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Surviving Mars is Okay

I've been playing Surviving Mars and I want to talk about it. (This ended up being pretty long, sorry).

Surviving Mars is a resource management city builder that's about building a colony on Mars. It was released in 2018 by Haemimont Games and Abstraction and published by Paradox (yes, THAT Paradox).

It's okay.

Alright, that sounds weird, but let me clarify. It's my cozy game. Other people play Stardew Valley as their cozy game, I play Surviving Mars. It's a pretty easy game, honestly. I have to go out of my way to make it more difficult for myself, and even then, it's not THAT hard. Despite that, I don't think of it as a great game, or even a good game, it's just okay. This is weird as it should be at least good, I play it pretty often and it has elements I love, but it doesn't get up that high. It's only recently that I think I figured out why, and I'm going to share that journey with you.

I think it starts with the tech tree. Well, "tree" is a bit of a stretch. It's a series of columns and you research one at a time in each column, and you can only research what you can see. And you can only see one tech in each column at one time, unless you "reveal" it via various systems. Each tech is simple too, typically only unlocking one building or upgrade at a time, and not needing anything else except the previous tech in the column. Which isn't really a problem, except, well, some of the techs are weird.

There's really one that stands out, it's called Decommissioning Protocol. City building games like this often require you to build something unoptimiably at first, just to get things going. Eventually you need to tear it down and move it. You can't do that here, you can shut it down, or even abandon it, but it STAYS in place, unless you have Decommissioning Protocol which allows you to dismantle the building and get back some (but not all) of the resources you put into it. This is not the first tech in the tree either, it's further down and if you don't know it's there (like a first time player would not), it could cause serious issues. I suppose that by the time you need it, it's bound to be revealed in a normal game, but it's still annoying, so much so I consider it the most important tech in the entire game.

Later there's a series of techs that unlock "wonders" that are like super versions of the generic things you've been building already, but only a a few are really that much better than just building a lot of the generic stuff. And one of them, a radio telescope, is a science boost, that comes at the end of the tech column, where it's mostly useless.

The resources always feel a bit off. It's like they had ideas for some of them, but didn't quite finish them. Oxygen and water are the two biggest necessities of the game, and are, off. There's a machine called a MOXIE (which is really real, and there's one on Mars right now) that make oxygen for the colony and it always feels over powered. My current game I have the tech accessible upgrade which increases production 50% and I got a special even that basically doubles it. One MOXIE is enough for all my 3 surface domes and likely can support one more. That's without accounting for the farms that also make oxygen, or doing anything special besides powering the damn thing.

Water on the other hand is needed for so much it's silly. You need water for the colonists, water for the farms, water for making fuel and water for making polymers, which are also made of fuel. So you need twice as much water to make polymers than anything else. In fact, polymers need the most resources of any product in the game, which includes people to work in the manufacturing plants. And then there's waste rock, that you'll have more than you know what to do with by the time you get to mid-late game when you can start turning them into more concrete, which is just in time for the wonder that will just MAKE concrete for you.

And then comes the DLCs. Oh yes, it has DLC. Most are cosmetic, adding new designs for buildings, and music, but there's actual content there too. One adds animals, including ranches to feed your people. I can't remember if the base game had it before, but the colonists have a trait called "vegan" and will complain if you have ranches. They'll still eat the generic food in green boxes, since they can't tell one from the other anyway. Another adds trains! Yes, trains, which the basic stations are always end points and. . . I don't use them much. I've been trying, but I still don't understand how they work.

Then there's the Space Race DLC. It gives unique buildings and rovers to the different sponsers, which are kind of fun. But it also adds rivals, which aren't even half baked. Your interactions with the rivals are simple, at best. You give, trade or request resources from them, but early on they may just ignore you, and there's no reason to do much with them. You can trade techs, but there's no negotiations on what to trade for what, they'll offer one thing for another, and once you trade one tech, you can't trade anothe for a while, and, in my experience at least, that first tech will somehow get to the other rivals before you even get the option to try trading it. It's good for techs you don't have, but it's kind of useless in the long run. Of course you could insult, spy or even steal from your rivals, but to what end? You can trade for almost eveyrthing they have, and it's not like you'll build an army and conqure them or anything.

