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About This Game

A colony spaceship has been thrown together with old, worn parts. The crew boots up the ship's artificial intelligence as they start the arduous journey to the red planet.

You've awoken, AI. Can you keep your crew alive and survive the journey ahead?

Take Fate into Your (Digital) Hands


Design your own ship. Customize everything.

Directly control the ship's systems, set alarms to get the crew's attention, and respond to emergencies. Will luck be enough?

You will die, alone and drifting, in the dark.

Brutal and Challenging Experience


  • Deep mechanics
  • Simple controls
  • Responsive difficulty, always Hard
  • Short sessions

A single run takes less than half an hour, but success takes hours of mastery. If it comes at all.

An Uncaring World


Destination Ares is about losing power over time rather than gaining it. It's about the internal struggle instead of the external. There are no aliens or guns; just nonchalant blobs of water named Charlie.

Discover hidden, branching story arcs with several endings, ponder the meaning of existence, panic as another system breaks down, and laugh at a crew that is woefully incompetent.

Lose capability over time. You're no farmboy-turned-hero; play smarter, because you certainly won't get stronger. 7ad7b8b382



Title: Destination Ares
Genre: Adventure, Indie, Simulation, Strategy
Developer:
Patrick Scott
Publisher:
Patrick Scott
Release Date: 22 Sep, 2017



English




I really like the concept behind this game. I look forward to seeing where it goes.

Positives:
The game has interesting presentation, aside from a sort of view tilt that feels a bit off. Crew members appear to react to the actions of the player. Ship gameplay is interesting, and the decision-making aspect has promise.

Negatives:
Current variety of events and crew dialogue are limited and repeat fairly frequently, although hopefully that will expand with updates. The minigame that the player must play for each decision event is repetitive, bland, and seems arbitrary and unrelated to the higher-level gameplay. This minigame could make sense for sensors or piloting events, but doesn't make sense for character events, etc.

Overall, the game gets old pretty fast in its current state, but has a lot of potential. It is a good idea, and one that I hope to see polished in the future. At present, I don't recommend buying the game unless you want to follow along with developer updates.
I look forward to seeing where this goes from here.. Tiny game but delivering what's on the box.
The chore idea of the game is to build a ship so that it is the fittest to make a long journey (30 minutes).
The build phase (unlocked after the first games) is pretty simple and will ask you to allocate points \/ space and weight for what matters the most to you.
A balance to find between crew, modules, quality of modules, abilities to transform one resource to another or do you prefer to pack a lot of each at the beginning of the journey, up to you.
Most of the times, if one resource comes to lack, you're dead : Oxygen, parts, material, food, waste, fuel, energy.

The second part of the game is not really difficult, start the journey, set some priorities, activate or spare some modules, react to random events (often leading to a minigame that is a bit annoying though).
And fail, fail, fail, fail, until you manage to unlock some improvements for the ship so that you can rethink your blueprint and finaly make that journey.

Cute, interface sometimes a bit clunky because things are not obvious on the screen but overall a good experience.
Might lead to some quite a few blueprint rework loops that I'm not super fond though.

Keep in mind though that the lifespan of this game is probably rather short and you might get bored quickly but worth a shot !. DISCLAIMER: If you don't like resource management, you probably won't enjoy this game!

Great little game, don't be put off by the price! It reflects the care and dedication that has been put into it by the creator. The premise on the surface appears simple. You are the artificial intelligence of a colony ship, charged with getting your human cargo to Mars. You control power to the ship's systems, but you cannot repair them when they break down.
For this you need your humans, just like they need you for breathable air and a working kitchen. Whilst you can set alarms of varying degrees of urgency to alert them to broken or compromised systems, they won't always respond to them as they should do. On top of this your ship is old, the parts are mostly cobbled together from whatever your humans could afford. So everything breaks down. EVERYTHING! From the oxygen scrubbers that keep the crew from suffocating to the toilet to the controls of the ship itself. Repairing them takes time and effort, adding to the above problems that affect your valiant colonists. But repair them you must. No oxygen scrubber? No air. Everyone dies. No controls? You go wildly off course and actually begin to head AWAY from Mars rather than towards it. Then you run out of air or power. Everyone dies. No toilet? I shouldn't even have to explain that one. Somehow, everyone dies. Poop and space don't mix you know. Here is where the resources come in.

