Your "35% off" comment and video description is really misleading. I thought this was a discount on the game you're showcasing, not a sponsor segment... Literally 0 context for what your 35% ad is for. Deceptive advertising.
It would be better if you leave the link to the game - not a promo as with your diction it's absolutely impossible to ynderstand the name of the game!! i have watched and re-watched the start of the video 4 times - STILL have no clue what is the name of the game you r talking about 🤦♂️🤦♂️
@@omnombrains Also I checked it out just to see what it was even about. It wasn't giving 35% for me ( maybe it was just an error ) but it was only giving $3.55 off. 35% of 70 is not 3.55. So beware.
@ObsidianAnt I don't really understand your conclusion here on how indie devs can achieve this. The Unreal Engine is build by a Triple-A studio and since UE4 it has simulation of full planets.
Hello I am part of the development team I wanted to thank you very much for the visibility you bring to our game. We still have a lot of work to do but we are passionate about our game 😊 We are a small team of 5 French developers , We still have a long way to go to make the game viable but thank you very much for supporting us. Sincerely Zouzixx
honestly i would take the shittiest star citizen server over this game. the gameplay is insanely bad, the ui is ass, the graphics are mediocre at best, it plays like a random indie rpg from 8 years ago
@@spacedout4061 lol, 8 years ago, when Star Citizen was already 2 years late. I would take giving these guys three quarters of a billion dollars over that waste of space Chris Roberts, I bet they would leave SC in the dust.
I don’t know that this is better than Star Citizen in its current state, or if its developers are up to making it better, but I’d really like to see some effort put into really competing with Star Citizen in it’s purported core competencies.
@@ColinPaddock "I don’t know that this is better than Star Citizen in its current state", come on :) SC is vastly more developed (but probably as janky and buggy), but yeah it's great to see more competition there. CIG needs it to sort of out their 1.0 vision and get serious about getting it out in a few years, whatever it is.
@@rhetor4mentor13 I don't know if I would say massively more developed. SC is in such a weird state. They keep delaying 4.0, and their current version starts lagging after a week of it being up because Chris Roberts is so bound bit and determined to have persistence. I don't think server meshing is going to be the savior everyone is hoping it is going to be if they can even pull it off. I am hopeful one day we will have the game but at this point I don't see how so many people are hopeful for a project that has been dangling a carrot for the better part of a decade and a half.
@@rhetor4mentor13 This absolutely, but it seems that SM is beating the crud outta them lol. There was supposed to be a new SM test today, but apparently there is some sort of crash that would chain to any other meshed server and crash them too.
Who would win: 1300 developers with a 700 million dollar budget, or 5 french guys with a dream and a lot of passion. Amazingly, it's hard to say for sure.
@@neilweber1749 each person you add multiplies the lines of communication. 5 people have 10 lines of communication, 1300 have 844,350 lines of communication. They don't all have to talk to each other of course but you get the idea - large teams are easily bogged down and it's also easy for people to have such a small piece of the pie that they don't take responsibility for any of it. Bureaucracy is maddening.
100 are probably the actual devs working on the game. The rest are probably marketing, astroturfing different sites, and busy white knighting the game. Those 1000 employees arent even bug testing the game and gave all those tasks for the players to do. Lol!
Looks to me like he mostly is talking about that fps combat, looks like a default UE5 plugin. I'm hoping for a decent competitor to SC, and this looks a bit promising, even if it is smaller.
@MrRoblcopter same SC concentrated on another system when they should be working on basic core gameplay working. But that doesn't sell. More ships more areas forget the game working as intended. Unless that's how the intend it lol
@@gelobledo I am assuming you mean "Server Meshing" is what you are talking about when you mean "concentrated on another system," believe it or not, meshing is effectively the most important core system for their game, especially if they want that MMO aspect. Ships and Locations are literally made by the Art teams, not by the engineering teams. You typically do not want the engineers working on art and the artists working on back/front end engineering things, unless they are properly cross trained. So yeah, that's how they mean for it to be.
Thanks for finally presenting this game. The devs are really nice. So, you can support their project. The demo is very long, don’t hesitate to play it.
4:54 Honestly I think the cars are hilarious and don't want them to change. Modern/slightly retro car but scifi hover tech is a great aesthetic, it gives me back to the future vibes.
Looks like an elite dangerous "budget" edition but I DON'T mean that in a negative way. We need more games like this with, as said; seamless planetary interaction/space roaming. This looks great so far. Definitely going to follow this project and see how it turns out!
Brilliant - shows what can be done with just 5 developers and a limited budget! Just amazing. I hope they get support and manage to refine it. They deserve it.
@@netshaman9918 will you guys stop with the "lazy devs" argument? This is pissing me off so much. Game developers are normal people just like you, and most of them are passionate about what they're doing. However, when the game doesn't have a feature or it has an annoying bug or literally anything else, who is to blame? Is it the greedy company, out of touch management and maybe a multitude of other reasons or is it the "lazy devs"? Why are we so quick to put blame on regular workers rather than the ones who make the actual decisions? This is such a shitty trend
I'm getting some SpaceBourne 2 vibes, as well as Elite and SC, here. I like the general aesthetic they've gone for. Certainly will keep an eye on this.
There are many challenges to seamless space to planet surface that most people just don't think through - it's certainly not trivial. Great to see a talented indie team coming up with a solution. Keep up the good work! And thanks for doing the early access review.
This looks amazing. Lots of work still ahead but coming out of nowhere and doing all those transitions and seamless level traversal is fantastic. Cant wait to see what this will look like in 3-4 years.
Qanga is giving Elite Dangerous a run for its money, the gameplay looks like it offers more depth than trading invisible commodities 👍, besides Elite is so massive you can't see it all anyway.
@@adrianwilliams6577 I personally the main dev wasn't trying to compete with SC, but with Elite. I believe that Odyssey pissed them off so much they just thought to themselves "fuck it I'll do it myself."
Indie studios can build games with seamless transitions from ground to orbit because they aren't building with decades of legacy code that the bean counters insist we must get as much value out of as possible. They can use modern general purpose engines or they can just build their own.
It is because of assist sizes. If you want a texture look good up close then you need high resolution textures(which take time to load) and if you don't want your GPU to explode when that object is in the background, you need mipmaps which involves storing multiple lower resolution version of that texture. There is also meshes with LODs, light maps and their mipmaps, normal maps and their mipmaps, and procedural components that need to be generated. If a game involves web play(like Elite), then loading screens might actually be there for synchronization reasons. Using Elite as an example again, you can disagree with the design chooses the developers made(I do), but thinking a small indie can do better on the technical side is just ignorant. Qanga is having pop in problems with 20 year old graphics. I don't mean that as an insult to the team. They chose to prioritize seamless transition at the price of it being impossible to make the game look good.