The Green Planet DLC allows you to terraform Mars, which is a great end game project. It even has it's own tech column, which is priced the same as the regular columns. This creates a kind of new player trap where this column, as well as the next DLC's column, are the first visible techs a player will see. It would be easy to invest into them instead of the techs the player ACTUALLY needs to build out the colony. At the same time, a vet player might want to as advancing the planet's terraforming can remove nearly all of the potenital disasters the game has. I do love the terraforming thing as a final goal of the game, and it's something I do persue in long term games. That said, some of the techs are of questionable value (do I really need to transform the terrain faster?) and the order feels out of step with what the player should want to do at any given time.

Finally there's Above and Below, which adds the ability to land on and mine asteroids, and explore a vast cave system. Again, it's kind of a new player trap. While getting to the asteroids is a much harder task, getting underground is so easy it's practically accidental, and that could harm a new player. The tech tree is just like Green Planet, and has the same flaws. Worse, unless the player is going for a challenge game, it's unlikely someone would build a pure underground or asteroid colony (I'm not actually sure how the latter would even work, but I might try it sometime).

Still, this can all be mediated out. It's unlikely a new player will just buy all the DLCs and get the disaster experience, and even then, they'd catch on quick not to mess with the DLC stuff too early. And heck, there are plenty of mods for the game, you can even create your own, it includes a mod editor with the game. Some of those mods are a lot of fun too, and I recommend going through them.

That's not the real problem. The real problem, though is revelaed by the clock.

Okay, the clock isn't the problem. The game ticks off time in terms of "Sol," which is made of 25 hours giving a day night cycle. Great, night means solar panels don't work so your power usage may be limited in the dark. And it effects colonists. . . But that's about it. Still, it looks cool.

But then you get your first martian born colonist. They're kids for 5 Sol then can be put to work. Wait, isn't a Sol a day? Well no, it's not, it's actually a YEAR. The day night cycle is just because all city builders have day night cycles. Okay, that's fine, but wait, the kids age up to work age in 5 years, 5 Martian years. Which means they're, what, 8, 9 years old? Just shy of 10 at least. That's weird. And people retire at 61 Sol, so like 100+. Wait, is a Sol an EARTH year? But it's also a day, and a Martian year and. . .

It doesn't really matter hoenstly. But it pointed me directly at the colonists and how they work. And they don't work, like at all.

The idea is each colonist is an individual with traits and skills and your job is to put them to best use and manage their traits. Traits can be postive or negative, and providing ways to minimize the negative traits and encourage the positive ones is part and parcel of the game. Well, should be. That's the thing, after the first dozen colonists, the traits and skills mean less and less as the game goes on. There's even a building that can remove negative traits, and later even add positive traits. Honestly you spend most of the game managing children that can't work and seniors who won't. You can't even follow the family lines back to the original founders, there's just no mechanism to do it.

The entire colonist branch of the game is just unfinished. So much so that I got a mod that unlocks a "biorobot" that are basically colonists, but they don't age or die and can be built as adults. It's been the most fun I've had with the game because I just plug them in and go. Basically, I removed the whole side of the game, and at best nothing changed, at worse, it was better.

And this is the point where I found what was actually wrong with Surviving Mars: It's not really finished. Things aren't done, or they couldn't be done because of other mechanics. The tech tree's nature made it impossible to slot in the DLC techs in as future advancement. The colonists have to live and grow quickly because of the day night cycle, and they have traits, but they become more and more meaningless as the numbers grow. Resources are weird because it has to accomidate having colonists do some of the work, otherwise you wouldn't need them at all and what's the point in that?

The thoughts and ideas that led to the various elements were never seen to their end and given the polish they needed. Balancing where the wonders sat could have been done if there was more connecting branches in the tree instead of going with the columns. Colonist traits could have been made more impactful and their histories could have been done. It seems the whole colonist angle was added on and that's show by the fact that NONE of the DLCs deal with the colonists AT ALL. They're just cogs in the wheel.

Again, the game is NOT bad. It works, there are a few bugs and glitches, but rarely game breaking. Despite my complaints, I can pretty easily put together a functioning colony and enjoy watching Mars go from red to green. Most of the issues can be worked around. It's just it never feels like it's done, like it's missing an element to raise it up beyond "okay."

Do I recommend it? If a city builder is your thing and you want something besides build roads and windmills, sure, on sale at least. It scratches an itch without being offensive about it.