Your current resources are displayed in a box at the top of the game screen, which also displays your progress towards Mars out of 100%. The oxygen the humans breathe, the power you use to run the ship, the food, the spare parts for fixing things. Fuel for the engine and raw materials that can be used by various on board systems to create more of the other resources. Finally, there's waste, expelled by the crew after each meal. All of these resources tie in together in a well thought out loop. A lack of any one will almost always lead to total failure, an inability to eat leading to the crew passing out and being unable to repair broken systems, to give just one example. Luckily you can outfit your ship with various devices to produce or recycle these resources, getting you that little bit further towards the red planet.

The ship itself is designed from scratch by you, in a surprisingly versatile ship builder in which you can set everything from the number of compartments the ship has to how many resources it starts out with. Failure encourages a whole new ship design, tweaking resources and setting modifiers on ship systems to improve them. It feels like you get a bit closer to success each time. The crew are also fully customizable, interacting with you as they scoot around the ship, responding to your alarms and warnings. The way they speak feels like a kind of futuristic slang, an attempt to translate the efficiency of computing into human interaction. Hints are dropped at a decaying Earth you've left behind, one you really don't want to return to. A nice touch that I found adds to the overall atmosphere. (no pun intended) The graphics are minimalistic but work well in the games setting. The sound is great, a whole host of boops and beeps and ambience. The red alert warning you can place on broken critical systems is particularly alarming. (again no pun intended) The game is tough, but success is possible. Every attempt gives you advancement points that you can use to unlock new ship systems and crewmember abilities. I had to unlock everything before I made it to Mars on my 23rd attempt, with one unit of energy, nearly everything on board broken, and no spare parts to fix it. For the first time in a while, I felt genuinely satisfied upon having completed a video game. An even nicer surprise was the words "Ending 1\/6" after the win text box. I've since managed to beat the game again with another ending. Each game is so short you can play it for ages, then stop, then play again and have a new experience each time.

The only thing I would criticise is the at times clunky user interface, which can sometimes result in accidental turning off of important things or placing needless alarms on working systems that take up valuable crew time that could be spent fixing that solar sail that broke like 25 days ago. Part of that last one is the crews fault I guess. This extends into the minigame that others have mentioned, essentially minesweeper but with yellow dots to warn you where the mines are. Its a smart addition that avoids the RNG element but can get frustrating at first as the tutorial is a bit ambiguous. Overall though, what seems to be a relatively simple game turns out to possess a considerable amount of depth and replayability. I would definitely recommend this game to anyone who likes resource management or sci-fi in general, and for the original idea and story.. DISCLAIMER: If you don't like resource management, you probably won't enjoy this game!

Great little game, don't be put off by the price! It reflects the care and dedication that has been put into it by the creator. The premise on the surface appears simple. You are the artificial intelligence of a colony ship, charged with getting your human cargo to Mars. You control power to the ship's systems, but you cannot repair them when they break down.
For this you need your humans, just like they need you for breathable air and a working kitchen. Whilst you can set alarms of varying degrees of urgency to alert them to broken or compromised systems, they won't always respond to them as they should do. On top of this your ship is old, the parts are mostly cobbled together from whatever your humans could afford. So everything breaks down. EVERYTHING! From the oxygen scrubbers that keep the crew from suffocating to the toilet to the controls of the ship itself. Repairing them takes time and effort, adding to the above problems that affect your valiant colonists. But repair them you must. No oxygen scrubber? No air. Everyone dies. No controls? You go wildly off course and actually begin to head AWAY from Mars rather than towards it. Then you run out of air or power. Everyone dies. No toilet? I shouldn't even have to explain that one. Somehow, everyone dies. Poop and space don't mix you know. Here is where the resources come in.

Your current resources are displayed in a box at the top of the game screen, which also displays your progress towards Mars out of 100%. The oxygen the humans breathe, the power you use to run the ship, the food, the spare parts for fixing things. Fuel for the engine and raw materials that can be used by various on board systems to create more of the other resources. Finally, there's waste, expelled by the crew after each meal. All of these resources tie in together in a well thought out loop. A lack of any one will almost always lead to total failure, an inability to eat leading to the crew passing out and being unable to repair broken systems, to give just one example. Luckily you can outfit your ship with various devices to produce or recycle these resources, getting you that little bit further towards the red planet.