I got it on sale. Very limited as to what you can do but I really see the potential!! Africa is the only continent with anything on it as far as I can see. Mars was totally empty and I made it back with 1%fuel. 10/10 for what it is, hope it gets support and a good player base
I went to look at how long development has been going. I didn't find any specific information, but the game is at version 0.0.2. Hot damn, it's SUPER early days for development
@alvatoredimarco there was a battle royal with the same name, looks like they ported all their assets to this full open world/solar system game. Yes this is very early for what it is but for what it is it's impressive. Yellow wall (the capital city)is massive and the transit system actually works lol. Good game so far.
This inde team can deliver what look like amazing transitions from space to planet. Bethesda pour so much time and money into Star field and come up eith a loading screen and landing animation
@@alvatoredimarco I was mostly joking, SC is an insane undertaking and while I’ve not even tried it yet I am glad something that ambitious and still successful exists, I hope it turns out amazing.
OMG Ant this is it, this ticks all the boxes, they did it. Space FPS RPG imsim space flight and combat trading etc etc. I'm buying in immediately. Thank you for covering this game. I can only hope that the devs reach final release and it's moddable so folks can add more ships, planets, dungeons, stations, quests etc etc
For early access, this is pretty cool to see, i hope to see more from this in the future. One day i really hope to find a game that lives up to all the promises a game like Star Citizen promised
If this goes the right direction I can 100% see this as a worthy replacement for Elite dangerous. Atmospheric planets, fauna, potentially walkable ship interiors. If I can as plainly explain what I hope for out of this game it would be the exploration & mystery of deep space alongside atmospheric worlds that Avatar 1/2 and Alien: Covenant touch on.
I keep thinking the longer CIG takes 3 years to make 1 step forward towards an ever moving goal post, the more likely someone is going to come along and do the same steps forward every 1 year and surpass them with a complete product. They drag their feet to long and before you know it there's going to be 10 or more games out there on smaller budgets and more fun gameplay, polished and finished.
This is almost like a double blind test, where in some hypothetical world, CIG started over from scratch 5 years ago in UE5. It will be interesting to see how it plays out.
There will always be newer space games coming out, some may even have people call it "the Star Citizen killer". Yet no game has killed SC yet, and SC remains to be the only project that checks every box for a lot of space fans.
@@SnowTerebi the thing of it is, for me, a lot of those boxes are either being unchecked as time goes on, or have remained unchecked for way too long. Cargo hauling is finally in game, and I am reaching that I absolutely hate the idea of manually loading boxes. I don't have time to play a box loading simulator. I would rather get on with my life and just enjoy the scenery from point A to point B in a futuristic sci-fi setting. There is also still no real economy to speak of, and the balancing that they are doing has me questioning their decision making. So then a game like this comes alone, or I rediscover other games that have been around for a while like X4 and ED, and I am wondering why I am wasting my time playing SC anymore. I can't be the only one, so in a very real sense, SC is being killed, not necessary by one game, but by a whole host of games out there that are checking the boxes that SC is failing to check, or doing so very poorly.
10:04 The answer is that, generally, the engine and supporting tooling have to be built for it. If the engine isn't designed for it, it can be infeasible to build seamless transitions from space to planet. For instance, does the engine support applying gravity in non-vertical directions? Does it support generating nav-meshes in non-vertical directions? Does it even support generating and rendering terrain and appropriate colliders in non-vertical directions? How about clouds? Does the engine support 64-bit coordinates? Does the editor support rotating to face the current "up" relative to the nearest planet (otherwise it will be exceptionally tedious to work with)? So yeah, while it's possible for indies to build games like this from scratch where they're just hacking together whatever works, it's often much harder for an established studio to do it where they have years or decades of tooling that may need to be rewritten from scratch in order to provide the deep, long-term support and maintenance necessary for a AAA game.
Hey you walked up the stairs without dying. That's certainly better than Star Citizen. Don't ask me how I know....Oh dear. Thanks Ant...Great video as per usual.
1) Indie Chad creates his own Star Citizen 2) Causally drops base building in a patch 3) Refuses to elaborate 4) CIG in absolute shambles as they struggle to release base building after working on it for a decade
@@brick-2000 Yeah multiplayer support with such a tiny dev team is pretty impressive, but they didn't have to make a new engine, they're on UE5. Unless you're talking about CIG? They used CryEngine, then ported to Lumberyard, which is CryEngine, then ported to Star Engine, which is CryEngine. The hoops you have to jump through to get out of licensing agreements!
@@MisterFoxton Yes im talking about cig. Aso they never ported from cryengine, lumberyard which is a version of cryengine and after they reworked it from the ground up they renamed it starengine.
They haven't been working on base building for a decade, barely at all in fact. And you can keep it, it's one thing I do NOT want in SC because it cheapens it like all the other garbo out there.....looking at you NMS
thank you for shouting this game out. i paid for it and am happy the only thing i hope the devs do if they read this is improve the flying experience its a bit finicky with pitch and yaw and making it play well on controller will make it awesome and competitive with SC
I dont actually find the cars that offputting. Many sci fi cars arent aerodynamic at all so especially for city cars looking normal cars just with different wheels makes sense. I do hope the game is internally consistent with its use of anti gravity. So either normal wheels for heavier stuff or normal wheels for offroad or no normal wheels at all just dont go down the star wars route.
@@buckytin7393 It is? Didn't realise that, I'll definitely check it out then. I assumed it was the usual paid early access, which I rarely do. Cheers. 🙂
this looks like it could turn into a really cool game in the next few years honestly, lots of jank with things like the gunplay but thats very fixable and I noticed you didnt die in any elevators or fall through the floor. Hell, even the hangar terminal looked like it worked well.
It's not baffling to me why Indy devs can build this and AAA can't. Indies build games they want to play where as AAA have teams with management and the focus is on money grabbing/making more money than last time. So they deliver less in iterations charging more. Take EA for instance. Indies we should support because they are really trying to build a good game and deserve our support. AAA don't because they just want money for their shareholders.
The more competition for Star Citizen the better, they need to realize that people wont wait forever especially if someone overtakes them or makes a more fun game.
I mean, to be fair, it's less than half the cost of a star citizen starter pack. For an indie studio, it seems worth the support, even if it does flop eventually. The tools they have built seem to be very widely applicable for the general gaming industry, considering it is in UE5. That alone deserves support.