That said, I'd like to see an improved version of the game. The core functions of the game work pretty work and the idea of building a colony is good enough that it deserves another shot.

So that's really why I posted about this. I've been working on a design document for a spirtual successor to Surviving Mars. It'll never be made into a game, I can't do that, but it's fun to think about how to fix the issues with the original game while expanding on it in new directions. Of course if I'm going to do something different, I'm going to do something different. So for now, it's called Exploring Venus.

I've written way more than I expected today. I'll probably post some of the document later over in the creative board. I'll link it here when I get it going, but for now I need to relax for a bit. Thanks for reading this way too long rant about a game I actually enjoy playing.
 
You say that, but I really didn't think I was going to post that much. Heck I didn't even mention the entire Mystery mechanic (which even has it's own DLC!). That would have added another couple paragraphs.

Anyway, Exploring Venus stuff has been posted. Go have a read of the beginning of it. There's more to go up, but I'm going to take that one a bit slower.
 
Hi, I know I'm resurrecting this thread after a year and change, but, well, this happened


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I hope that image worked. Yeah, they relaunched the game. Meaning they're charging for a bunch of bug fixes and dlc reworks. On one hand, why couldn't you just fix the damn game as it was? On the other, well, maybe they plan to do MORE with it in the future.

They do offer a discount for those who already own the original, so that's nice. The "ultimate edition" ends up being about 40 bucks, which includes the new game (and all the old dlcs), plus a new dlc and a "season pass" for two more. That's not terrible, but did they fix enough to justifying buying the game AGAIN?

I don't know yet. I'm thinking about it. It's hard as I have put 500+ hours into the original version and spending more money to get a slightly better version of the game doesn't strictly appeal. And yet, they're also offering at least 1 new dlc and promising (for what it's worth) 2 more. I want the game to be better, I want to PLAY a better version of the game, but I don't know if I can justify spending the extra money.

I will let you know, but that all said, if you were thinking of getting this game back when I originally posted this, but didn't, this is probably the better version to get. Especially if they fixed the trains, which it looks like they might have. That would be nice.
 
Fine, I got it.

And upon trying to start a new game, it promptly crashed. Several times actually. That didn't seem like a good sign.

Okay, it's related to some reflection setting which on "medium" it crashes, but "off" and apparently "ultra high" it's fine. I just turned it off and it loaded fine. So weird. Then the resolution is doing something weird. Not sure if it's Linux or the game, but when starting up the game, the hot spots for, well everything, is slightly below where it should be.. I can fix it by switching the game to windowed mode, then back to full screen. That really could be just Linux but I don't know for sure. I did have the game crash exactly once, not sure what caused it. I think it might be more my end than the game's (though it did make me change the auto save to ever 2 Sol rather than 5 becasue, wow, I lost some progress with that).

The only other weird thing is that the game's directory is called "Project Spark," so that's interesting.

So I've got 4 hours in so far. It's more or less the same game, but a little different.

For one, the graphics ARE better. The forms are all the same, but they seem more polished and lit better. It looks nicer, not sure how they did that but they did. I put so much time into the previous version it is clearly better.

The UI is different as well, and generally for the best. The clock (which I complained about) hasn't changed functionally, but now looks like a clock, making it easier to figure out when the time actually is. The build interface now has deeper menus keeping like buildings (housing, shops, rocks) in the same group so it's easier to find them. It's compacted down a bit, which is nice, and leaves room for further growth where the older version really didn't have much left.

The tech tree wasn't really changed, but they did move the DLC columns to the far right side of the screen rather than the left so it's less likely a new player will think terraforming and elevators are important.

The DLC that comes with the new version is like a UN or congress thing where you can purpose "laws" that change some of the functions of the game. Scanning a new region can, say, add more applicants, give you cash or give you research points depending on what you want. Other options are like increasing living space in the housing complexes and such. This was stuff that originally was just part of the game but rarely used, or where breakthroughs you could discover. You can also do favors for the other factions in order to convince them to vote for your purposed law, so that's kind of neat.

Scanning anomalies that would give you a random breakthrough, now let you CHOSE a breakthrough.from 3 choices, which is really nice as often some breakthroughs are kind of stupid.

The game otherwise hasn't changed too much. It's still Surviving Mars at least so far, but nothing wrong with that. The UN thing is interesting to play with and can change how things work, but I think I kind of want each meeting to be a bit further apart, but it's still pretty early in the game, so we'll see how that turns out.

