Oasis Mission – Low Sci Fi Hostile Mining Colony Strategy



Oasis Mission gameplay with Splattercat! Let’s Play Oasis Mission and check out a game where you’ll land on the banks of a planet in the clutches of an ai overlord and attempt to build a corporate base and make loads of money.

Download Oasis Mission : https://store.steampowered.com/app/2658640/Oasis_Mission_Colony_Sim/
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23 thoughts on “Oasis Mission – Low Sci Fi Hostile Mining Colony Strategy”

  1. The concepts are good but this goes on the cautiously wait-and-see list. If they can get some real art in instead of AI that'll be a huge improvement. Then just a few of those control issues need to be sorted out and they're golden.

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  2. You really should just give up with the AI art witchunt. It's a losing battle. I've reached a point I don't really care anymore, its something that'll never stop now. What bothers me are those who do use AI art and don't fix the flaws and errors.

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  3. Hello! My name is Aleksander, and I’m the solo developer of Oasis Mission. Thank you so much for such a wonderful review! ❤

    I’m really glad you focused on the core gameplay loop and mechanics! Since I built my own engine from scratch to focus specifically on mechanics and simulation, that was a key decision for the game. However, I do realize that this came at the cost of not being able to leverage the advanced graphics capabilities of something like Unreal Engine. Your positive review was incredibly inspiring for me — thank you!

    While developing the game, I was heavily inspired by classic simulators and strategy games like Dungeon Keeper, Dawn of War, M.U.L.E., and others. I tried to give those old ideas a fresh spin, but players immediately recognize the “old-school” feel of the mechanics. 😊

    I’m always listening to feedback from fans of the genre, and based on their suggestions, here are the improvements I’m planning to work on over the next couple of months:
    – Storage System: I’ll add the ability to combine nearby storage units into a stack for better resource management.
    – Manual Factory-to-Storage Linking: I’ll introduce a system that allows players to manually link factories to specific storage units. You’ll be able to choose both the target storage and the resource source, and I’ll add visual representations of these links in the game.
    – Combat System Improvements: I want to make battles feel more dynamic and tactical by improving ship responsiveness to enemies, adding more animations, introducing more abilities, and adding smoke trails for missiles. (Right now, missiles follow a realistic ballistic trajectory — you can see it if you freeze time — but without smoke, this isn’t very noticeable.) Ultimately, I want combat to feel like a mix between XCOM and Dawn of War 2.
    – Ship Controls: I’ll improve ship management by adding group selection and the ability to adjust ship altitude and hull rotation, as these factors affect missile trajectories.
    – Colony Overview Screen: I’ll add a colony "Overview" screen where players can see a summary of resources, progress, and colony needs.
    – I’ve noted your suggestions and will take them into account in future updates!
    – Just last night, I released a new patch that improves ship AI and game optimization!

    Your review means a lot to me, especially today, as I’ve just left my day job. Maybe this is a sign that I should fully dedicate myself to game development!

    Thank you once again for your support! 🙏

    P.S. Lunar Pug is my dog — a black pug))

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