A little disappointing, TBH. Flight physics, walking, and FPS elements are fairly janky, and there's no variation between buildings. Flight of Nova, Juno: New Origins, and Microsoft Flight Simulator are better if you want your fix of flying things, and both Elite: Dangerous and No Man's Sky do the "First Person Shooter + Space" angle way better.
@@Bruh-zx2mcwhat trully saddens me is see folks complaining about indie devs who barelly start to make their game. This guys are looking to financing their game who indeed looks promising. But we are still talking about indie devs, not Bethesda AAA glorified devs who can't even make seamless transitions. Jankness is not only expected in a game like this, but also acceptable in tne current state of the game.
@@efxnews4776 I'm not saying the game is bad or will always be bad. I'm saying that, in its current state, there's hardly any game here and that, in my opinion, it's not worth putting money into it yet just for the promise of a fleshed out game down the line. And I'm not saying this to attack indie development; I did recommend both No Man's Sky and Juno before, both of these projects are indie and are far more fleshed out. You can argue that No Man's Sky had a rocky start and was paper-thin before, but it's not guaranteed that Quanga will have the same turnaround.
Gotta love all the games that accomplish what Star Citizen wants to accomplish before Star Citizen accomplishes it. Maybe they should build their game engine before building their game?
but, what games? what things do you those games demonstrated that SC hasn't? here we see a lot of alpha feature with of course indy quality that replicate many things SC has had for many years.
@@rhetor4mentor13Yet somehow a small team has accomplished that much already. Makes you wonder where and how CIG spends its money and precious developer time.
@@rolinthorthey spend most of their time developing server infrastructure as well as squadron 42. They spend the least time developing star citizen, lol.
@@rhetor4mentor13 dude, you sc guys here are pathetic... Why do you guys have such need to mark territory even for indie games, are SC this frail that you guys need to be here doing this? I kinda understand if you guys sht on Starfield or Elite Dangerous, but indie games?
My main complaint about games with hover vehicles is that you still need to have actual roads or paths to drive on, because unless you are driving very slowly you are going to smash into a rock and explode very soon. It seems like the games with the hover vehicles also have the biggest rocks everywhere, and since it's just procedurally generated land it isn't made with any player activity in mind.
This is hi-la-rious! They say imitation is the sincerest form of flattery. This is budget Star Citizen all day long. But obviously far more cheaper to get into.
@@Kathrynerius every year appears an indie game challenging SC, at some point it would be more than one, and at some point some game will surpass SC. Meanwhile, SC stans are in every space game vid marking territory as if their game still is the king of the jungle...
Man thank you for taking your time to find these amazing games!!! Really appreciate everything you do. Looking forward to end the week to get into this game.!!
I meant that Starfield is a loading-screen simulator hiding thousands of more loading screens behind door animations. This is not as modern as this streaming open-world design (without traditional loading screens).
@@UmmerFarooq-wx4yo What did it lose? The out of pocket exposé NPCs that just must absolutely share something about someone? It's development may have only just begun but it's already far ahead of the disappointment of Starfield.
@@SnowTerebi the 100i looks great. I'm too picky most of the time. As cool as many of the ships are, I often wish for more symmetrical versions. The Corsair, MSR, etc. I'm currently playing "X4 Foundations" and some of the most capable ships are aesthetically atrocious. I can't get past it. Haha.
Assets are expensive, either to buy or create. A skinny young company has to spend their dollars (or Francs) wisely. I'd be using all the free/cheap assets I could in early game development. If that gameplay element continues to exist in the game the asset can later be swapped out for a better one :)
You can't call this a proper janky indie space sim unless it's been backed with 700 million dollars, has been in development for over 12 years and made most of its gameplay systems objectively worse in the past 5 or so years! There you have it. You gotta do worse and waste way more money if you wanna play with the big boys!
Kinda interesting. Ship interiors, terrain looks good...good to see the planets don't look like randomized fractals. Also, if that wallet was smaller I'd be in. Great idea to have a tracker to locate it w/your phone.
Interesting. Thanks Obsidian for the video. I'm tired of space sims just like I'm tired of survival games, zombie games, combat games, and everything else I guess. I only watched the video to support your channel. Liked, and shared.
@@spacedout4061 You're absolutely right. For myself I believe there is enough to have me get very bored. I think the first space sim I played when I was off work is Battlecruiser 3000AD in 1996. I haven't played it so long I could be wrong on that though. I suspect what I'm exhausted of is how all of them play the same way. Go to a port, trade, talk to static cartoon looking npc's, gear up, back out into space, maybe mine a rock, go to a space port, trade, travel over a planets surface, visit structures, land get out, poke around, mine the same resources, maybe repair if you hit something you shouldn't have, head back out into space, get shot at by a pirate or another human being, dock and so on. Rinse, and repeat until your head hits the keyboard out of shear repetition. The only game I've come across which is different than any other video game is called Shadows of Doubt. Very original, and entertaining game, although it can be a bit mind numbing.
@@jrlivingspaces I play all kinds of games until I get bored. Just because I'm bored of games doesn't mean I can't tell the truth on how I feel about them, and how disgusted I am at times with developers, and publishers. I'm tired of copy, and paste jobs which seems to be the in thing in this day, and age. Also why follow a channel all about games? I like Obsidian which is the primary reason why I watch his channel. I don't like every game he talks about but I support him because I like him.
The Elephant in the room functions with a ancient cell system from Morrowind and beyond. It was never made for seemless transition to planets. It was made for loading them. Putting a Space agme in the same open world engine was always gonna be awkward. And the cell system and it's performance is probably the reason for it's ridiculously tiny and isolated "capital cities" that make absolutely no sense.
Oh, they handcrafted all the planets ? I thought it is more like a Elite Dangerous. Where procedural is a thing with a twist that all planets are landable. Or even gas giants can be entered if you have the appropriate 'expensive' craft . That would be epic !
@@SnowTerebi I agree with you that this doesn't hit most of Star Citizen's notes. But, this game has really hit some major gameplay/visual notes with 0.1% of Star Citizen's budget. It really shows how CIG, despite them having a massive budget, and well over a decade of development time. Have left the persistent universe a barebones mess. You can say we have "all these things" but, in reality these are literally Tier 0 implementations of tech and gameplay. They are little to no more complex than what you're seeing on screen here. So, open your eyes and stop dick riding a company that can't even meet a proper deadline. Also I know you're exaggerating, (I hope) but, calling a game like this "a bunch of assets thrown together" is very ironic considering where Star Citizen came from.