The ship itself is designed from scratch by you, in a surprisingly versatile ship builder in which you can set everything from the number of compartments the ship has to how many resources it starts out with. Failure encourages a whole new ship design, tweaking resources and setting modifiers on ship systems to improve them. It feels like you get a bit closer to success each time. The crew are also fully customizable, interacting with you as they scoot around the ship, responding to your alarms and warnings. The way they speak feels like a kind of futuristic slang, an attempt to translate the efficiency of computing into human interaction. Hints are dropped at a decaying Earth you've left behind, one you really don't want to return to. A nice touch that I found adds to the overall atmosphere. (no pun intended) The graphics are minimalistic but work well in the games setting. The sound is great, a whole host of boops and beeps and ambience. The red alert warning you can place on broken critical systems is particularly alarming. (again no pun intended) The game is tough, but success is possible. Every attempt gives you advancement points that you can use to unlock new ship systems and crewmember abilities. I had to unlock everything before I made it to Mars on my 23rd attempt, with one unit of energy, nearly everything on board broken, and no spare parts to fix it. For the first time in a while, I felt genuinely satisfied upon having completed a video game. An even nicer surprise was the words "Ending 1\/6" after the win text box. I've since managed to beat the game again with another ending. Each game is so short you can play it for ages, then stop, then play again and have a new experience each time.

The only thing I would criticise is the at times clunky user interface, which can sometimes result in accidental turning off of important things or placing needless alarms on working systems that take up valuable crew time that could be spent fixing that solar sail that broke like 25 days ago. Part of that last one is the crews fault I guess. This extends into the minigame that others have mentioned, essentially minesweeper but with yellow dots to warn you where the mines are. Its a smart addition that avoids the RNG element but can get frustrating at first as the tutorial is a bit ambiguous. Overall though, what seems to be a relatively simple game turns out to possess a considerable amount of depth and replayability. I would definitely recommend this game to anyone who likes resource management or sci-fi in general, and for the original idea and story.. Interesting concept but this game has a long way to go. There is potential here.

There is this sort of white-wash high gamma haze to the pixel graphics that makes it a tough game to look at. Not sure what the goal here was.

There is one terrible aspect in that you have to play a mini-game when you make a decision.

For example you may get a prompt like this: "The ship is overheating do you: A) Turn everything off (easy) or B) Vent the heat into the airlock (hard)". Once you make your choice you have to win the mini-game which involves moving a cursor through a maze with invisible mines to get to the exit otherwise you fail in your choice. It's an extremely odd mechanic that doesn't make much sense and the mini-game itself frankly sucks. If it's going to be a big part of the game, this part needs to be done much better.

Can't recommend at this point.. Fun concept, I think this game has a ton of potential, and will be following closely as it's developed.

I particularly like the art and music styling. It's light and fast paced.

Game has a good sense of humor and is genuinely fun to play.. Very bad interface, rendering minigames and crew control next to impossible.. I really like the concept behind this game. I look forward to seeing where it goes.

Positives:
The game has interesting presentation, aside from a sort of view tilt that feels a bit off. Crew members appear to react to the actions of the player. Ship gameplay is interesting, and the decision-making aspect has promise.

Negatives:
Current variety of events and crew dialogue are limited and repeat fairly frequently, although hopefully that will expand with updates. The minigame that the player must play for each decision event is repetitive, bland, and seems arbitrary and unrelated to the higher-level gameplay. This minigame could make sense for sensors or piloting events, but doesn't make sense for character events, etc.

Overall, the game gets old pretty fast in its current state, but has a lot of potential. It is a good idea, and one that I hope to see polished in the future. At present, I don't recommend buying the game unless you want to follow along with developer updates.
I look forward to seeing where this goes from here.. My current favorite game on steam - a hidden gem! It's tragic that most people haven't found this game. Definitely worth the price for me. Reminds me a lot of FTL. I think if you like FTL, you'll like this game. I watched the videos on the store page, thought I would enjoy the game, and enjoyed it even more than I imagined. I wouldn't pay much attention to negative reviews before October 13th 2017 - the latest patch. It also helps if you're good at doing minesweeper quickly.

Current best run: got to 99% and died. Also died a little inside, in real life. :). Imagine if you took FTL, but could only tell the crew what you wanted them to do. It oddly becomes even more engaging as you fret over what your crew is doing and sometimes want to scream in exasperation as they don't do what's in their own best interest. I haven't managed a win yet, but do see an unlock system that may give me some better systems to improve my chances.

Part puzzle, part simulation, part psychological experiment, Destination Ares is a bunch of fun!



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