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What kinda depth are you missing from DSP and Satisfactory? And what do you mean by "camera"?

There's also Shapez 1 and 2, which is like the essence of Factorio abstracted into shapes and colors. Shapez 2 has more mining and trains and multiple levels.



Speaking for myself, I love Factorio and can't stand Satisfactory. Even on peaceful mode Factorio has you solving real problems, whereas Satisfactory feels like playing Minecraft on creative mode.

Satisfactory's main issue is that it lets you build in three dimensions without doing any physics to check if that build is mechanically plausible. It's of course not reasonable to expect them to do that physics. But it means that sophisticated logistics/organization problems in Factorio almost always have the same solution in Satisfactory: build more, but upwards. There's no reason to think long-term in Satisfactory unless you have a specific aesthetic vision for a base. Of course, a giant factory-skyscraper with tons of conveyor belts sticking out looks really cool! And Satisfactory being easier makes it more of a chill sandbox game than a tense strategy game like Factorio, so I get why aesthetics-minded people like it. Different strokes.


Not OP, but my guess for what they meant by "camera" is the fact that Factorio is largely a 2D top-down view with relatively little impedance to jumping to another part of the factory to work on it (especially with the QoL stuff added in 2.0). In Satisfactory or DSP, fixing a remote part of the factory--even trying to diagnose problems remotely--is a chore, and there's precious little you can do to actually speed the travel process up.


For DSP I made a rule for myself: if I have to travel to another planet, I have to bring enough material to increase (ideally double) the production of a resource. That made traveling feel more useful.

Course that means I often had oversupply.


Shapez 2 is just stellar. I mean, Shapez 1 was good, but 2 is just awesome (IMHO, of course)




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