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Per How To Create A Works Page, "Things not to include: value judgments (don't say how much it sucked/how awesome it was), critical reception (that's just a specific variant of value judgments), recommendations (don't tell us whether or not we should check it out), plot spoilers."


''Dyson Sphere Program'' is a three-dimensional, third-person [[ConstructionAndManagementGames construction and management game]] developed by ''Youthcat Studio'', a small but talented team of programmers from China. It was released into Early Access on Steam on January 21, 2021, to critical and commercial success.

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''Dyson Sphere Program'' is a three-dimensional, third-person [[ConstructionAndManagementGames construction and management game]] developed by ''Youthcat Studio'', a small but talented team of programmers from China. It was released into Early Access on Steam on January 21, 2021, to critical and commercial success.
2021.



* UnrealisticBlackHole: Most cluster seeds spawn a black hole system somewhere. [[ShownTheirWork Their design takes cues from what scientists currently assume black holes to look like]], but their spherical nature can often only be seen from specific angles, so most of the time they look more like the stereotypical swirly whirlpools of death IN SPACE they're usually depicted as. You can also pilot your mecha straight into one and back out without problems.

to:

* UnrealisticBlackHole: Most cluster seeds spawn a black hole system somewhere. [[ShownTheirWork Their design takes cues from what scientists currently assume black holes to look like]], but their spherical nature can often only be seen from specific angles, so most of the time they look more like the stereotypical swirly whirlpools of death IN SPACE they're usually depicted as. You can also pilot your mecha straight into one and back out without problems.problems.
----
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* IndustrialWorld: Technically speaking, every world becomes one of these once you start exploiting them, but you can take it UpToEleven by paving over the entire surface and covering it in production lines from pole to pole. Your starting world will most likely end up looking like this after a while.

to:

* IndustrialWorld: Technically speaking, every world becomes one of these once you start exploiting them, but you can take it UpToEleven by paving over the entire surface and covering it in production assembly lines from pole to pole. Your starting world will most likely end up looking like this after a while.eventually.

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* MadeOfIndestructium: As of the time of writing, no damage model exists in the game, making the mecha completely indestructible even if you smash it into a planet's surface going at Mach 10.

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* MadeOfIndestructium: As of the time of writing, no damage model exists in the game, making the mecha completely indestructible even if you smash it face-first into a planet's surface going at Mach 10.10... or into a star... or a black hole.



* SimpleYetAwesome: Solar panels are one of the early-game renewable power sources. They're relatively cheap and easy to mass-produce, and unlike wind turbines can be placed in direct contact with each other, letting you squeeze a lot of them into any given space. Installing a ring or three of solar panels around a planet's equator is a bit tedious but looks awesome and generates enough constant power that you won't have to worry about it again until well into the late game. It even works decently well on outer planets that don't get a lot of sunlight.



* SciFiWritersHaveNoSenseOfScale: Mostly averted. The game takes some liberties with distances and planet size for the sake of gameplay convenience, but the units of measurement are both appropriate and accurate, and the mere fact that you can exploit up to 64 star systems with multiple planets each shows that the devs are well aware of the monumental amount of resources required to construct a stellar megastructure like a Dyson shell.
* SingleBiomePlanet: Every planet in the cluster has only one biome. You start out on a temperate earthlike world with plenty of basic resources, but some like titanium can only be found off-world on lava planets or ice planets, and special resources like fire ice can only be harvested from gas giants. More planet types exist, each with their own unique properties and resources.

to:

* SciFiWritersHaveNoSenseOfScale: Mostly averted. The game takes some liberties with distances and planet size for the sake of gameplay convenience, but the units of measurement are both appropriate and accurate, and the mere fact that you can exploit up to 64 star systems with multiple planets each shows that the devs are well aware of the monumental gargantuan amount of resources required to construct a stellar megastructure like a Dyson shell.
* SingleBiomePlanet: Every planet in the cluster has only one biome. You start out on a temperate earthlike world with plenty of basic resources, but some like titanium can only be found off-world on lava planets or ice planets, and special resources like fire ice can only be harvested from gas giants. More planet types exist, each with their own unique properties and resources.
shell.



* UnrealisticBlackHole: Most cluster seeds spawn a black hole system somewhere. [[ShownTheirWork Their design takes cues from what scientists currently assume black holes to look like]], but their spherical nature can often only be seen from specific angles, so most of the time they look more like the stereotypical swirly whirlpools of death IN SPACE they're usually depicted as.

to:

* SimpleYetAwesome: Solar panels are one of the early-game renewable power sources. They're relatively cheap and easy to mass-produce, and unlike wind turbines can be placed in direct contact with each other, letting you squeeze a lot of them into any given space. Installing a ring or three of solar panels around a planet's equator is a bit tedious but looks awesome and generates enough constant power that you won't have to worry about it again until well into the late game. It even works decently well on outer planets that don't get a lot of sunlight.
* SingleBiomePlanet: Every planet in the cluster has only one biome. You start out on a temperate earthlike world with plenty of basic resources, but some like titanium can only be found off-world on lava planets or ice planets, and special resources like fire ice can only be harvested from gas giants. More planet types exist, each with their own unique properties and resources.
* SuperNotDrowningSkills: The mecha automatically switches to hover mode when it's told to walk into deeper water. Crash-landing in an ocean from high orbit just makes it pop right back out on its own.
* UnrealisticBlackHole: Most cluster seeds spawn a black hole system somewhere. [[ShownTheirWork Their design takes cues from what scientists currently assume black holes to look like]], but their spherical nature can often only be seen from specific angles, so most of the time they look more like the stereotypical swirly whirlpools of death IN SPACE they're usually depicted as. You can also pilot your mecha straight into one and back out without problems.
Is there an issue? Send a MessageReason:
None


* SimpleYetAwesome: Solar panels are one of the early-game renewable power generation options. They're relatively cheap and easy to mass-produce, and unlike wind turbines can be placed in direct contact with each other, letting you squeeze a lot of them into any given space. Installing a ring or three of solar panels around a planet's equator is a bit tedious but looks awesome and generates enough constant power that you won't have to worry about it again until well into the late game. It even works decently well on outer planets that don't get a lot of sunlight.

to:

* SimpleYetAwesome: Solar panels are one of the early-game renewable power generation options.sources. They're relatively cheap and easy to mass-produce, and unlike wind turbines can be placed in direct contact with each other, letting you squeeze a lot of them into any given space. Installing a ring or three of solar panels around a planet's equator is a bit tedious but looks awesome and generates enough constant power that you won't have to worry about it again until well into the late game. It even works decently well on outer planets that don't get a lot of sunlight.
Is there an issue? Send a MessageReason:
None


** All celestial objects have gravitational pull. Taking off into space is not a big deal once you have the technology, but reaching escape velocity draws ''a lot'' of power from the mecha's core, as does every course correction during the trip. Getting too close to planets or stars while in transit will drag the mecha off course, potentially causing it to crash-land on that planet instead of where you wanted to go. It may also slow the mecha down or, if used correctly, increase its speed if you manage to perform a slingshot maneuvre. Last but not least, missing your target planet usually means you end up hurtling off into deep space because only a late-game mecha has enough power reserves to turn around and try again.

to:

** All celestial objects have gravitational pull. Taking off into space is not a big deal once you have the technology, but reaching escape velocity draws ''a lot'' of power from the mecha's core, as does every course correction during the trip. Getting too close to planets or stars while in transit will drag the mecha off course, potentially causing it to crash-land on that planet instead of where you wanted to go. It may also slow the mecha down or, if used correctly, increase its speed if you manage to perform a slingshot maneuvre. Last but not least, missing your target planet usually means you end up hurtling off into deep space because only a late-game mecha has enough power reserves to turn around and try again.again.
* UnrealisticBlackHole: Most cluster seeds spawn a black hole system somewhere. [[ShownTheirWork Their design takes cues from what scientists currently assume black holes to look like]], but their spherical nature can often only be seen from specific angles, so most of the time they look more like the stereotypical swirly whirlpools of death IN SPACE they're usually depicted as.
Is there an issue? Send a MessageReason:
None


* BlindIdiotTranslation: It's painfully apparent that English is not the developers' mother tongue. Pretty much every tooltip and everything the Advisor says butchers the language in countless ways. Fortunately, they're usually understandable enough to work with.

to:

* BlindIdiotTranslation: It's painfully apparent that English is not the developers' mother tongue. Pretty much every tooltip and everything the Advisor says butchers the language in countless ways. Fortunately, they're usually understandable enough to work with.with, and almost every update includes some reworked descriptions that sound a lot less jarring.
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** Belts don't physically exist for the mecha - it can walk right through them regardless of how high you built them, and unlike in similar games their movement also doesn't affect the PlayerCharacter.

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** Belts don't physically exist for the mecha - it can walk right through them regardless of how high you built them, and unlike in similar games it isn't affected by their movement also doesn't affect the PlayerCharacter.when it walks over/on them.

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* AntiFrustrationFeatures: All planets, even ones that never hosted organic life, have at least one little coal patch to allow you to refuel your mecha for the return trip.

to:

* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
All planets, even ones that never hosted organic life, have at least one little coal patch somewhere to allow you to refuel your mecha for the return trip.trip.
** Belts don't physically exist for the mecha - it can walk right through them regardless of how high you built them, and unlike in similar games their movement also doesn't affect the PlayerCharacter.


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* OrangeBlueContrast: The title image contrasts the vibrant blue of a factory-covered planet in one corner with the orange glow of a partially encased star in the other.
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* ShownTheirWork: The game has a remarkably intricate stellar orbit simulation.

to:

* ShownTheirWork: The game has includes a remarkably intricate stellar orbit simulation.and realistic system to simulate celestial mechanics.
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* SceneryPorn: The game is very pretty to look at no matter where you are or what you're currently doing.

