massive scale battles ...
No thank you, not interested.
It's a nice Factorio clone without belts, in a pre-pre-alpha state, or let's say a development playground. You mine resources on different asteroids, every asteroid has one particular resource. You build local production chains on each asteroid, where you first have to supply your machines manually. For some products you have to fetch resources or products from other asteroids. Later the resources fly between machines on their own on a single asteroid (local logistics). For the research of higher tiers (currently there are only two tiers) you have to transport items between asteroids, but global logistics are not implemented. So in the end you find yourself continuously carrying products between asteroids. I played it for a few hours and it's ok for its current state. The dev has put a lot of work into it already, so you can imagine how much it costs to develop a full-blown factory game.
I have a Basic Fabricator that is bugged. Perhaps because I changed the recipe.

It says it has 100 items without any icon, but I cannot take anything out and the machine is not working. The log does not show any error this time.
[edit] I had a similar problem with a storage box. An item had no icon and I could not take it out. When I clicked on "Sort Inventory" multiple times (!), the icon eventually reappeared and I could grab the item.
Ok, the game has improved since I last played it on 0.9, but I think the research is not working at all. I have unlocked research, and I have enqueued Electromagnetism and a few more. The research screen says my current research is Electromagnetism with 0 data cores. The Basic Scanner (that's the lab) says I have no research selected, but it shows the Electromagnetism icon in the Current Research field. The Costs field shows 0 data cores cost and 11 data cores stored.
I think the research was completed as I submitted the required 5 data cores to the lab, which explains the 0 remaining cost shown. But the recipe did not get unlocked, so it is still active and can't be completed.


The problem is reproducible, I tried it once more. When a research completes, the lab remains active on the recipe with 0 remaining cost, so the next queued item cannot start. An ongoing research cannot be cancelled. Deadlock. End of game.
I have found this in the logs:
KeyNotFoundException: The given key 'Electromagnet (Recipe)' was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <314938d17f3848e8ac683e11b27f62ee>:0 at RecipesManager.UnlockRecipes (Recipe[] recipes) [0x0000a] in <d46b2020d9d446ea99ccb82b68f160fb>:0 at (wrapper delegate-invoke) System.Action`1[Recipe[]].invoke_void_T(Recipe[]) at ResearchMenu.ResearchFinished () [0x0004b] in <d46b2020d9d446ea99ccb82b68f160fb>:0 at ResearchMenu.ProbeScanned () [0x00072] in <d46b2020d9d446ea99ccb82b68f160fb>:0 at Lab+<Scanning>d__27.MoveNext () [0x0009b] in <d46b2020d9d446ea99ccb82b68f160fb>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <1d7b1c1fb3ff4ec598bb5aa47bf8c3fa>:0
So it's a real programming bug during recipe unlock.