The demo is a little underwhelming due to how buggy and unpolished. The potential is there, but this needs years of development before I would recommend it to anybody. I gave the demo a couple of hours and uninstalled.
That was my experience. It looked nice in parts, but it's painfully clear what the inspiration is. And it is in a rough, rough state. I'll check back in a few years.
How embarrassing for SC over 13 years of development and a new studio has done this in how long? CIG is a shameful company if I could get all my money back I'd do it in a heartbeat!
Well then you should have followed the common sense advice that is given out by every long term backer you muppet ''you only need a cheap game package to enjoy star citizen'', yet your laziness and ADHD got the better of you, sucks being you
And I am sure it didn't cost 750 million dollars to make, and it has working elevators. Basically showed that the game is where Star Citizen is today after 12 years of development.
@@jh5kl of course. Seeing how far it's come has been amazing. But it's taken ten years and unprecedented funding to so. I'm still on board the SC train, though standing firm in no more money till beta. But to say this works better is just not true
@@Paladin1034 There were people like this all throughout last year (or wsa it two years ago?) saying the same thing about SpaceBourne 2. While SpaceBourne 2 is impressive work by a single dev, it absolutely does not trounce Star Citizen in features or playability. Just way too janky and too much incongruency in the art direction due to most of the art coming from general purpose asset packs on the UE asset store.
i don't follow, r u suggesting this and SC is about the same?... because if you do see the any difference at all it should give you idea where the funds went
I’ve lost all confidence in the devs at CIG. They are the best at making good looking stuff and then animating it. That’s all they’ve got though, and I’m starting to wonder if it is t just their business model…
Get up to 35% off with my code: ObsidianAnt going to partner.ekster.com/ObsidianAnt1
Is it just me or does it look like you cant put coins in that?
Your "35% off" comment and video description is really misleading. I thought this was a discount on the game you're showcasing, not a sponsor segment... Literally 0 context for what your 35% ad is for. Deceptive advertising.
It would be better if you leave the link to the game - not a promo as with your diction it's absolutely impossible to ynderstand the name of the game!!
i have watched and re-watched the start of the video 4 times - STILL have no clue what is the name of the game you r talking about 🤦♂️🤦♂️
@@omnombrains Also I checked it out just to see what it was even about. It wasn't giving 35% for me ( maybe it was just an error ) but it was only giving $3.55 off. 35% of 70 is not 3.55. So beware.
@ObsidianAnt I don't really understand your conclusion here on how indie devs can achieve this. The Unreal Engine is build by a Triple-A studio and since UE4 it has simulation of full planets.
Hello I am part of the development team I wanted to thank you very much for the visibility you bring to our game.
We still have a lot of work to do but we are passionate about our game 😊
We are a small team of 5 French developers , We still have a long way to go to make the game viable but thank you very much for supporting us.
Sincerely
Zouzixx
Ca a l'air bien fait votre projet... Bonne chance et courage!
@@wildpat03 Merci :)
Great to see you here, thanks for the comment! Keep up the great work!
it definitely works 10x better than ya know that other game lol
Ty for your excellent effort with this @zouzixx
Someone backing star citizen for years: " Fine, I'll do it myself"
honestly i would take the shittiest star citizen server over this game. the gameplay is insanely bad, the ui is ass, the graphics are mediocre at best, it plays like a random indie rpg from 8 years ago
@@spacedout4061 says a star citizen dev
@@jrlivingspaces i wish lol, just like, this game is horrible. There's a demo, try it
@@spacedout4061 lol, 8 years ago, when Star Citizen was already 2 years late. I would take giving these guys three quarters of a billion dollars over that waste of space Chris Roberts, I bet they would leave SC in the dust.
@@Culky mobile games get billions because they don't bug out
Somehow I have a feeling this is connected to a "We have Star Citizen at home" meme.
I don’t know that this is better than Star Citizen in its current state, or if its developers are up to making it better, but I’d really like to see some effort put into really competing with Star Citizen in it’s purported core competencies.
@@ColinPaddock "I don’t know that this is better than Star Citizen in its current state", come on :) SC is vastly more developed (but probably as janky and buggy), but yeah it's great to see more competition there. CIG needs it to sort of out their 1.0 vision and get serious about getting it out in a few years, whatever it is.
@@rhetor4mentor13 I don't know if I would say massively more developed. SC is in such a weird state. They keep delaying 4.0, and their current version starts lagging after a week of it being up because Chris Roberts is so bound bit and determined to have persistence. I don't think server meshing is going to be the savior everyone is hoping it is going to be if they can even pull it off. I am hopeful one day we will have the game but at this point I don't see how so many people are hopeful for a project that has been dangling a carrot for the better part of a decade and a half.
@@rhetor4mentor13 This absolutely, but it seems that SM is beating the crud outta them lol. There was supposed to be a new SM test today, but apparently there is some sort of crash that would chain to any other meshed server and crash them too.
Lmao, I just made this joke in my Discord, and then scrolled down to see it here
One day, some say he will cover a space game that is actually complete.
Starfield? Er🙄
someday there will be a space game that is actually complete
@@ColinPaddock The modders have not finished making it yet
One day there will be a complete space game that isn't pure cardboard.
@@ColinPaddock One day, some say he will cover a space game that is actually complete.
Who would win: 1300 developers with a 700 million dollar budget, or 5 french guys with a dream and a lot of passion.
Amazingly, it's hard to say for sure.
Really makes you wonder what the fuck all those people are doing.
@@neilweber1749 each person you add multiplies the lines of communication. 5 people have 10 lines of communication, 1300 have 844,350 lines of communication. They don't all have to talk to each other of course but you get the idea - large teams are easily bogged down and it's also easy for people to have such a small piece of the pie that they don't take responsibility for any of it. Bureaucracy is maddening.
@@leslieviljoen Seems like a great place to use AI. To summarise what others have done so that you cut out the communication
@@neilweber1749 true, could be.
100 are probably the actual devs working on the game. The rest are probably marketing, astroturfing different sites, and busy white knighting the game. Those 1000 employees arent even bug testing the game and gave all those tasks for the players to do. Lol!
Obsidian says "this game has some jankyness" Me playing Star citizen for years. Hold my beer Im going into Stanton
😂
Looks to me like he mostly is talking about that fps combat, looks like a default UE5 plugin.
I'm hoping for a decent competitor to SC, and this looks a bit promising, even if it is smaller.
