ΔV: Rings of Saturn
|21 июля 2023 г.
|Kodera Software, Kurki.games
|Mac, Linux, Windows
- Requires a 64-bit processor and operating system
- OS: 10
- Processor: Intel, M1 2.4GHz or equivalent
- Memory: 4 GB RAM
- Graphics: 2GB VRAM
- Storage: 2 GB available space
- Additional Notes: Try running the demo to verify if your system can handle it
- Requires a 64-bit processor and operating system
- Additional Notes: Check the demo for performance - it is identical to full game build.
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You are a captain of an independent asteroid excavation ship, operating in the mineral-rich rings of Saturn - the thickest debris field in our solar system. Your task is to navigate rings, excavate minerals, and sell the ore at the Enceladus station.
You can hire and manage your crew who will aid you, update your ship - or switch to a completely new one. You can acquire a bounty hunter licence, explore mysteries or smuggle weapons - but at the core, you are a rock-hopper and rock-hopping is what you’ll spend most of your time at. And since it is the core of this game, we made sure you’ll have a great time flying your ship and excavating.
You are no chosen one, the story does not revolve around you - it is driven by the characters you hire and encounter, and each playthrough will play out differently. You can choose to investigate and embrace their lives, or just ignore them. It’s all up to you.
Tired of having more Fiction than Science? Here you will find lasers are not visible without a medium, sound does not move through the void of the empty space and every action has an equal and opposite reaction. Thrusters eject gas that heats up and pushes away objects, your reactor is cooled by propellant flowing through it and radiators glow when you pump heat into them.
There are no energy shields, teleporters and Heisenberg compensators. No lightspeed, no blasters, and no artificial gravity. Instead, we have fission reactors, thermal rockets, ion thrusters and centrifugal gravity. You'll have hard decisions to make, with no "best" equipment to answer every need.
All technologies are real and there is no technobabble. But it’s still a game and one that is fun to play.
ΔV is in active development, with new stable updates coming out each week, and experimental ones getting pushed out daily. Many ideas you’ll find in the game come from players and it is not uncommon to suggest somethingon our discord
- and see it in the game next week. Our player community consists of enthusiasts geeks, engineering and science-fiction nerds, and if that sounds like your kind of crowd -come to our discord
, chat with us, and see how the game unfolds in real-time.
The event-driven nature of our storytelling means that we can expand our stories and enrich your experience seamlessly - while you are still playing. There is no need to start a new save, new events, equipment and features will just appear as you go.
Sounds like your kind of game? Check the demo. It’s free, and your saves will carry over.https://store.steampowered.com/app/949730
Reviews about the game
Have ever wondered what space mining might look like in the next 100 years? This would probably be it. Delta V: Rings of Saturn is a 2D game about mining the rings of Saturn with all the technology that exists today. It looks very simple and at its core it is but if you give it a chance and be patience with it you will start to learn some of the complexities. Even though you can completely ignore mining and instead become a pirate, bounty hunter, or even a ring racer every career does require a good amount of patience as travelling through the rings takes a lot of time if you don't already know of a good place to auto pilot to (fast travel). So how does the game play loop go if you wanna mine? Well you make sure your ship is in order and then you hit launch. From there it will show you a screen of the rings and ask where you would like to launch to. Launching the the default point costs very little money but its the furthest point out on the rings. You can launch deeper but the deeper you start the more it costs to get there. Why go deeper? Well there is a lot of other ringas (miners) in this area which leads to collisions, "Accidentally" shooting each other with your tools you use to break up them rocks, roasting each other with your torch (main thruster) and over all just being in each others way. As well as the rocks are not very dense and are mostly water in the outer ring so they are worth very little. However it is one of the safest places to start out. So you learn the basics, blast some rocks, scoop up the resources till your hold is full then return home. Upgrade your ship with any spare funds you might have repair everything and go again. Of coarse there is more to it but thats the general gist of it. A small bit of advice if you do decide to play, prioritise getting an MPU (Mobile Processing Unit) upgrade for your cargo hold. It processes your raw material at a loss but stores it in the ship rather than the cargo bay, letting you carry WAY more ore! Most MPUs also process water into ReMass (Reaction Mass, Fuel for your thrusters, torch and reactor.) Once you got a handle on the game then you start delving deeper into the the rings and that is where the game starts to get more interesting. As you fly around you can stumble upon all kinds of things, ranging from stations, moonlets, old mines (the boom kind), pirates, destroyed stations, life pods, bodies floating in space, rogue AI cargo containers and even derelict ships you can claim for yourself to take back to the station and add to your fleet. If any of this sounds interesting and you don't mind a slower game. Give Delta V: Rings of Saturn a try. If you don't like it but realise its well built unique game maybe don't refund it and show the creator some love by mentioning it to a friend. I personally love the game but recognise its not for everyone. I may write a guide in the future for the game as there is a bit of a lack of info about it for those who are struggling. Stay safe Ringas.