It is a better version of the game, is it a lot better? Not so far. I suppose it depends on how the next 2 DLCs they've promised pan out.

I'll keep you updated.
 
Okay, I've put in a dozen hours or so and have more thoughts.

The game came out with a hot fix today. There was a bug with one of the breakthroughs (it makes spires in your domes make people happier) that caused the game to freeze but still allow you to scroll the map. There was a temporary fix as a mod (I think it disables the breakthrough), but mods disable achievements, and simply having the breakthrough prior to the fix means the game is partially corrupted. Yes I could roll back, but I don't wanna, so I'm not worried about either of those ultimately. It's a pain, but not a disaster.

I did finally try to build a rail, and love the way the station looks, and there's actually a tunnel for rails, which makes them much more useful. Tunnels are a way to get power, water and usually rovers up and down bluffs on the map. Otherwise you'd have to make a ramp, which sometimes isn't worth the effort. Tunnels are costly, but require no maintenance and only really need one end near a drone commander to build, so nice. RAIL tunnels allow trains instead of rovers us the tunnels for the same reason. Considering I didn't play with rails a lot, I'm sure it was a pain to change elevation, I've done it with pipes and power lines before so I can see it. Tunnels make that easier.

Of course TRY is the word there as I can't get the stations to hook up to the rail. I'm not sure what I'm doing wrong, I think it's a sequencing thing, but I'm not sure. Others are having the same issues. I'm disappointed as I wanted to use rails, but I've worked without them before so no big deal.

I will say, the game WANTS you to use rails. You always start with rails available, and all the techs to make them better are on the same spot on the tech tree, so they're all worth the same amount of research. I don't think this was true before, so it's probably the most major change to the tech tree I've noticed. I'll come back to rails in the future, I'm sure whatever is glitching them out will be fixed eventually.

I noticed a new addition that I don't think anyone mentioned before; The Naturalists Habitat. It's a small building that can house 6 (well it says 5, but it's wrong) colonists and have all their needs served. All they need is food (perhaps not even power, I should test that). This is really awesome. Many of the mine patches are SO far away, or in such awkward places that even the smallest domes don't fit, especially underground where I think these were really intended. 6 people is enough for two full shifts in either of the mine buildings so these remote resources can be exploited with the help of a command rover and it's drones. I think it would be really awesome to combine this WITH the rail system to make little mining towns that dot all over the map, and when the mine is exhausted, just pull up the habitat and move on. Or build a ranch or mushroom far and grow food, or something else. There are options and I could almost, ALMOST see building an entire colony with these things. I just don't think they'll have kids if you do. Almost like my crew idea from the Exploring Venus design.

The political aspect of the game is actually really interesting and potentially a source of nonsense that I'm totally hear for. Initially the idea is the sponsors for the various rivals and the player get to pass "laws" for the Mars mission as whole. Please each group is, easy, and often unnecessary, and if they're happy, they're more likely to vote for whatever law you propose. The list of choices is pretty simple, and some are options that would normally have been on in the game (restricting births, adding heavy workload, etc) and a couple others will give rewards based on say, scanning sectors which early on you're always doing.

Then comes the Earth Embassy and the Martian Assembly. We'll get to the later, but the Embassy is a spire you can build, it has work slots, you maintain it, and every few Sol, depending on laws you have passed, it will give you a bonus. Cash, research, probes, prefabs, etch. It's neat. It also can only built once and you can't tear it down. . . Same with the Martian Assembly spire, it can be built exactly once and can't be demolished.

You're given early access to these buildings and you WANT to build them. The Embassy especially as the rewards are minor mid to late game, but early game? They are great to have. Not being able to take them down and rebuild elsewhere is frustrating, and I would almost forgive it except that the capstone project for the terraforming DLC is a Capital City, a giant "dome" that can hold 3 spires. Gee would be nice if these massive political buildings could be placed in the new Martian Capital City, wouldn't it? Capitals move guys, it happens, can we have it happen here, please?

Anyway, Martian Assembly. Building that changes the political game pretty wildly. The colonists will now join poltiical parties and you'll be given access to many, MANY more laws, and the various poltical parties will demand certian things be done and laws passed and such. Keeping the various parties happy isn't too hard, usually, but once in a while. The ARK party (relgious extermisits) hated EVERYTHING I was doing when they suddenly showed up in the assembly. They were SO mad they started to redicalize.

