better building mode keymapping (the mouse mode setting that is)
Space Engineers is okay. I probably have more time in it then FtD, but that's because I am a serial "start new survival run" guy, or at least I was. You can do some interesting stuff in it for sure, but it's geared more towards resource mining than combat. I would say SE is too sandboxy for my liking, but there are some interesting war campaign servers and stuff (The Last Bastion does campaign stuff every month or so if I remember right). If you like the nitty gritty engineering stuff, I'd keep an eye on Stationeers over Space Engineers. I've had both for years, but Stationeers is getting a sort of re-write or overhaul right now, so waiting to jump back in until they stabilize it a bit more.
I know this is a year old but you 100% need to pick up Nebulous: Fleet Command while also informing your friends and loved ones that they won't be hearing from you for a few weeks.
Hahahaha, this is quite accurate for someone with a seemingly limited number of hours in the game... and that metric is indeed completely skewed compared to the average game. Anyway, this was refreshing.
As for Space Engineers, it's alright. I've played more hours of it than I can justify. It feels empty unless you've got decently dedicated friends or a multiplayer server you enjoy. Contrary to From the Depths, there's very little to fight against both in terms of raw survival elements and it terms of actual spaceship combat. That said, if you're the kind of person to enjoy overengineering stuff based on unlikely scenarios, it can still suck you in for hundreds of hours.
As a content creator, I'd say it'll also have the same problem as FtD: hours upon hours spent in game for 15 minutes of footage or make hour-long videos and only rally the most hardcore part of the fanbase.
got 1300 ish hours in the game, still have no idea what im doing. would do it again
Yes it's definitely a video game! I really it!
In FTD, anyone under 500+ hours is sort of a rookie. Excluding the amount of time crawling through YT tutorials. At least that was the case when I was still playing
1k hours in and lua/breadboards still mystify me. Only recently started to modify other people's programs, but oh boy its like being brand new to the game again.
my favourite game
Robbaz is king.
Space engineers is great and all. BUT, it suffers if you've played from the depths.
SE's biggest issue is the sheer lack of even rudimentary automation and credible threats. there are mods but none of them come anywhere close to the functionality that is native to from the depths and none of them are in any way as user friendly.
both have interesting and functional building optimizing and engineering systems, its just that from the depths then lets you assign purpose to the craft through the AI system and the in game logistics requirements, space engineers is entirely role play driven on that front. its pretend purpose.
the ability in FTD to get in deep on a vehicle, design it all the way up from the very guts and the subsystems is somewhat shared with SE. but where FTD can then zoom out and use your personally designed vehicles in an RTS capacity ordering multiples to be built and battling them in large engagements, SE just doesn't have that capacity (yes you can make auto-ship printers but you still control each one individually yourself). there are no real factions with territory to wage an interstellar war, theres no reason to stockpile the resources or build a fleet of particularly different capability vessels. you just build a ship with some ancillary utility craft for personal use (no ai control) and proceed to kill random encounter pre built spawns that have no construction yards no logistics they just suddenly arrive preformed as a warship.
apparently the game "Avorion" solves some of the rts and conflict issues of SE but does away with the first person avatar gameplay entirely more for a more vehicle 3rd person control, though not personally tried it.
I think one of the most annoying things about this game is just making a plane, I can not fathom how long it took me to just build one that functions correctly and doesn't just make sweet love with the ground
I've played this game for years now and I can confirm that planes are a menace to build but when you persist you can create some amazing creations.
There is a 2d game kinda like this. Airships: Conquer the skies.
Me when, I'm 2k hours deep into this incredibly unique game. Its the only one of its kind and will likely stay that way, given how many newer games are kinda dogshit.
I should also mention that FTD is one of those games that you need to sit down and WANT to learn it. At first its very complex, but once your into the game its a cakewalk.
Your brain and imagination will likely never want to calm down as you would want to do so much with so much. I got a friend into it a few years back, he was def having a hard time, but I taught him and as time progressed, he has become addicted. Just like me haha.
