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The Return Of The Complex Space Games (More Than Just Flying)

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The Return Of The Complex Space Games (More Than Just Flying)

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304 segments

0:00

Over the past year, a number of things

0:01

have been changing in the simulation

0:04

space. And if you've been paying

0:05

attention to the games coming through

0:07

Steam NextFest, the indie showcases, and

0:09

the early access titles, you probably

0:11

have noticed all of this. So, there's a

0:14

new wave of titles that aren't at all

0:16

focused on simplifying things for you.

0:18

They don't want to automate the

0:20

complexity of these games. They don't

0:22

want to reduce everything to a single

0:23

button presses, all these things that

0:25

generally simplify games. Instead,

0:28

what's happening here is they want you

0:30

to engage with the title's systems, to

0:32

understand why your ship handles the way

0:34

it does, to feel the consequences of why

0:37

your colony's budget doesn't balance,

0:39

and to maintain the machine that's

0:41

keeping you alive rather than just

0:42

pointing in a direction. And this is

0:45

quite a change actually. It's somewhat

0:47

of a rebellion against the arcade

0:49

approach that we've seen that's been

0:50

developing. And all of this is happening

0:53

across multiple games from multiple

0:55

studios all at roughly at the same time.

0:58

Some of these are hardcore command sims,

1:00

others are survival games or action RPGs

1:02

with an unusual amount of mechanical

1:04

depth. But they'll stay roughly on the

1:07

same spectrum. And that's a refusal to

1:09

simplify. So today I want to look at

1:12

five titles that are really focusing on

1:14

complexity over simplicity and why I

1:16

feel this is a great direction for the

1:18

genre. And this really because if the

1:20

big studios are moving towards

1:22

simplification then the developers here

1:24

are moving in the total opposite

1:26

direction and this is very good news

1:29

indeed. So let's start with Seabbeams.

1:32

This is easily one of my most

1:33

anticipated space games in the upcoming

1:36

list of games. And yeah, the reason I'm

1:39

covering this again, I've spoken about

1:40

it before, is because it very much fits

1:42

in with this theme, this ideology of

1:45

complexity over simplicity. And it very

1:47

much is the right direction for this

1:49

type of game. So, this is a top- down

1:51

space action RPG or perhaps a little bit

1:54

isometric depending on how you're

1:55

looking at that. So, the game has

1:58

combat, it has loot, and it has

1:59

progression. But underneath all of this

2:02

is a structure that's all about physics.

2:05

And this is physics in the way that you

2:07

can't really ignore. The title is

2:10

developed by Distant Light Games,

2:12

someone that you'll likely know if you

2:14

watch any amount of YouTube on space

2:16

related titles because uh yeah, that's

2:18

YouTuber Level Cap. So whilst Sebeams is

2:21

kind of framed and put out there as a

2:23

action RPG, it's not really a typical

2:26

action RPG. And that's because your

2:29

ship, well, it's actually a physical

2:31

object. It's not an avatar with stats.

2:33

It means it's got retro burns for

2:35

deceleration. You've got engines that

2:37

you have to cut for silent drifting. You

2:39

got cargo that has mass, and this

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genuinely changes how your ship

2:43

responds. Overload your hold, and you'll

2:46

feel it in every maneuver. Docet

2:49

Stations isn't automated either. If it's

2:51

well, it's a skill you're going to have

2:53

to develop if you want to do it right.

2:55

So, what's nice about Cbeams and it's

2:57

not out yet. It's still in development,

2:58

but it does have a lot of active ongoing

3:01

dev logs, YouTube videos that discuss

3:04

where the game is and where it's going.

3:06

And in these videos, you also find that

3:08

combat follows the same logic of all

3:10

this complexity and it's quite involved.