@MrRoblcopter same SC concentrated on another system when they should be working on basic core gameplay working. But that doesn't sell. More ships more areas forget the game working as intended. Unless that's how the intend it lol
@@gelobledo I am assuming you mean "Server Meshing" is what you are talking about when you mean "concentrated on another system," believe it or not, meshing is effectively the most important core system for their game, especially if they want that MMO aspect.
Ships and Locations are literally made by the Art teams, not by the engineering teams. You typically do not want the engineers working on art and the artists working on back/front end engineering things, unless they are properly cross trained.
So yeah, that's how they mean for it to be.
@@MrRoblcopter other systems I mean Pyro and whatever other solar systems they may be working on
Thanks for finally presenting this game. The devs are really nice. So, you can support their project. The demo is very long, don’t hesitate to play it.
What's the NAME of the game? I can't understand it from the mumbling in the start..
@@flashbackflipQuanga, even is in the title
@@KaanMirza563 I think they spell it, "Qanga".
4:54 Honestly I think the cars are hilarious and don't want them to change. Modern/slightly retro car but scifi hover tech is a great aesthetic, it gives me back to the future vibes.
Looks like an elite dangerous "budget" edition but I DON'T mean that in a negative way. We need more games like this with, as said; seamless planetary interaction/space roaming. This looks great so far. Definitely going to follow this project and see how it turns out!
Budget for now. Let's have faith in future
Brilliant - shows what can be done with just 5 developers and a limited budget! Just amazing. I hope they get support and manage to refine it. They deserve it.
Interesting. I look forward to seeinghow it develops. Thanks for the quick look.
Why can't Elite add Atmospheres like this, WHY???
Because they are lazy devs !
Because the game is 10 years old and has been in decline for most of that
Because their player base wants that.
@@netshaman9918 will you guys stop with the "lazy devs" argument? This is pissing me off so much. Game developers are normal people just like you, and most of them are passionate about what they're doing. However, when the game doesn't have a feature or it has an annoying bug or literally anything else, who is to blame? Is it the greedy company, out of touch management and maybe a multitude of other reasons or is it the "lazy devs"? Why are we so quick to put blame on regular workers rather than the ones who make the actual decisions? This is such a shitty trend
@@deeplerg7913lazy devs equates to overly-conservative management in this case, but that's harder for most people to convey.
I'm getting some SpaceBourne 2 vibes, as well as Elite and SC, here.
I like the general aesthetic they've gone for. Certainly will keep an eye on this.
There are many challenges to seamless space to planet surface that most people just don't think through - it's certainly not trivial. Great to see a talented indie team coming up with a solution. Keep up the good work! And thanks for doing the early access review.
This looks amazing. Lots of work still ahead but coming out of nowhere and doing all those transitions and seamless level traversal is fantastic. Cant wait to see what this will look like in 3-4 years.
Qanga is giving Elite Dangerous a run for its money, the gameplay looks like it offers more depth than trading invisible commodities 👍, besides Elite is so massive you can't see it all anyway.
In fairness, Elite is a sandbox game really.
Its also a missed opportunity, that is run by management who have no idea, how great it could be.
@@Johnnymagnet92 Qanga looks to be one as well though...
@@adrianwilliams6577 I personally the main dev wasn't trying to compete with SC, but with Elite. I believe that Odyssey pissed them off so much they just thought to themselves "fuck it I'll do it myself."
Indie studios can build games with seamless transitions from ground to orbit because they aren't building with decades of legacy code that the bean counters insist we must get as much value out of as possible. They can use modern general purpose engines or they can just build their own.
This game was built with Unreal Engine, so it is definitely decades of legacy code.
It is because of assist sizes. If you want a texture look good up close then you need high resolution textures(which take time to load) and if you don't want your GPU to explode when that object is in the background, you need mipmaps which involves storing multiple lower resolution version of that texture. There is also meshes with LODs, light maps and their mipmaps, normal maps and their mipmaps, and procedural components that need to be generated. If a game involves web play(like Elite), then loading screens might actually be there for synchronization reasons.
Using Elite as an example again, you can disagree with the design chooses the developers made(I do), but thinking a small indie can do better on the technical side is just ignorant.
Qanga is having pop in problems with 20 year old graphics. I don't mean that as an insult to the team. They chose to prioritize seamless transition at the price of it being impossible to make the game look good.
Lmao , there is NO INDIE studio creating their own game engine. They would go bankrupt before the game would ever release.
"or they can just build their own engine" LOL
@@Mr.Free2Play some do but it's pretty much always for much simpler games
I’ll buy even if I don’t play. People doing stuff like this deserve support.
I can't believe what they've pulled off. The gameplay doesn't look like something I'd enjoy yet, but I'm gonna go buy it just to support these guys.
I got it on sale. Very limited as to what you can do but I really see the potential!! Africa is the only continent with anything on it as far as I can see. Mars was totally empty and I made it back with 1%fuel. 10/10 for what it is, hope it gets support and a good player base
I went to look at how long development has been going. I didn't find any specific information, but the game is at version 0.0.2. Hot damn, it's SUPER early days for development
@alvatoredimarco there was a battle royal with the same name, looks like they ported all their assets to this full open world/solar system game. Yes this is very early for what it is but for what it is it's impressive. Yellow wall (the capital city)is massive and the transit system actually works lol. Good game so far.
This inde team can deliver what look like amazing transitions from space to planet. Bethesda pour so much time and money into Star field and come up eith a loading screen and landing animation
EA with Outlaws and "space fog"
This is honestly impressive. As a backer of Star Citizen, im going to verynkuch enjoy playing this! Thank you for the quick review
Good to hear your voice again. Many thanks for posting
This will 100% reach 1.0 before Star Citizen
They're using a modern engine and won't have to spend years and years retooling it to do what they want. That alone is a huge timesink just *gone*.
@@alvatoredimarco I was mostly joking, SC is an insane undertaking and while I’ve not even tried it yet I am glad something that ambitious and still successful exists, I hope it turns out amazing.
"wheres my wallet?"
"I'll just get my phone to find it..."
"oh gawd...."
this looks pretty damn promising, i hope it goes places
I'm looking forward to further development of this game. Looks not bad at all.
OMG Ant this is it, this ticks all the boxes, they did it. Space FPS RPG imsim space flight and combat trading etc etc. I'm buying in immediately. Thank you for covering this game. I can only hope that the devs reach final release and it's moddable so folks can add more ships, planets, dungeons, stations, quests etc etc
star citizen spends 12 years in alpha with no end in sight. This developer "hold my beer"
For early access, this is pretty cool to see, i hope to see more from this in the future. One day i really hope to find a game that lives up to all the promises a game like Star Citizen promised
I want to see its sheet-folding physics
wow, they are out of the normal developers, not easy in any way to achieve seamless transition, I wonder how they are doing it!
got this on my steam wishlist
If this goes the right direction I can 100% see this as a worthy replacement for Elite dangerous.
