Dyson Sphere Program is a sci-fi simulation game with space, adventure, exploration and factory automation elements where you can build your own galactic industrial empire from scratch.
In the distant future, the power of science and technology has ushered a new age to the human race. Space and time have become irrelevant thanks to virtual reality. A new kind of supercomputer has been developed – a machine whose superior artificial intelligence and computing capability will push humanity even further. There is only one problem: there isn’t enough energy in the whole planet to feed this machine.
You are a space engineer in charge of a project launched by the space alliance COSMO, tasked with a massive undertaking: constructing Dyson Spheres (a megastructure that would orbit around a star, harnessing all its power and energy) to produce the energy that humanity needs. Only a few decades ago, Dyson Spheres were considered a hypothetical, impossible invention – but now it’s in your hands… Will you be able to turn a backwater space workshop into a galaxy-wide industrial production empire?
Neutron stars, white dwarfs, red giants, gaseous and rocky planets… There is a big and varied universe out there, waiting for you to gather all its resources.
Every playthrough will be unique: your universe will be procedurally generated every time you start a new game. There will be different types and distribution of stars, planets and resources. Will you manage to thrive and build your Spheres, no matter what the universe throws at you?
As a space engineer, you are expected to design your interstellar factory and production lines, not to micromanage every small package going back and forth. You have to transport materials from one planet to another, forming interstellar transport teams that gather resources and bring them to where they are needed.
Then, your resources can be transported between facilities through conveyor belts, and you’ve got the technology to help your buildings fit the grid automatically during the construction process. You’ve got the best tools COSMO can afford to build a massive-scale automated production line – the most efficient one ever seen in the universe!
Build a galactic industrial empire from scratch: start with a small workshop and improve it until it spans the whole galaxy
Develop your very own Dyson Spheres, a megastructure that orbits around a star harnessing all its power and energy, from the first screw to its completion
Explore a vast universe procedurally generated with all kinds of celestial bodies: neutron stars, white dwarfs, red giants…
Gather resources in planets of all types: ocean, lava, desert, frozen, gaseous planets…
Research new technologies to improve your factories… and discover the secrets of the universe
Build mechasto fly, sail or jump through outer space and alien planets
Transport materials across the galaxy to your facilities: thousands of transport ships will flow endlessly to your factories and back!
Design the most efficient automated factory and production line
Customize your factory and Dyson Sphere to make it unique
Design a balanced power network capable of producing energy in all kinds of power plants like wind turbines, artificial stars, etc.
That's why I said "vibe". The way things get inserted into machines with hanging conveyors is distinctly AE. Even though in terms of mechanics it's basically Factorio inserters, but the presentation reminded me of AE.
It's just ridiculous how "done" this game is. Sure, there are missing things like keybindings, some placeholder stuff like the crates on the belts, etc, but I'm shooting solar sails into orbit around the star to create the swarm (the scientifically plausible alternative to the hard-shell sphere) and I'm not even interplanetary yet, and there are dozens of other stars out there.
Sure, I can fly to any planet in the current system, and I even established a little titanium/silicon outpost on an ice planet, but I'm still a couple techs away from true interplanetary logistics.
And I have a real itch to reorganise the entire base. But the game dropped this whole "shooting solar sails into space to start a swarm" thing on my lap. I can designate different orbits and I can give different rail guns those targets, while feeding them with sails to launch.
Also I just love that every one of those dots are individually launched sails and they get denser with every launch. In other games they would just put a transparent textured ring around the star that would fill up with dots as more stuff are launched. Here you can see the individual satellites get launched, travel to the designated orbit and stay there. Some of them a little bit closer, a little bit farther, a bit more inclined, etc. All individual objects.
I launched two lonely sails in a default high orbit before I defined my first inner swarm. It will be interesting to see if those two will still be there after a couple thousand (million) launches.
Where did this beauty come from?? I have played literally 20 minutes of it and I can tell this will be one of my favourites.
I know little about the game, but I love the absolute simplicity of it, The tutorial is a bit lacking right now, but tbh it isn't entierly needed for now at least. Where' something like Satisfactory, which is probably my current favourite factory games, that definitely needed a good beginning tutorial. Perhaps it's because I 'm used to that game, I found the first 10 minutes of DSP so comfortably familiar, and a little more streamlined due to the replicator being wherever your mech is.
Love it.
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I launched two lonely sails in a default high orbit before I defined my first inner swarm. It will be interesting to see if those two will still be there after a couple thousand (million) launches.
Eh, sails gradually decay from orbit apparently, so those two are already gone and the current batch need to be maintained through constant replenishment.
Addicting as hell.
Makes hours go by in what seems like minutes.
I was disoriented yesterday when I looked out my window and it was dark out, when it seemed like I had only been playing a short time since morning.
I have not unlocked the interstellar (warp drive) upgrade yet. I have the one before it that adds 1000 m/s to your flying speed.
I decided to see what would happen if I flew to the nearest star without warp.
Nearest one was 2.6 light years away. So I flew into space, pointed myself at it, and brought myself to max speed (2000 m/s)
Only took an hour to reach it.
I watched my home star fade as I went farther and farther away. Even at close to 1 light year away, I could still see the solar sail swarm around it, and the launchers shooting them from the planet!
Once I reached the new star, I was able to fully explore it, land on the planets, get the statistics for each planet, everything just as if I had warped there like the game intended.
Now, as far as the time it took to get there, that was totally not accurate.
One of the fastest man made space objects (new horizons) travels at 16260 m/s (8x faster than I was going) and it would take 20,000 years to travel just one light year.
It should have taken me 416000 years, not 1 hour.
Did everyone start on a gas giant moon? Bit of a bummer when I want to look up to see my swarm and it's behind a big ball of gas, and my rail guns are silent.
Progress getting rather slow right now, started building logistics outposts all over the planet and since I have to ensure it's an unbroken supply chain, I'm basically starting from scratch on a grander scale.
I like the little quality of life aspects compared to Satisfactory, and how fast the initial part goes. Although my robot runs out of energy pretty quickly
There must have been a door there in the wall, when I came in.
Truly gone fishing.
I like the little quality of life aspects compared to Satisfactory, and how fast the initial part goes. Although my robot runs out of energy pretty quickly
Don't forget to fuel yourself. At the beginning you can cram wood and leaves into your fuel compartment (press C, you'll see 4 empty slots). In usual factory-builder fashion, more efficient fuel sources become available later on.
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