An excellent physics-based spacefaring side-scroller. Easy to pick up, and—once you start raking in the ringroids and the money—has quite a plethora of options to add, change, or tweak your ship... or eventually, your fleet. (A word of caution: make sure your hull can handle the output of your thrusters. Learned that one the hard way.) Narrative is refreshingly unobtrusive and emergent; spend more time in the rings, and you're bound to bump into [i]something[/i] eventually. Otherwise... it's just you 'n' your crew, your ship, and the rocks. Remarkably zen.
Make big rock into small rock. Collect small rock. Sell small rock. Repeat. 4 out of 5 autisms.
Imagine if you took the asteroid mining mechanics from your typical space sim, but made it actually fun, and then built an entire game solely around that. ΔV is a fairly niche but special kind of game that takes a familiar element in other space games that's often just an afterthought -- a side gig to make a few bucks in between segments of the real game -- and adds enough depth, interest, and atmosphere to serve as the core gameplay loop. The game can get fairly technical, but you really don't need to master all of its mechanics to enjoy it. [h2]Experimentation[/h2] The #1 tip I'd give to new players is that [b]progression isn't linear![/b]. When starting out, most players (myself included) might assume you're going to progress in the game by buying upgrades and diving deeper into the ring system. There definitely is progression, and upgrades and locations play a part, but probably not in the way you'd expect. A large part of progressing in the game is figuring out how the game works, mainly your ship and its systems. It's quite satisfying to figure out on your own how a particular ship component or game feature works. For example, let's say you decide to pick up a shiny new RCS (set of maneuvering thrusters), and you spring for what appears to be the premium option. You head out on a dive, and flail around for awhile wondering why it's so hard to control. Then you head back to the station to discover there's a (thankfully concise) user guide for your new parts, which tells you that you need different autopilot software to take advantage of the thrusters' gimbal system. Then you head back out on another dive, and it feels noticeably better. Then you promptly exceed your ship's power supply causing it to shut down at a critical moment and send you helplessly gliding into a particularly expensive head-on collision. You hobble back to the station for repairs, once again take a closer look at your thrusters' specs, and see that they consume much less propellant than your previous gear, but also much more power. You re-balance your propellant tanks and power supply to compensate, head back out, and find that your ship is finally in a better state than when you started tinkering with it. After a successful dive, you return to the station to sell your haul, smugly confident in your marginally improved mastery of spaceflight. Only then do you notice that the equipment shop has a very handy simulation tool that would have let you test out your new parts without having to shell out $200K spacebucks for repairs. [h2]...Or not[/h2] If all that sounds too intimidating, all you really need in order to enjoy the game is to get used to the basic flight controls. It takes a bit of practice, but it's not brutally punishing or anything, and the starter ship is pretty decent and well-balanced compared to the fancier but more specialized options. After getting familiar with the controls, it can be a pretty chill experience. Just take your time, don't rush things (one of my main mistakes early on), and don't worry about min-maxing time/spacebucks per dive.