So it turns out the game has a way to deal with them. There's a whole slew of mininstry buildings and while most will just increase the effectivness of cretain laws (this may be per dome, not per colony, I need to test that a bit), there's a pair that can deal with poltical parties. One is the media center than is basically a propaganda building, and then there's the Detention Center. You can guess what that is. The ARK party no longer exists in my colony, but the game doesn't understand that and keeps telling me they're getting more crazy.

The final phase of this (and I suspect there will be another building for it, but I don't know) is Maritan Independence, but you have to hit some terraforming goals before you can do that. I'm not anywhere near that, but it'll be fun to see in the future.

Honestly, the Assembly stuff is probably making this version of the game worth it for me. There's so much to it, like you have to pay for some of the laws, but they make some functions so much better that I can't believe it. The downside? I don't think you can rescind any laws, or at least I haven't seen where you can so far. Also aside from the can't rebuild the buildings, I think some of the requests from the factions are hard to finish in the limited time they give you. Sure, I can try to get this tech that will take me 10 Sol doen in less than 5.

I'm going to still plug away at my Brazil run, even if the trains are a boondogle for the time being. I'm happy enough, though again, they could have done all this with the original game, and there are vocal group of people who are quite upset about it. I am not one of them.
 
So the game has crashed at least 3 times today, and had a very interesting lock up at one point. I can't say I'm surprised, it's rare that I get a game at launch, but it's a bit frustrating. Also tells me to stop playing for the day and write stuff that nobody reads.

The Martian Assembly stuff keeps getting new wrinkles. First, the party I started with (Utopia) LOST it's majority in the colony. Now it's still the second biggest party, but I had never considered that it was possible. Wild. Also the ARK party came back from the dead, then died off, then came back. I kind of wish there was an easy way to figure out what each party wants and how they grow and evolve, and why colonists might favor one vs the other. I mostly want to know so I CAN focus on one party or another, or prevent a party from forming at all.

It also turns out if I don't decide on what laws are going to be considered, the other parties WILL. This happened when I suddenly realized a law was passed to DEPORT Seniors. The fact that this law EXISTS is fixing a perpetual problem, Seniors who consume resources but don't work or have kids. There's a couple other options, including getting money for Seniors living in Retirement apartments, or just putting them back to work. And each party has opinions about it and will like or dislike a law. Again, this depth is interesting and fun. That said, I'm annoyed because. . . I got a breakthrough that let's Seniors work and have kids, so they're always productive, I don't need this law AT ALL.

Now I did find that many laws can be revoked, but not all, and not ones with multiple options like the Senior law. If I could remove the law (ALL of them) I could better mold it to my game play situation. I suppose a lot of the issues here are things that only would come up with people getting specific sequence of events, and them not having taken them into account. The number of techs, laws and parties (there are a LOT apparently) creates so many different combinations as to never be able to account for every option.

Still, I think the assembly meetings need to spaced out a bit more than every 2 Sol. Oh, they did fix the issue with not being able to move the Earth Embassy, so that's good. The Martian Assembly is still rooted in place though.

I still haven't gotten underground, my start point was as far as possible from the underground entrances so it's more a task to get out there. I did start exploring asteroids again. And was promptly annoyed. So mining asteroids involves moving resources to the asteroid via a special rocket. In the previous version there was two ways to do this, the "Auto" mode where you set what you wanted and the rocket just did it, and "Manual" mode, were you just picked it by hand. Auto worked for shit, so I used Manual most of the time, mostly because of drones, the little robots that do everything.

They were hard to get, and valuable, and you needed them for everything. So I'd take a lander up with like 5 drones, let them do all the work, then when the lander went back to Mars, I'd take the drones with them. But they removed the Manual mode. So it's more like the Auto mode and it annoys me because that's not how I'm used to using it. The end result is actually I spend MORE time with it because auto bringing back the drones is a pain. In fact, I lost not only a drone but a whole freaking rover because I didn't understand what was going to go on the lander when the asteroid ran out of range!

It's been a pain. I THINK they want you to set up a drone hub or commander on the asteroid and let them do the work, but I'm stubborn about just using the lander. Oh, and the auto mode is actually broken due to a bug they have, so it doesn't ACTUALLY transport automatically like it's supposed to as a work around. You HAVE to manually launch it.

