Survival Gameloop is too Linear / Simple

Rawr Rawr Rawr shared this feedback 36 hours ago
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I just wrapped up the last contract on Kemik and wanted to give some structured feedback on the Survival Mode experience so far. Overall, the foundation is solid and the atmosphere is great, but the gameplay loop becomes very linear very quickly. After a handful of missions, each contract begins to feel mechanically identical, which removes a lot of the creativity and engineering depth that makes Space Engineers special.


Where the Current Loop Falls Short


Nearly every contract follows the same pattern:

  1. Fly 3–8 minutes to the objective site
  2. Collect resources that are fully accessible on the surface or in a prefab mine
  3. Repair or dismantle structures using raw or refined materials provided on-site (with the suit handling the refinement is most cases, occasionally requiring the use of an on-site assembler)
  4. Fly back to the contract terminal (another 3-8 minutes) and turn in the contract

This structure works well for early-game tutorials, but when every mission fits this template, Survival Mode starts feeling like “Space Mechanics” or “Space Errand Runner” rather than Space Engineers. Because resources, tools, ships, and facilities are pre-supplied at the objective, there’s little reason to:

  • Design and build your own ships
  • Modify existing ships
  • Construct a base or production infrastructure
  • Think strategically about logistics or engineering problems

Problem solving, logistics planning, creative ship design, are the heart of the Space Engineers experience. Survival Mode should push players toward that creativity, not remove the need for it.


Suggested Direction: More Open-Ended, Engineering-Focused Contracts


I think the survival mode would greatly benefit from contracts that give players freedom in how to solve problems instead of handing them everything on a silver platter. A contract shouldn’t act like a self-contained mini-level. Instead, let it be a problem in the world that the player must prepare for.


For example, instead of providing every required component on-site:


Example Contract Revision


"Construct a 250m conveyor pipeline connecting H2/O2 Generators to a Hydrogen Storage Tank at the designated facility. Recommended: bring a welder ship or transport vessel capable of hauling components." - Ensure there is no existing pipeline connecting these structures at all, let the player build it from scratch.


This small change accomplishes several things:


  • Encourages planning: The player needs to assess the scope of the task and prepare the right tools, parts, and ships.
  • Promotes shipbuilding: Players benefit directly from investing in specialized vessels—welders, grinders, haulers, etc.
  • Gives meaning to bases and infrastructure: You’re rewarded for building a production hub and maintaining a stockpile of materials.
  • Restores engineering identity: Contracts become engineering problems to solve, not errands to check off.

Ideas for More Engineering-Driven Contracts


Here are several contract types that would organically push players into building ships, bases, and infrastructure:


  • Pipeline Construction: Build conveyor pipelines across long distances or rough terrain for transportation of mining resources, gases, manufacturing materials, etc.
  • Outpost Expansion: Add wind turbines, solar farms, refineries, or automated mining rigs to remote facilities (player creates all of these from scratch, not just repairing pre-built structures).
  • Salvage and Reconstruction: Recover a derelict ship or station, tow it back to base, and repair it.
  • Hostile Base Takedowns: Destroy or disable an enemy station with defenses, requiring a combat ship or tactical approach.
  • Resource Extraction Operations: Establish a functioning mine at a remote asteroid using your own drills and conveyors.
  • Logistics Challenges: Collect and transport massive cargo, delicate items, or time-sensitive materials over long distances.
  • Hazardous Environment Builds: Complete a construction job in low-oxygen, extreme gravity, or radiation zones, requiring specialized ship design.

These types of missions let players solve problems their own way rather than following a formula.


Why These Changes Are Valuable


Survival Mode has the potential to highlight what Space Engineers does best: letting players design machines and structures that solve problems creatively. When Contracts are too self-contained and too linear, that creativity stays locked away. By shifting toward open-ended scenarios that reward preparation, engineering, and resource planning, the game becomes far more engaging and replayable.


I’m enjoying the direction so far and really hope future updates lean more into these engineering-driven, problem-solving style missions. Survival Mode could become something truly special with more player agency and less prefab hand-holding.

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