Atmospheric planets, fauna, potentially walkable ship interiors.
If I can as plainly explain what I hope for out of this game it would be the exploration & mystery of deep space alongside atmospheric worlds that Avatar 1/2 and Alien: Covenant touch on.
walkable interiors is already a thing, it's just the ships are still very tiny
I keep thinking the longer CIG takes 3 years to make 1 step forward towards an ever moving goal post, the more likely someone is going to come along and do the same steps forward every 1 year and surpass them with a complete product. They drag their feet to long and before you know it there's going to be 10 or more games out there on smaller budgets and more fun gameplay, polished and finished.
This is almost like a double blind test, where in some hypothetical world, CIG started over from scratch 5 years ago in UE5. It will be interesting to see how it plays out.
There will always be newer space games coming out, some may even have people call it "the Star Citizen killer". Yet no game has killed SC yet, and SC remains to be the only project that checks every box for a lot of space fans.
@@SnowTerebi the thing of it is, for me, a lot of those boxes are either being unchecked as time goes on, or have remained unchecked for way too long. Cargo hauling is finally in game, and I am reaching that I absolutely hate the idea of manually loading boxes. I don't have time to play a box loading simulator. I would rather get on with my life and just enjoy the scenery from point A to point B in a futuristic sci-fi setting. There is also still no real economy to speak of, and the balancing that they are doing has me questioning their decision making.
So then a game like this comes alone, or I rediscover other games that have been around for a while like X4 and ED, and I am wondering why I am wasting my time playing SC anymore. I can't be the only one, so in a very real sense, SC is being killed, not necessary by one game, but by a whole host of games out there that are checking the boxes that SC is failing to check, or doing so very poorly.
@@buckytin7393 Oh of course everyone is different, I'm just saying there's still large enough audience group that keeps raising record funding YoY.
@@buckytin7393the multi tool makes loading boxes a lot easier
10:04 The answer is that, generally, the engine and supporting tooling have to be built for it. If the engine isn't designed for it, it can be infeasible to build seamless transitions from space to planet. For instance, does the engine support applying gravity in non-vertical directions? Does it support generating nav-meshes in non-vertical directions? Does it even support generating and rendering terrain and appropriate colliders in non-vertical directions? How about clouds? Does the engine support 64-bit coordinates? Does the editor support rotating to face the current "up" relative to the nearest planet (otherwise it will be exceptionally tedious to work with)?
So yeah, while it's possible for indies to build games like this from scratch where they're just hacking together whatever works, it's often much harder for an established studio to do it where they have years or decades of tooling that may need to be rewritten from scratch in order to provide the deep, long-term support and maintenance necessary for a AAA game.
How does this stand compared to Spacebourne 2? Looks very similar - jank included.
Hey you walked up the stairs without dying. That's certainly better than Star Citizen. Don't ask me how I know....Oh dear. Thanks Ant...Great video as per usual.
Oh! Another place to give my money, that's not CIG!
This looks really cool! Never heard of it! Thanks for sharing.
Haha😂 they’ve already caught up with Star Citizen 😮
I must say the sky looks really nice in this game.
impressive. lot of potential for sure.
This is a beautiful experience. I love that the planets and system is our actual one and not something made up. Love to play this sometime
Even with the jank, this has me giving Starfield loading screens some serious side eye right now
Looks like a fun game. Amazing seamless tech. I wish Elite Dangerous had that.
1) Indie Chad creates his own Star Citizen
2) Causally drops base building in a patch
3) Refuses to elaborate
4) CIG in absolute shambles as they struggle to release base building after working on it for a decade
indeed
things become VERY difficult when you add multiplayer to the mix and having to make a whole new game engine
@@brick-2000 Yeah multiplayer support with such a tiny dev team is pretty impressive, but they didn't have to make a new engine, they're on UE5.
Unless you're talking about CIG? They used CryEngine, then ported to Lumberyard, which is CryEngine, then ported to Star Engine, which is CryEngine. The hoops you have to jump through to get out of licensing agreements!
@@MisterFoxton Yes im talking about cig. Aso they never ported from cryengine, lumberyard which is a version of cryengine and after they reworked it from the ground up they renamed it starengine.
They haven't been working on base building for a decade, barely at all in fact. And you can keep it, it's one thing I do NOT want in SC because it cheapens it like all the other garbo out there.....looking at you NMS
They for sure drew inspiration from Star Citizen o7 and they did a good job. I'm gonna keep my eye on this game. It looks very promising.
7:54 : to get into the ship , you can enter by the back , just OPEN the door, there is a BUTTON !!!
Like the TITAN in SC .
My god a working inventory system?!
11/10 already beating Star Citizen
thank you for shouting this game out. i paid for it and am happy the only thing i hope the devs do if they read this is improve the flying experience its a bit finicky with pitch and yaw and making it play well on controller will make it awesome and competitive with SC
I love the Idea of a Space game confined to a single Star system. Instead of having hundreds of star system just one very much fleshed out one.
Reverse star citizen
@@sandweed wut
That is honestly what Starfield should had been one star system packed with content to explore.
Seamless space transitions have been a thing since Elite: Frontiers at least!!
it looks really nice!
I dont actually find the cars that offputting. Many sci fi cars arent aerodynamic at all so especially for city cars looking normal cars just with different wheels makes sense.
I do hope the game is internally consistent with its use of anti gravity. So either normal wheels for heavier stuff or normal wheels for offroad or no normal wheels at all just dont go down the star wars route.
I'm definitely interested in this but I'll hang on until it's more well formed. It's way too early in development for me right now.
It is very jank, but the demo is worth trying, since it's free.
@@buckytin7393 It is? Didn't realise that, I'll definitely check it out then. I assumed it was the usual paid early access, which I rarely do. Cheers. 🙂
@@Elwaves2925 I'll probably pick it up just to support the developers since it seems they put some decent effort in here and will continue to do so.
@@davidgray8089 That's fair, each to their own. I'm not against early access, I just like to be really sure before I jump in.
this looks like it could turn into a really cool game in the next few years honestly, lots of jank with things like the gunplay but thats very fixable and I noticed you didnt die in any elevators or fall through the floor.
Hell, even the hangar terminal looked like it worked well.