[h1]Tldr[/h1] Interesting for a few hours, but the shine wears off once you dig in and realize there's not much beneath the surface. Artificial difficulty mechanics and outdated design views from the developers suggest this is unlikely to evolve in a direction that will make for long-term enjoyment. No real plot or direction, just a hostile sandbox. Frustration is a feature. [h1]Gameplay[/h1] Flying through space without hitting rocks isn't easy. The control scheme is unique and while it can be a little fiddly, provides a unique way to provide vector control. I think it's a good approach and those that complain about the autopilot mechanics as a whole haven't spent the time to learn to use it, but the game doesn't really do a great job of teaching you to use it so it's a justified concern. Certain autopilots do not work well with some thruster types, though. The core concept is kind of neat, but doesn't seem to naturally get expanded on. There's no real motivation to go deeper in the rings that I could find, and it takes a very long time to travel deep. The best way to progress deeper seems to be random events that pop up from crew or hailing other ships. I never made it to the second gap, personally. The distance is a lot longer to travel than it looks, and going at high speed is dangerous, even with good parts. Once you go deeper, there are... more rocks. No new minerals, though the odds of good concentrations of the expensive ones seem higher. Maybe if you go really deep there's something hidden out there, but it would take hours of navigation and/or some lucky event spawns to find out. Frustration as a feature seems to be the core of the game. Parts will fall out of the front of your hold because that's gameplay, I guess. Manipulator arms are going to do derpy things because you don't have any real control over on or off. If you launch a mining companion accidentally and hail something else before getting back to it, it's just going to do what it wants. If you want to do more than one thing at a port, you have to go to another docking claw or you're SOL. So many weird, limiting gameplay choices here that lessen the ability to explore and do more. It feels like things are deliberately limited to prevent the player from realizing how little actual substance there is. There's no plot, no real story. There's some underlying lore and world-building if you dig a bit. and and some faction alliance stuff you can do, but there's no story and the game doesn't strongly nudge you into pursuing any sort of directed path. This is just a space rock sandbox. [h1]Customization[/h1] Real mixed bag here. Parts are designed to fail or perform badly, and when asked why this artificial difficulty was introduced the developer stated that "it introduces natural difficulty, not artificial one." That's a direct quote from Koder. The intention seems to be for there not to be an obvious meta, or for things to be clearly better than other items, but that results in bizarre design choices and parts that just straight-up don't work well. Cargo holds that clog, baffles that aren't independent of the hold layout, manipulators without grip strength calibration, and autopilots that just do not work well are all features resulting from this design philosophy. Maybe that would be interesting at the low end of the tech, but it persists through the entirety of the tech available to the player at this time. Aesthetically, there isn't really much to change beyond your parts. Obviously not a priority, but it would have been nice to at least slap a coat of paint on the ship, change some lights, I don't know. The major place you can customize your experience on a graphical level is the HUD. Being able to swap out your entire HUD is cool, but I would argue that only a couple of them are really very functional. There's a lot of form over function in the HUD designs, and some are straight-up missing information components. The core KNTRL HUD is honestly probably the best of the lot. Weirdly, though, the ship icon that displays things like fuel level and thruster activity doesn't actually update to match if you put it in another ship. Finally, you can't seem to name your ship. Weird choice. Sure, it's kind of interesting checking the dealer for a ship with a "cool name" as a thing to do when you have all the ships you need, but why can't I just give my ship a cool name by paying a registration fee or something? [h1]Graphics[/h1] What you see in the screenshots is what you get. Everything is from an effectively 2D overhead perspective, and the cinematic is the only real 3D you're going to get. This doesn't bother me, just set your expectations accordingly. This is a sidescrolling asteroids game with mining and occasional combat. The HUD by default is tiny on all ships. I recommend scaling it up in the menus. I've got good eyes, but it's just straight-up hard to read a lot of this text. Another place where the game seems to be fighting the player, here, because information is not reliably relayed or easy to decipher in many of the layouts. [h1]Sound[/h1] Sound design by and large is pretty good. Thrusters sound the way you would expect, the game indicates when you're putting stress on the ship by turning rapidly, weapons sound decent, and there are other things built into the sound language of the game but.. there's nothing to explain what those things mean so it can be hard to form a mental map. A lot of the ship feedback is mysterious and not linked well to what it's warning of. Especially noteworthy is the fact that there's too much beeping. Something will beep at you all of the time. LIDAR pings (you can turn this off in tuning), RADAR pings, proximity alerts, stress warnings, your space microwave, god knows what else. The game is constantly beeping at you. There are so many warning sounds it's hard to know when something important is actually happening. Eventually you'll just learn to tune them out. The music's pretty generic. It's just a tool to act as combat or activity warning, as far as I can tell. You can turn it off and use visual indicators around the edge of the screen instead, which is a nice accessibility inclusion. [h1]Summary[/h1] I wouldn't recommend Delta V, even for $10. Maybe if you pick it up for less than half of that, but the gameplay you get at the surface is the gameplay you get in the end and it doesn't really reward time put in or investment in its mechanics. It's a sandbox that feels unfinished with an adversarial relationship with the player rather than one that fosters exploration of what's on offer. Maybe I'll check back in a couple of years and see if my opinion changes, but I can't recommend it in the current state.