3:14

So, you got subsystems. Subsystem

3:16

typing. This lets you disable an enemy's

3:18

engines, weapons, or radar all

3:20

individually, which means that every

3:22

engagement you undertake can be really a

3:25

tactical decision. It's can be kind of

3:27

focus on how you want to achieve your

3:29

objective. In other words, it's not just

3:31

about a damage race to the top or to the

3:34

bottom. Instead, you can actually

3:36

a ship. You can dock with it and

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raid its cargo. And all of this is

3:41

balanced against a range of different

3:43

weapons. And yeah, you got close quarter

3:45

Gatling turrets and requireless cannons

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all the way to through to longrange rail

3:50

guns and guided missiles. Now, there's

3:52

no confirmed release date on this just

3:54

yet, but the pace of development is

3:56

definitely visible and it's pretty

3:57

consistent. We can see a lot of that

3:59

unfolding over on YouTube. And yeah, I'm

4:02

looking forward to getting hands-on with

4:04

this one. Perhaps one of my more

4:06

anticipated titles, space game titles

4:08

for a very long time. And then we have

4:11

Spacecraft. This is a new game from

4:13

Shirro games. It's a studio behind

4:16

Northgard, Doom Spice Wars, and War

4:18

Towers, and it's actually a common

4:20

thread here amongst these games because

4:22

as a player, you genuinely have to

4:24

understand what's going on in these

4:25

systems mechanics, ready for all

4:27

handholding. And so, it seems that

4:29

spacecraft actually has that philosophy

4:31

applied to it. Although, that said, it

4:34

also appears that it sits at perhaps the

4:36

more slightly easier end of that

4:38

spectrum, but nonetheless, it does have

4:40

complexity layered there. So, a real

4:42

good example of where this game takes

4:43

that approach is the ship design. So,

4:46

whilst you might usually be used to

4:47

loadout screens that you optimize

4:49

between missions in a lot of games, what

4:51

happens here is quite different. Every

4:53

component that you fit to your ship,

4:55

whether that's weapons, mining

4:56

equipment, cargo modules, or anything

4:58

else, it physically changes how the ship

5:00

handles. Add too much weight and the

5:03

ship will start to feel sluggish in

5:04

every turn. Strip it back and you're

5:06

nimbled but then exposed. So, the game

5:09

recently confirmed a cockpit view. I

5:12

know a lot of people have been asking

5:13

about that because right now the uh

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camera is from outside the ship from the

5:17

rear, but a cockpit view will actually

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take things quite a bit further because

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it will actually feel like more of a

5:23

genuine sim. Now, the interesting thing

5:26

here is that the game is about far more

5:27

than just piloting. spacecraft really

5:30

lead you into building automated mining

5:33

operations, managing interplanetary

5:35

supply chains, and participating in what

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could be considered a playerdriven

5:39

economy. And that means there's a lot of

5:42

complexity here, layers of it, in fact,

5:44

and all interlinking together. Your ship

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effectively builds what resources you

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can gather and then that in turn affects

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what and where you can automate and that

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in turn affects what you can trade. So

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ultimately, there's a lot of potential

5:58

here. If you want to get hands-on with

6:00

it, there is a demo available right now

6:02

over on Steam and I highly recommend you

6:04

download that and check it out. After

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all, why not? Because these demos are

6:08

completely free.

6:10

Now, moving on, we come to a possible

6:12

one Luna Industries. So where spacecraft

6:15

really applies a whole uh kind of

6:18

systems thinking approach to the space

6:20

sandbox. What happens here with this

6:22

game is that you've got conley

6:24

management and this is built entirely on

6:26

a real world proven technology. So not

6:29

plausible technology not near future

6:31

speculation but technology that exists

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right now or is genuinely feasible with

6:36

current engineering. Now, I have spoken

6:39

about this a couple of times before, but

6:40

it bears bringing up again because it

6:42

very much fits into the theme of this

6:44

video, which is space themed games,

6:46

which are focused on complexity rather

6:49

than simplicity.

6:50

So, Impossible One, you're running a

6:52

Luna mining operation. And the focus

6:55

here isn't between you and an alien

6:57

threat or anything like that. It's

6:59

actually about having a balance between

7:01

the survival needs of your colonists

7:03

there on the moon and the financial

7:05

demands of a board of directors back on

7:08

Earth who ultimately are funding the

7:10

entire venture. So that means you've

7:12

really got to focus on housing,

7:14

radiation shielding, as well as the

7:16

psychological effects of low gravity and

7:19

isolation of being up there on the moon

7:21

away from anyone. And of course, this

7:23

all costs money and resources. But if

7:26

the board back on Earth doesn't see the

7:28

returns that they demand that they're

7:29

funding here, then they're going to cut

7:31

your funding and shut you down.

