The game certainly holds a lot of promise but i can not play it for longer than 2 hours at a time before quiting in frustration. I do not expect you to fix those. It is just feedback and what comes to mind right now.
The lack of production insight (theoretical throughput, acutal throughput) make it really hard to design things without trial and error.
There seem to be some limits where i can only construct so much stuff in one pause, hitting resume and pause resets this. The pause key is not part on many keyboard layouts, so some letter instead would be appreciated.
There is no way to see how much material is remaining in certain mines.
The reduced scope of buildable stuff does work as a bad tutorial but it leads to me deleting my base and rebuilding from scratch around the time i get steam power working every time.
The font of the text telling the story is to small to notice. I feel like i am mssing part of the story. Having a queue of story beats, one can review would help with that. Those later could be polished up with images or something.
Bad seed can mess up the game a lot. Giving a player some choice where to build the base could even that out. To prevent decision paralysis give a limit number (2 or 3) of scans for hill composition. (Like terraforming mars)
I would like to feel more involved in the war. One way to accomplish that could be a star map (pseudo 3d like stellaris galaxy map, just plain 2d or even just a list) where one uncovers more as the war is going on by meeting delivery requests which leads to learning about new planets involved in the war. The player could also request shipments. I would summarise that ideas as base builder which serves to constrain choices in a semi procedural choose your own adventure game / visual novel.
The lack of mouse map movement (like Anno/CIV/… has) is frustrating.
On lower framerates than target (fps) when moving in one direction it sometimes happens that the game falls “behind” meaning while you are moving up and then lift the finger when you arrive, there are still seconds worth of moving up buffered, which continue being processed leaving unable to input new commands while continuing to overscroll upwards.
It is not possible bring up a remote (somewhere on the map where you can not build a grid to) steam engine as mining coal requires electricity. One idea i have for that is that zepelins come with an internal battery which can hook into a power grid and provide power, having drones do stuff also requires energy, if it is over a power grid it can recharge with grid power the zepelin also slowly regenerates power on its own when in place. If power is exhausted, drones can’t perform new tasks and has the choice of flying back slowly to the power grid or waiting a bit. This could also be interesting to combine with a day, night cycle where as you place solar panels (instead of a base reactor) to meet demand you can power trough less and less of the night as the zepelin battery capacity is fixed.
The steam engine interface needs work.
Smaller map sizes would be nice as an option.
Please add an option to reduce and disable particle. My smelter array kills my integrated graphic.
With my plays style it happens often that i build some big machine to produce some component (steel frames, blocks, main boards, …) just to run out of the component i am building the machine for. Given the Sci-FI theming it might be interesting to have a nano fabricator in the base that can produces everything from raw components and processed componentes but does so super slowly and at high energy use.
The selction box of the launch platform should not include the rocket.
I tend to overbuilt stuff.
The milestones feel to huge. Ammunition is quiet a jump but repairkits feels like an impasseable wall. I struggle to motivate myself to climb it.
When makring something for delete in paused state it is not obvious how to unmark it for delete.