It may be that the creators of the game preferred the first part of "Robinson Crusoe" over "The Book of Genesis": hence, the limited terraforming results instead of "lush forests". Your personal emotional experience seems to have been more of an affirmation of your ability to survive and change your individual circumstances, rather than to "change the whole world". The game also seems intended to avoid the notion that "too much success is its own kind of failure". In short, this one seems to be more of a "playing game" than a "winning game".
Great summary of the game. I spent 2024 chasing my Subnautica high (it was my last game of 2023) and Planet Crafter came the closest from a vibes perspective. I think it was that feeling of progress (new blueprint dopamine) coupled with mystery of exploration—often combined as terraforming opens up new areas to delve into.
But I was genuinely disappointed in the narrative payoff (or lack thereof). Maybe it’s an unfair comparison but there was so much catharsis in Subnautica’s departure. Ending this game felt abrupt and thin.
Like you though, I’m pumped for what this team puts out next and it’s a major accomplishment and probably my favorite game of the year.
Yeah, that's how I felt with the end, too. As much as I appreciated that there were multiple endings to choose from, the lack of narrative attachment made them feel meaningless, and the mechanics of reaching them made them all feel anticlimactic. Admittedly, those are hard problems to solve, especially with such a small team.
Still, I keep finding myself drawn back to the game anyway, because the actual experience is enjoyable. And I'm looking forward to the team's next game!
It may be that the creators of the game preferred the first part of "Robinson Crusoe" over "The Book of Genesis": hence, the limited terraforming results instead of "lush forests". Your personal emotional experience seems to have been more of an affirmation of your ability to survive and change your individual circumstances, rather than to "change the whole world". The game also seems intended to avoid the notion that "too much success is its own kind of failure". In short, this one seems to be more of a "playing game" than a "winning game".
Great summary of the game. I spent 2024 chasing my Subnautica high (it was my last game of 2023) and Planet Crafter came the closest from a vibes perspective. I think it was that feeling of progress (new blueprint dopamine) coupled with mystery of exploration—often combined as terraforming opens up new areas to delve into.
But I was genuinely disappointed in the narrative payoff (or lack thereof). Maybe it’s an unfair comparison but there was so much catharsis in Subnautica’s departure. Ending this game felt abrupt and thin.
Like you though, I’m pumped for what this team puts out next and it’s a major accomplishment and probably my favorite game of the year.
Yeah, that's how I felt with the end, too. As much as I appreciated that there were multiple endings to choose from, the lack of narrative attachment made them feel meaningless, and the mechanics of reaching them made them all feel anticlimactic. Admittedly, those are hard problems to solve, especially with such a small team.
Still, I keep finding myself drawn back to the game anyway, because the actual experience is enjoyable. And I'm looking forward to the team's next game!