Foundry Review (Pietro Savonaro)
Get Your Coffee Fix: This Review's a Tall Order!
---{ Graphics: Decent }---
The graphics are cheap but functional. It lacks color accents and consistent design; for example, building blocks and conveyor ramps have different foundation textures. "Satisfactory" demonstrates a better approach by giving each machine an accent color that can be recolored later.
The building models and UI design are frustrating. For instance, a "Slope Conveyor" is unnecessarily sized at 2x2, although it physically covers only 2+1 blocks. Large power poles occupy too much ground space (3x3 instead of the displayed 1x1). UI elements like the power grid, research tree, and inventory feel very much like early access and are in dire need of an update.
---{ Audio: not too bad }---
The music is relaxing, inspired by "Minecraft." The machine sounds are not too bad, but some, like the Assembly Line, lack any sound. There's a need for more distinctive differences and overall quality.
---{ Story: some }---
The lore isn't innovative but sufficient. The narrative sets a good direction but doesn't explore it deeply enough.
---{ Game Time: short }---
Completed the game in 30 hours (co-op duo). There is potential for much more.
---{ Price: Worth }---
At €1 per game hour and potential replay value after release, it's worth it.
---{ Difficulty: Easy }---
The game significantly reduces the complexity that is usually expected: The loader/unloader design is overly simplistic, completely overlooking the need for manifolds or balancers. Consequently, machine connections are simpler than in any other factory game, with all crafting occurring in uniform assemblers that accept a maximum of 4 belt inputs and have only 1 belt output, leading to a lack of variation. Challenges involving the size of buildings are introduced too late in the game to have any real impact. Both power supply and resource gathering are straightforward. The recipes are exceedingly simple; almost the entire game can be crafted by the player directly, bypassing the need for machine-based crafting. There are no recipe updates that require a redesign of the factory, nor is there ever a necessity to automate crafting of a machine.
---{ Grind: TERRAFORMING }---
Terraforming! TERRAFORMING!! Terraforming becomes a significant grind. During our playthrough, my co-op partner handled most of the mining and block removal. It's exhaustingly tedious and dull. While elevators can slightly exploit excavating efficiency, the slow speed of hand-tools is particularly frustrating.
The resource grind, on the other hand, is quite relaxed. However, connecting the mines is annoying and shouldn't be a gameplay element. Additionally, when building your factory, you constantly need to clear trees and rocks, whose resources become useless after the early game. This results in an incessant accumulation of dirt, stone, or biomass in your inventory, which you then have to delete manually.
---{ Gameplay: okay'ish? }---
Tech Tree
The tech tree is cluttered and visually confusing with its mixture of dashed and solid lines. Some research paths seem illogical, such as those requiring no yellow research packs where you would expect them. Early on, players are faced with choosing between practical research options and unnecessary decorative ones. Automating biomass, which constantly needs to be removed from the inventory, appears largely pointless, though aesthetics have their place.
The game begins like a typical "Factorio" clone but with poorer visuals than "Satisfactory". Conveyor colors are swapped from "Factorio", but basic resources like iron, copper, as well as coal and oil later on remain the same. The midgame stretches out with dull, uninnovative tasks and were a real low point for motivation.
Initially, resource ratios are pleasantly simple (mostly 2:1, 1:1). Later, ratios become a bit more complex, but not overwhelmingly so. Increasingly, it becomes unnecessary to build more than one machine, for example, when smelting Firmalite requires an input of 100/min, there is no need for a 2nd smelter.
I would suggest adding more intermediate steps in the production chains at some points and definitely involving machines other than just assemblers. It doesn't need to turn into a microcrafting hell, but the game completely lacks this complexity.
Endgame and Modular Buildings
The endgame introduces "Modular Buildings," bringing fresh hope and fitting well with the storyline. The concept of repairing your space station and engaging in trade is exciting. However, the potential of modularity is not fully realized — why are there no modular miners or assemblers? Most modular buildings offer little in the way of real choice, except for the scanner. Please insert drone-based terraforming via Modular Buildings!
The assembly line presents an exciting project and ultimately the right framework for engaging late-game content. However, why is there only one recipe: robots for more Firmalite? The foundation for branching and various processing steps has been laid, similar to drone crafting in "Mindustry." Yet again, it feels like a thought that hasn’t been fully developed.
I wish for a module for the space station that permanently redirects sunlight to my factory so that the night isn't so annoying!
Power Supply
There is no compelling reason to upgrade from simple steam turbines using raw coal to more complex recipes. One could mix oil with iron to make fuel, or use copper in an inefficient process to generate power—options that seem strangely unbalanced.
Praise for the Developer
Special praise goes to the developer responsible for the elevators — all are excellently programmed and functionally superb. Increased throughput for the "Freight Elevator" would be beneficial, as the building (3x4x2) currently only supports the throughput of a yellow conveyor belt (Tier 1).
Paradox
You can easily disable the launcher as with other games, and hopefully, this means the launcher will provide a simpler interface for mod support, although I haven't found anything on this yet.
I have no major issues with Paradox and prefer to leave this topic to other reviews. For me, Paradox generally stands for quality that comes at a price. Whether one appreciates this or not is a matter of personal preference.
---{ Final Verdict: 6 / 10 }---
All in all, the game is a solid clone of Factorio/Mindustry/Satisfactory-like games with generic progression. What is most concerning is that, according to the roadmap, the focus seems to be on Science 5/6 rather than fixing the unstable progression to this point! Why are "critters" on the roadmap? The game needs more of the elements that differentiate it from others, such as modular buildings, space station features (planned on the roadmap), and assembly line recipes. Some other figures also need updating like mining speed, and an auto-delete button in the inventory for trash would be useful.
The graphics serve their purpose but don't earn any extra points. I would say it has deeper progression than Satisfactory at its Early Access launch but lags behind in other areas.
I think I’ll start a Satisfactory run until the Factorio DLC finally arrives. Cheers.