Whew, this was a slog for me to wade through. When I first started to play, I was frustrated. I despised the seemingly endless delay between me issuing an order and seeing it actually carried out. I questioned the decision to give buildings fixed directional power and water inputs. And I cried foul when, after seemingly achieving all of Mission 3's objectives within the first year, the counter froze at 99/100 and my colonists started dying off. I wondered why everyone was praising this thing in reviews. I IM'ed the author, basically asking dubbya tea eff.
I eventually found the game everyone else was playing, but it took some unwrapping.
Part of the problem, I think was that I am used to playing strategy games with much more clear-cut dynamics. Civ III. Total Annihilation. Heck, even Plants VS Zombies. The mechanics were pretty clear up-front, but you need to parse them before you really "know" what the tutorial was actually teaching you. Players who've played Tropico might be right at home, but I struggled. Oh, how I struggled.
This isn't a game for creative builders. You can't just build whatever you like and react to the enemy when you discover them. No, sir. Instead, you need to know what you're doing weeks before you do it. Because your plans are just going to sit there in the inbox while four or eight or twelve little space dudes draw straws to see who goes where and does what.
What I thought was a harsh and unforgiving main game-- building resources and engaging the enemy-- are actually just a prolonged base-building phase at the beginning of the level. If you're having trouble, do the first two missions again and write down the order in which they had you build stuff.
Constantly keep an eye on your Oxygen and Food-- these can creep up on you and lead to a failed game state where it doesn't say Game Over until 20 minutes *after* you made your fatal mistake. Metal and Components are next, although you won't kill off your entire colony if you redline them, you'll just need to waste time building up enough Science to sell.
Minimal use of pipes and wires is a must, because you are charged science the moment you *place* them. Each mistake you make costs you 5 science. This would be fine if the mouse collision wasn't all wonky-- the click spot is the center of the arrowhead, not the tip, and there seems to be a delay between you moving the mouse and the game's understanding of where the mouse is catching up.
The obligatory Annoying Tutorial NPC who begs you not to skip the tutorial is a terrible lens through which to view this world, but through his ham-fisted dialogue, you get glimpses at a Silver Age vision of the World of Tomorrow.
If you can overcome the flaws, what you get is a short but engaging game with a few hidden depths and a cargo bay full of weird quirks. Every decision you make is extremely slow-burn, but in the end, you're left with pure Strategy. No action, no tactics. Your guys scramble around with no sense of cohesion and go out of their way to avoid mission objectives if there's an enemy within a 2 mile radius. The best you can do is tell them what broad categories of moves NOT to make, and maybe drop them one by one on the enemy's doorstep (or the general Hospital back at your base) with the Tractor Beam.
I would not have designed a strategy game this way at all, but after spending the better part of the day trying to actually understand what it was trying to do, I really can't call it a bad.