The Star Citizen SHADE in this video!
You can enable DLSS and Frame Gen in settings, set max frame rate to 120, and no lagged anymore
It's not baffling to me why Indy devs can build this and AAA can't. Indies build games they want to play where as AAA have teams with management and the focus is on money grabbing/making more money than last time. So they deliver less in iterations charging more. Take EA for instance.
Indies we should support because they are really trying to build a good game and deserve our support. AAA don't because they just want money for their shareholders.
a low budget indie star citizen sounds awesome.
Very low low low budget
I wonder if games like this still will summon Derek Smart when you write his name in the comments?
I think you have to yell "DEREK SMART'S DESKTOP COMMANDER" three times
@@poeticbulldozer Need to be looking in the mirror when you do so.
Has potential, will keep an eye on further progress.
The more competition for Star Citizen the better, they need to realize that people wont wait forever especially if someone overtakes them or makes a more fun game.
microsoft flight simulator 2024 is coming and as I saw in many videos that will be a bomb vs CIG, better they prepare.
going up through the clouds was amazing.
i been in a few planes in my time. and know the view....... but still i only seen it handfull of times.
I've learned to just watch and wait. This might just be a flop, but I'll know forsure if I just wait.
Good boy!!! How long did it take ya?? No mans sky or longer ?
I mean, to be fair, it's less than half the cost of a star citizen starter pack. For an indie studio, it seems worth the support, even if it does flop eventually. The tools they have built seem to be very widely applicable for the general gaming industry, considering it is in UE5. That alone deserves support.
A little disappointing, TBH. Flight physics, walking, and FPS elements are fairly janky, and there's no variation between buildings. Flight of Nova, Juno: New Origins, and Microsoft Flight Simulator are better if you want your fix of flying things, and both Elite: Dangerous and No Man's Sky do the "First Person Shooter + Space" angle way better.
@@Bruh-zx2mcwhat trully saddens me is see folks complaining about indie devs who barelly start to make their game.
This guys are looking to financing their game who indeed looks promising.
But we are still talking about indie devs, not Bethesda AAA glorified devs who can't even make seamless transitions.
Jankness is not only expected in a game like this, but also acceptable in tne current state of the game.
@@efxnews4776 I'm not saying the game is bad or will always be bad. I'm saying that, in its current state, there's hardly any game here and that, in my opinion, it's not worth putting money into it yet just for the promise of a fleshed out game down the line. And I'm not saying this to attack indie development; I did recommend both No Man's Sky and Juno before, both of these projects are indie and are far more fleshed out. You can argue that No Man's Sky had a rocky start and was paper-thin before, but it's not guaranteed that Quanga will have the same turnaround.
This in VR would it make a must buy for me!
Amen to that.
10:04
Because AAA studios CAN achieve this. Ability is NOT the reason why they don't include such features in their games.
Had to pick this up because of you. The no loading screens is a massive plus.
Gotta love all the games that accomplish what Star Citizen wants to accomplish before Star Citizen accomplishes it.
Maybe they should build their game engine before building their game?
but, what games? what things do you those games demonstrated that SC hasn't? here we see a lot of alpha feature with of course indy quality that replicate many things SC has had for many years.
By "accomplish" you mean simply having the features in but not working very well?
@@rhetor4mentor13Yet somehow a small team has accomplished that much already. Makes you wonder where and how CIG spends its money and precious developer time.
@@rolinthorthey spend most of their time developing server infrastructure as well as squadron 42. They spend the least time developing star citizen, lol.
@@rhetor4mentor13 dude, you sc guys here are pathetic...
Why do you guys have such need to mark territory even for indie games, are SC this frail that you guys need to be here doing this? I kinda understand if you guys sht on Starfield or Elite Dangerous, but indie games?
My main complaint about games with hover vehicles is that you still need to have actual roads or paths to drive on, because unless you are driving very slowly you are going to smash into a rock and explode very soon. It seems like the games with the hover vehicles also have the biggest rocks everywhere, and since it's just procedurally generated land it isn't made with any player activity in mind.
I believe its pronounced "Qanga"
You nailed it!
This is hi-la-rious! They say imitation is the sincerest form of flattery. This is budget Star Citizen all day long. But obviously far more cheaper to get into.
It's also currently Version 0.0.2 so it can only improve from here.
Take a shot every time he says "Star Citizen" in this video.
I'm far less shitfaced than I hoped to be
@@Kathrynerius every year appears an indie game challenging SC, at some point it would be more than one, and at some point some game will surpass SC.
Meanwhile, SC stans are in every space game vid marking territory as if their game still is the king of the jungle...
@efxnews4776 well I mean. It is still king, I'd love for it to be toppled but I don't see anything coming close yet.
@@NovaRexus64😂
@@Wanelmask I mean they're right, Qanta is promising, but it's not going to have the 1,000+ player space battles that SC is aiming for.
This and Spacebourne 2 are on the same wavelength. SB2 is a 1 man team I believe though. Great job guys
It already feels and looks more like a game than SC does lol
Man thank you for taking your time to find these amazing games!!! Really appreciate everything you do. Looking forward to end the week to get into this game.!!
Already more modern than Starfield. Neat. It might be worth a test in 3-4 years.
Not quite. You can see what was lost to make what it is compared to starfield.
I meant that Starfield is a loading-screen simulator hiding thousands of more loading screens behind door animations. This is not as modern as this streaming open-world design (without traditional loading screens).
I.e. Bethesdas engine and game design is very, very outdated. And I own all of their games and still luv most of them.
@@SirSavesALot1977 why do I smell a rotting fallout pony wafting from your direction?
@@UmmerFarooq-wx4yo What did it lose? The out of pocket exposé NPCs that just must absolutely share something about someone? It's development may have only just begun but it's already far ahead of the disappointment of Starfield.
I've always been put off by the hump back of the Avenger in SC. This starter ship has almost the same wings and no hump. Nice.
Yeah, the Titan would be pretty if not for that horrible hump. No idea what the artists were thinking.
@@gearyae indeed. Its like a 5th generation guppy in a Hapsburg aquarium or something.
I think many people like the penguin look tho. But you can also just get the 100i.
@@SnowTerebi the 100i looks great. I'm too picky most of the time. As cool as many of the ships are, I often wish for more symmetrical versions. The Corsair, MSR, etc. I'm currently playing "X4 Foundations" and some of the most capable ships are aesthetically atrocious. I can't get past it. Haha.
@@thumb-ugly7518 Well, asymmetrical ships are still the minority and some people definitely love those more. Nothing wrong to have some variety.
