Give us reasons to engage with the sandbox

calopsita shared this feedback 7 hours ago
Not Enough Votes

I really enjoyed the first game and spent a lot of time with it, but one thing that always held it back for me was the lack of meaningful reasons to engage with the sandbox beyond the starting area.

There wasn’t much incentive to explore or travel. I could get essentially everything I needed from the Earthlike planet and nearby asteroids, so going to other planets felt optional rather than rewarding. I never felt pushed to expand, specialize, or adapt my designs to new environments.

I think what was missing were unique incentives—like special blocks, exclusive resources, or planet-specific mechanics—that would make exploration feel necessary and exciting. Something that would make you think, “If I want X, I have to go there and figure it out.”

For SE2, I’d love to see stronger progression tied to exploration. Give players functional reasons to leave their comfort zone: unique tech, environmental challenges, or systems that can’t be replicated everywhere.

On top of that, factory automation mechanics would fit the game extremely well. Having to set up specialized production chains across different planets—each with their own resources or advantages—would naturally push players to expand and build interplanetary logistics. It would give a real purpose to creating outposts, transport routes, and infrastructure, instead of keeping everything centralized in one place.

Overall, I loved the foundation of the first game—just hoping the sequel builds on it by making exploration and expansion feel like core parts of the experience rather than optional side activities.

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