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Ultimately, then what you end up with

7:35

here is a game that is fun, but it's

7:37

also a game that's built on the idea of

7:40

the real world actually being

7:41

complicated. Again, there is a demo

7:44

available for this one. Do check out

7:45

that over on Steam.

7:48

Now, next up, we've got Atmosphere. And

7:50

this one is well it's not a genuine

7:53

space game but it does have a very heavy

7:55

sci-fi and spacele leveled theme and

7:58

well ultimately approves that it's not

8:00

just about space either this developing

8:02

levels of complexity in their upcoming

8:05

titles. So Amosphere is a survival game.

8:09

It's set on Tyos which is an planet of

8:12

floating islands. And at first glance,

8:14

it might seem like a bit of an odd fit

8:16

alongside Colony Sims and Physicsdriven

8:18

Combat and other such titles that we got

8:20

in this video, but what's going on here

8:23

is that well, the title was developed by

8:25

Apoch Labs, which is a Swedish studio.

8:28

And this is important because yeah, it

8:30

underpins their entire focus because

8:33

their previous game is called Airport

8:36

CEO and it's a tycoon game that sold

8:38

over 330,000 copies and it's built on

8:42

the entire experience around

8:43

interconnected systems and driven

8:46

management. In other words, it seems

8:48

that they may be taking that learned

8:49

complexity and applying it to a sci-fi

8:52

themed game. So here your primary

8:54

vehicle is a cloud cruiser. It's mobile

8:57

air base that isn't a static home you

8:59

actually teleport back to. Instead, you

9:02

pilot it. You manage its fuel,

9:04

electricity, and oxygen, upgrade its

9:06

sections, and use it to support

9:07

expeditions that grow more demanding as

9:09

you push further across the planet. You

9:11

also have some smaller craft known as

9:13

wasps. And these each handle differently

9:16

depending on which engine parts, hover

9:17

sections, and whole configurations that

9:19

you've actually fitted. Now, in most

9:21

survival games, your vehicle is

9:24

transport obviously, but here, your

9:26

vehicles are machines that you have to

9:27

maintain and configure, and the way

9:29

you've built them determines what you

9:31

can actually do in the rest of the game.

9:33

Thankfully, this also has a demo

9:35

available right now. So, if it sounds

9:37

interesting to you, do take a look and

9:39

perhaps check it out. And finally, we

9:41

come to the game at the real far end of

9:43

this spectrum. It's called Iron Nest.

9:45

It's not a space game, but it's

9:48

definitely a sci-fi inspired. This is a

9:50

firstp person diesel punk artillery

9:52

simulator and it's set in an alternate

9:54

history 1920s Spain. Now here you

9:58

operate a colossal walkin turret

10:00

battleship caliber weapon and it's on

10:03

well it looks like it's on spider legs

10:05

really and this one really goes for the

10:07

heavy simulation because every

10:09

interaction with the turret with this

10:12

mech is actually manual. You've got to

10:14

decode radio transmissions. You've got

10:16

to plot coordinates. H you've then

10:18

physically got to align the turret as

10:20

well and then fire. So if you really

10:22

like heavy simulated games then this

10:25

could be something worth keeping an eye

10:27

on and primarily because this is a pure

10:29

uncompromising machine operation. So

10:32

yeah, we've got five games here that

10:34

come from different studios, different

10:35

countries, even different genres as

10:37

well, but they all share a similar

10:39

conviction that players are certainly

10:41

ready for more that that we want more

10:43

depth, that we're tired of the

10:44

simplicity in games, that we want more

10:46

consequence, more systems to learn and

10:48

master. And that to me appears to be a

10:51

trend. Let me know what you think about

10:53

this in the comment section below. As

10:55

always, thanks for watching. Do take a

10:58

look at the other video on the screen

10:59

right here. Take care and I catch you

11:01

next time.

Interactive Summary

This video explores a growing trend in the simulation and sci-fi gaming space where developers are rejecting simplification in favor of deep, mechanical complexity. The narrator highlights five upcoming titles—Cbeams, Spacecraft, Impossible One: Luna Industries, Atmosphere, and Iron Nest—each of which requires players to master intricate systems, from realistic space physics and industrial management to manual machine operation.

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