Hardspace: Shipbreaker Is Out! – and its Fantastic



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32 thoughts on “Hardspace: Shipbreaker Is Out! – and its Fantastic”

  1. Honestly I kind of miss the silent protagonist of early access, I'd like to think that Weaver was just the announcer, or just a series of recordings left by someone for training. Your character didn't reply because Weaver wouldn't hear you, no one can.

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  2. Being an ACTUAL mechanical technician, though, I wish it was more complex. It's about .2% as complex as my actual job.

    Funny thing, I was working next to a couple bus bars today. One was listed as having something to the effect of 4.62 calories/cm2, and listed off a full body suit, full insulated glove and heavy leather boots, and a rated face shield AND balaclava to work on it live, IF YOU NEEDED TO. Then I worked on a different one that was 52.26 calories/cm2, and it just said "The PPE for this does not exist".

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  3. I love the world building, not just the voiced characters and music, which is already space-trucker appropriate, but the ship design of the stuff you're cutting apart is really telling you lot about how people live and work outside of your characters' purview. For fans of this slice of the SciFi genre, there's an animated series with this concept called Planetes by Makoto Yukimura.

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  4. This was supposed to be so good and it kinda was until they ruined it with their stupid "You can just hang around now until you wanna leave" scenario. Ive completed everything and have 200 million in credits, boxes all ticked and im BORED because they removed any incentive to continue.

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  5. I've actually found the variations between ships of the exact same class to be extensive. The largest ship in the game, or at least one of them, is a massive Javelin-class hauler for those shipping containers, and getting through them all is a chore in and of itself. They're all mounted to this big octagonal central spine, which is the entire width of most of the ship (rather unique to most Javelins, actually) and I recall very clearly that while my first of that type had a cramped crew module running the entire length of that segment, which was most of the Salvage Bay, the next one I did I went into thinking it'd be the same only to find that entire section instead a single, hollow space for even more hauling. It's surprising, honestly, the variance between them all. The tighter corridors of the more crew-oriented ships tend to be even more variable, particularly Geckos. Those things are labyrinthine sometimes. Atlases I notice to be some of the most confusing but seemingly remain consistent, although maybe I just lose track of their layouts too much to really notice the differences.

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