Also, they broke the trains with the hotfix, so that still doesn't work. My colony is growing to the point that the trains would be useful at this point. Terraforming is moving VERY quickly, in part to a law that for every terraforming stage, all the terraforming devices become more efficient. Still, 80% atmosphere so quickly is quite the achievement.

Well I'm done for the night. I need to see the underground and see what they changed they changed there, but I'll give them a couple days to do more bug fixes.
 
Finally went underground, after a lot of crashes.

The crashes are related to swapping between maps, mostly the asteroid ones. This is annoying as it is very, VERY random, never know when it's going to happen. With the issues with the landers and getting material back and forth, it becomes very, VERY annoying, very VERY fast. Gave up playing for the day a couple of times because of it.

The lander issues continue to drive me up the wall. For some damn reason drones consider the lander a stockpile and will just grab stuff off of it if they need it. Especially fuel, which they nick off every chance they get. This is really annoying as if you don't have the fuel you need to leave an asteroid, you're stuck there until you do. Meaning getting another lander to drop fuel. Of course, they need fuel to get back too, and then the drone treat each lander as a stockpile on the asteroid passing the same resource back and forth between the landers and BAH! So annoying.

If i didn't need materials only easily obtained on the asteroids (exotics) for underground construction, I wouldn't have completely given up on it. Not that I have built anything underground yet.

The surface is actually going quite well. Most of the bugs I'm seeing are display bugs and the outdoor ranch being bugged to hell and back. My idea for a colony made of just Naturalistic Habitats will have to wait a bit. Actually most of the display bugs are related to the Habitats as they are treated as "domes" by the code, but they're not, so warning messages for them can't be cleared, and they shouldn't happen in the first place. Last hotfix was supposed to fix that, but I think the issue is deeper than even they think.

Declared independence from Earth. Had to pay the Sponsor for the trouble, $5000. I usually figure it as about 5 billion, which would be a lot, except, you know, I had more than enough, so yeah. Apparently there are consequences for this, but I have no idea what they could be. You get the law choice of treating Earth as an Ally, a Competitor, or an Enemy. I went Competitor, but again, I'm not sure what this actually does.

Got the Capital City built, it's the capstone project for terraforming (or at least getting a breathable atmosphere). Moved the Earth Embassy, but still can't move the Martian Assembly. No big deal. Trains are working well, though I do kind of want more trains, 1 per station feels way too small. I wonder if I can do some trickery to get more. Another day I suppose.

And yes, I did get underground. Wow, that's a big change. Before the underground was small, cramped, full of narrow passages and small caverns. It made building underground very hard. It was also pretty dark colored with blues and blacks.

Now, well, not so much any of those. It's big, open, pretty bright in color, more brownish when lit. Wow is it bigger. I could put a dome in any given passage levels of big, which is not something that could be done in old version. The big issue is there's no way to scan the caverns, so you have to explore it with the rovers. And the spaces are very big. . .

It does look like they've included the underground wonders, so that's good. Though the new underground invalidates one of the wonders which is the "massive cavern" one that needs big supports and such, but everything is that size now so. . . Yeah. I'm not sure I like it being this MUCH bigger than the old version, or missing the narrow passages between the larger caverns and such. But it is much more build able, so a full on underground colony is possible at least, where before it wasn't super easy to do.

Anyway, my run is pretty much done at this point. I could max out the terraforming, but it's not necessary.

Is the update worth the money? I will say yes. It's still Surviving Mars, the basics of the game haven't really changed, but they've tweaked and added just enough to make things more interesting. It feels like they're actually invested on improving the game without doing a complete tear down and rework.

I still think a lot of this could have been done with the old version, but I don't know the coding angle they're coming at it from. If they're going to make it better and it required them to build a new engine, then so be it. I am reasonably happy.

Surviving Mars Relaunch is better than okay. Depending on how things go after the next couple of updates, I may finally call it good. It's the better version of the game, and 40 bucks was worth it to me to show my support for a game I enjoy even if it isn't perfect and hope they make it better in the long run.

In the meantime, I think I'll take a break, post in the steam discussion board my issues and suggestions. Then I might start a new game. Maybe I'll even Let's Play it. That would be a hoot. Until then.
 
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