Its an amazing game and perfect for those afternoons where you would like to relax, but want to be doing something that challenges your brain and creativity, without the expensive cost of actually doing things like DIY projects, etc. Not saying its a replacement for that stuff, but it fires up the sides of your brain that crave creativity, endless possibilities and action all in one.
I'm very happy to see new people coming to the game, Join the FTD discord if you havent too. Its filled with like minded people and creative people all the same.
0:37 no working ekranoplan?
You can use PIDs to make something that looks similar in real terms.
Sure but that's a plane that you've told to fly just above sea level, I was making a point about the level that the physics simulation goes to, that's all.
Space Engineers is much easier to get into than FtD from a vehicle design perspective, resource harvesting actually has the potential to be interesting (which means it's probably harder to get into), but SE's obfuscated damage system is even more arcane than FtD's simple yet math heavy [HP per Block] system is to a new player, not that news players will know enough to care until they get endlessly destroyed in the very few PvP servers.
Also, there is no such thing as custom weapons in SE, all you have is simple weapons and ships you turn into weapons.
You should try Avorion
Trust me, if you can get to grips with From the Depths, Space Engineers will be child's play. I found FTD completely impenetrable even after 30 hours of playing with a friend who understood it. Space Engineers is much more straight forward!
omfg rimworld man played ftd?
holy shit how did I not know this???
I actually loved this game before I played it... after getting it and playing for a bit... it is more fun than other ship building games I've tried for sure...
also.. I have never understood why people liked the mouse way of making things...
it's just too complicated, too much ways to move, easily distracted and hard to put a LOT of things at once(which as a person who does things fast... yeah, annoying)
i got 700h in space engineers was a good game but boring with no friends game still has a lot of bugs and is only getting worse as time goes by i used to build awesome drill ships but after an update most of my drill heads dont work anymore ive spent 30-50 h on multiple ships that no longer work and fixing them would make them too slow to be fun.
4:59
Who are these well-spoken Englishmen and the German you are referring to?
I believe that i was mainly referring to lathland, lathrix and GMODISM who may or may not be german in hindsight, but i learned a lot of random niche bits from their content
Go play kerbal space program. From this video, I am sure you'll love it ! dont forget the mods.
I have, quite a bit in fact a long time ago now, at this point I'm better off waiting for KSP 2 aren't I?
@@HazzorPlaysGames Maybe youre right. By the way i just discovered your channel, so far like your content. Hope you'll grow big some day, I think you deserve more
audience.
LOVE SPACE ENGINEERS!!! GIVE IT A SHOT
PILKINGTON GANNNG
3:35 just say Lathrix made it already.
I miss robbaz 😢
He's a streamer now, I kinda prefer it because it means I can watch him play games and listen to his horrible takes for hours whilst recording
I love you, pissboy big time
I wouldnt recommend space engineers to anyone. I myself have spent way too much time on it. it lacks a lot of things i would consider a part of a good game. for example there is no end goal to the game and you have to set one for yourself to have fun, you may even need to limit yourself in some way to actually make it interesting. if you play the game with the most overpowered strategies and weapons the ai cannot form any meaningful threat to you.
if modding gets involved the game improves by leagues and bounds but i find that if a game is shit and i require mods to even have fun then i should not recommend it as the base thing is still shit.
also things the players have been told they would get/have asked for for years have not been given (e.g. water) some things had to be modded into the game as the devs in the instance of water just made all water ice.
there you go, you cannot make boats, go fuck yourself or download the water mod.
they also abandoned medieval engineers and now the community is working on it instead (the devs basically enlisted volunteers to make their game for them).
i realise im somewhat heated on this topic but ive seen so many people try space engineers and get swept up in the "oh its so good with mods" thing that noone seems to see what could be.
Well..Skyrim was kinda shit and its the mods for Skyrim that made it have a huge longevity and replay value.
@@rpscorp9457 yeah that's fair but I wish people wouldn't praise the game when in reality it's volunteer work from modders that made it good in the first place.
@@Thanatos_Morti Agreed..more praise needs to go to the modding community.