7:42 was that a generic .50 cal glued under the ship? Copy pasted from a public domain asset library? 😉
similar to those ground vehicle (literally) models? :D
Assets are expensive, either to buy or create. A skinny young company has to spend their dollars (or Francs) wisely. I'd be using all the free/cheap assets I could in early game development. If that gameplay element continues to exist in the game the asset can later be swapped out for a better one :)
I like the idea of a spaceship with a Browning M2 on a chin-mounted turret.
You can't call this a proper janky indie space sim unless it's been backed with 700 million dollars, has been in development for over 12 years and made most of its gameplay systems objectively worse in the past 5 or so years! There you have it. You gotta do worse and waste way more money if you wanna play with the big boys!
Kinda interesting. Ship interiors, terrain looks good...good to see the planets don't look like randomized fractals. Also, if that wallet was smaller I'd be in. Great idea to have a tracker to locate it w/your phone.
What would they do with 700 million dollars?
Love your attitude about this bag and not caring about what people will say. kislux You are right keep your head up and no your priorities.
Interesting. Thanks Obsidian for the video. I'm tired of space sims just like I'm tired of survival games, zombie games, combat games, and everything else I guess. I only watched the video to support your channel. Liked, and shared.
there really arent many actual space sims in this first person ground and space category
@@spacedout4061 You're absolutely right. For myself I believe there is enough to have me get very bored. I think the first space sim I played when I was off work is Battlecruiser 3000AD in 1996. I haven't played it so long I could be wrong on that though.
I suspect what I'm exhausted of is how all of them play the same way. Go to a port, trade, talk to static cartoon looking npc's, gear up, back out into space, maybe mine a rock, go to a space port, trade, travel over a planets surface, visit structures, land get out, poke around, mine the same resources, maybe repair if you hit something you shouldn't have, head back out into space, get shot at by a pirate or another human being, dock and so on.
Rinse, and repeat until your head hits the keyboard out of shear repetition.
The only game I've come across which is different than any other video game is called Shadows of Doubt. Very original, and entertaining game, although it can be a bit mind numbing.
so you don't play any games so why support a gaming channel
@@jrlivingspaces I play all kinds of games until I get bored. Just because I'm bored of games doesn't mean I can't tell the truth on how I feel about them, and how disgusted I am at times with developers, and publishers. I'm tired of copy, and paste jobs which seems to be the in thing in this day, and age.
Also why follow a channel all about games? I like Obsidian which is the primary reason why I watch his channel. I don't like every game he talks about but I support him because I like him.
The Elephant in the room functions with a ancient cell system from Morrowind and beyond. It was never made for seemless transition to planets. It was made for loading them. Putting a Space agme in the same open world engine was always gonna be awkward.
And the cell system and it's performance is probably the reason for it's ridiculously tiny and isolated "capital cities" that make absolutely no sense.
Does it have >1000 dollars ships you can buy for the game? If not, it's not a real space game...
the real party starts when you receive a title and unlock a new shop
Oh, they handcrafted all the planets ? I thought it is more like a Elite Dangerous. Where procedural is a thing with a twist that all planets are landable. Or even gas giants can be entered if you have the appropriate 'expensive' craft . That would be epic !
honestly very impressive to hit most of the SC notes with about 0.1% of the budget
Shows what a massive scam SC really is.
"Most of"? Where mining, salvaging, bounty hunting, multi-crew?
The demo shows some potential, but is also just a bunch of assets throw together.
@@SnowTerebi I agree with you that this doesn't hit most of Star Citizen's notes. But, this game has really hit some major gameplay/visual notes with 0.1% of Star Citizen's budget. It really shows how CIG, despite them having a massive budget, and well over a decade of development time. Have left the persistent universe a barebones mess. You can say we have "all these things" but, in reality these are literally Tier 0 implementations of tech and gameplay. They are little to no more complex than what you're seeing on screen here. So, open your eyes and stop dick riding a company that can't even meet a proper deadline. Also I know you're exaggerating, (I hope) but, calling a game like this "a bunch of assets thrown together" is very ironic considering where Star Citizen came from.
@@SnowTerebi To be fair. It doesn't look like it'll take you an hour to finally get to do things though.
@@holy8782 Neither is SC if you know what you are doing.
They should get the lead devs of Starfield and Star Citizen to show this to their hundreds of team members and then promptly sack half of them.
The demo is a little underwhelming due to how buggy and unpolished. The potential is there, but this needs years of development before I would recommend it to anybody. I gave the demo a couple of hours and uninstalled.
That was my experience. It looked nice in parts, but it's painfully clear what the inspiration is. And it is in a rough, rough state. I'll check back in a few years.
OA, you are a GREAT source for space game news! TY mate!
How embarrassing for SC over 13 years of development and a new studio has done this in how long? CIG is a shameful company if I could get all my money back I'd do it in a heartbeat!
Well then you should have followed the common sense advice that is given out by every long term backer you muppet ''you only need a cheap game package to enjoy star citizen'', yet your laziness and ADHD got the better of you, sucks being you
And I am sure it didn't cost 750 million dollars to make, and it has working elevators. Basically showed that the game is where Star Citizen is today after 12 years of development.
How can this better work than starcitizen Oo?
That's the neat part: it doesn't. Have you tried the demo?
@@Paladin1034 store citizen was just a static hangar at the beggining
@@jh5kl of course. Seeing how far it's come has been amazing. But it's taken ten years and unprecedented funding to so. I'm still on board the SC train, though standing firm in no more money till beta. But to say this works better is just not true
@@Paladin1034 I mean, they haven t started with an hangar
@@Paladin1034 There were people like this all throughout last year (or wsa it two years ago?) saying the same thing about SpaceBourne 2. While SpaceBourne 2 is impressive work by a single dev, it absolutely does not trounce Star Citizen in features or playability. Just way too janky and too much incongruency in the art direction due to most of the art coming from general purpose asset packs on the UE asset store.
This developer is the one that created the Unreal Engine WorldScape Plugin. I think.
Makes you wonder WTH the folks at Cloud Imperium are doing with all those megamillions$ they've earned with the booster money for Star Citizen.
i don't follow, r u suggesting this and SC is about the same?... because if you do see the any difference at all it should give you idea where the funds went
Trying to make the biggest space game I would assume, at least that's what it looks like to me.
I’ve lost all confidence in the devs at CIG. They are the best at making good looking stuff and then animating it. That’s all they’ve got though, and I’m starting to wonder if it is t just their business model…
Looks awesome. Can't wait to try this out after 10 years or so.