@@Thanatos_Morti If i was the PR person at the company, id be praising the modders for keeping the game alive weekly.
@@rpscorp9457 exactly, mods and workshop builds are what kept the game fresh. Rebalances, the reaver mod, the exploration mod, the food and drink mod, I could keep going but then we'd still be here tomorrow.
I've played both FTD and space engineers a lot. But I have to say FTD is in my opinion far superior. FTD offers aerodynamics, custom weapons and a lot more creativity. Space engineers is essentially just using premade turrets and sticking a bunch of heavy armor on it.
Gameplay wise, space engineers lacks as well. There's no depth at all. The only resources you need is essentially cobalt, ice and stone. Which can be found everywhere. And what's the point? You have no enemies in the game (Unless you add mods). There's no story, no nothing.
Space engineers is by far my favorite game. The tutorials kinda suck though, so your best option is either videos or just goofing off in creative. There's also thousands of mods to improve game play and hundreds of thousands of ships to use so you don't have to make them yourself if you don't want. DLC is mostly decorative, so feel free to skip that
from what ive seen everyone says its good but no one recommends it
Now if you can get a pc to run it...
I prefer Empyrion Galactic Survival over Space Engineers
SE is very fun but the survival mode is lacking it feels and there is no TRUE PVE
I have 600 hours in Space Engineers. Most will not enjoy it. Compared to FTD, Space Engineers is a complete and utter downgrade in every sense, but in space. Marek is super shady, Keen is creatively bankrupt, the engine is older than most of its players and was evidentially created before optimization was invented, the simulation is simply bad in nearly all regards and it's turtle-like maximum speed hinders any fun unless you download mods to fix the physics and unlock the maximum speed, the DLCs add things that you can find better versions of on the Workshop, uranium is too hard to find unless you FTL jump near the spider planet or download a mod that restores the old uranium deposits on planets, speaking of they added planets which are ironically more empty than the space they originally had unless you download mods, pirates are too ezpz to even really bother fighting or raiding unless you download mods, the 'wandering AI' is just random ships spawned which go in a random direction at a set speed with no purpose whatsoever and are usually too pathetic to bother fighting, the AI bases are exceptionally ezpz and require the player to go out of their way and limit themselves to even consider them a challenge unless you download mods, the building system is extremely inefficient for no reason with no streamlining and is borderline unplayable unless you build a 3D printer, and finally the game gives the impression of allowing crazy amounts of creative freedom but forces you to build either bland weapon blocks that all have the same stats or getting your CPU hot enough to cook breakfast on because you need to add a convoluted 3D printing system to any and all player-made missile platforms.
Truthfully I could continue on until my comment is long enough to pass as a book report to the inattentive professor but I'm sure most who've read this far can sense a pattern. The game is bad. The only fun comes from the community who the devs steal ideas from to sell to people like me who saw the potential in it and desperately wanted it, but unfortunately due to Mareks dubious practices and corporate mismanagement in every single sense, it's best to avoid it. Wait until Space Engineers 2 so we can be ripped off again but with poorly made and unoptimized water physics.
You forgot to mention the countless hours you spend in designer mode trying to make zomething look good only to scrap it cuz its trash. As with nearly everyone, I too, hate superstructures. I can do them somewhat nicely, but It also is annoying.
I see why these types of games are appealing to people, but for me, its just too much. I already play grand strategy games, which can take hours of playtime and research to get good at, do not have the time to invest in learning this as well.
Complaining about things like video editing and such whish is normal for most every person making YT videos on the planet... yea I can see why you didn't get many likes, as that's pretty obvious stuff. It's aking to looking at a cup on a desk, everyone knows is there, but your suprised it's there even if your the one that put it there.
Why would you play this when Space Engineers exist?
Space engineers is fun But I have more fun on FTD, I have about 550 hours on FTD and 400 on space engineers, As far as building goes, FTD blows Space engineers (and everything else) out of the water, You can make some real cool stuff in Space engineers though such as functional tanks, mechs, cranes and even giant robotic hands.