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* SceneryPorn: The game is very pretty to look at no matter where you are or what you're currently doing.doing, but the awesomeness really kicks into gear once you start launching Dyson swarms or constructing the actual Dyson shell.
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* OneProductPlanet: Some planets have a resource mix that simply doesn't allow the production of one or maybe two products in any amount worth mentioning. The upside is that their main resources are usually extremely abundant, potentially making this a case of CripplingOverspecialization on a planetary scale.

to:

* OneProductPlanet: Some planets have a resource mix that simply doesn't allow the production of one or maybe two products in any amount worth mentioning. The upside is that their main resources are usually extremely abundant, potentially making this a case of CripplingOverspecialization often enough to supply the entire solar system on a planetary scale.their own twice over.
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Added DiffLines:

* OneProductPlanet: Some planets have a resource mix that simply doesn't allow the production of one or maybe two products in any amount worth mentioning. The upside is that their main resources are usually extremely abundant, potentially making this a case of CripplingOverspecialization on a planetary scale.
Is there an issue? Send a MessageReason:
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Added DiffLines:

* CasualInterstellarTravel: Once you unlock warp drive technology, your mecha and all your transport vessels can make the multi-light year jumps between star systems with basically the press of a button. The warp drive consumes a special type of fuel, but by the time you actually need it, producing the stuff in bulk shouldn't be much of a problem.


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* SciFiWritersHaveNoSenseOfScale: Mostly averted. The game takes some liberties with distances and planet size for the sake of gameplay convenience, but the units of measurement are both appropriate and accurate, and the mere fact that you can exploit up to 64 star systems with multiple planets each shows that the devs are well aware of the monumental amount of resources required to construct a stellar megastructure like a Dyson shell.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ProceduralGeneration: A seed-based system is used to procedurally generate clusters of up to 64 stellar objects (stars and black holes) to play in. So far, the number of stars and the amount of available resources can be adjusted, with more options likely to be introduced as development continues.
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* RefiningResources: A major part of the gameplay is refining the raw resources mined from mineral nodes into the materials and components you need to craft more advanced stuff.
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* MadeOfIndestructium: As of the time of writing, no damage model exists in the game, making the mecha completely indestructible even if you smash it into a planet's surface going at 2,000m/s.

to:

* MadeOfIndestructium: As of the time of writing, no damage model exists in the game, making the mecha completely indestructible even if you smash it into a planet's surface going at 2,000m/s.Mach 10.

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Removed: 85

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* EveryoneCallsHimBarkeep: The PlayerCharacter is only ever referred to as "the Engineer".



** All celestial objects have gravitational pull. Taking off into space is not a big deal once you have the technology, but reaching escape velocity draws ''a lot'' of power from the mecha's core, as does every course correction during the trip. Getting too close to planets or stars while in transit will drag the mecha off course, potentially causing it to crash-land on that planet instead of where you wanted to go. It may also slow the mecha down or, if used correctly, increase its speed if you manage to perform a slingshot maneuvre. Last but not least, missing your target planet usually means you end up hurtling off into deep space because only a late-game mecha has enough power reserves to turn around and try again.
* TheyCallHimBarkeep: The PlayerCharacter is only ever referred to as "the Engineer".

to:

** All celestial objects have gravitational pull. Taking off into space is not a big deal once you have the technology, but reaching escape velocity draws ''a lot'' of power from the mecha's core, as does every course correction during the trip. Getting too close to planets or stars while in transit will drag the mecha off course, potentially causing it to crash-land on that planet instead of where you wanted to go. It may also slow the mecha down or, if used correctly, increase its speed if you manage to perform a slingshot maneuvre. Last but not least, missing your target planet usually means you end up hurtling off into deep space because only a late-game mecha has enough power reserves to turn around and try again.
* TheyCallHimBarkeep: The PlayerCharacter is only ever referred to as "the Engineer".
again.
Is there an issue? Send a MessageReason:
None


** All celestial objects have gravitational pull. Taking off into space is not a big deal once you have the technology, but reaching escape velocity draws ''a lot'' of power from the mecha's core, as does every course correction during the trip. Getting too close to planets or stars while in transit will drag the mecha off course, potentially causing it to crash-land on that planet instead of where you wanted to go. It may also slow the mecha down or, if used correctly, increase its speed if you manage to perform a slingshot maneuvre. Last but not least, missing your target planet usually means you end up hurtling off into deep space because only a late-game mecha has enough power reserves to turn around and try again.

to:

** All celestial objects have gravitational pull. Taking off into space is not a big deal once you have the technology, but reaching escape velocity draws ''a lot'' of power from the mecha's core, as does every course correction during the trip. Getting too close to planets or stars while in transit will drag the mecha off course, potentially causing it to crash-land on that planet instead of where you wanted to go. It may also slow the mecha down or, if used correctly, increase its speed if you manage to perform a slingshot maneuvre. Last but not least, missing your target planet usually means you end up hurtling off into deep space because only a late-game mecha has enough power reserves to turn around and try again.again.
* TheyCallHimBarkeep: The PlayerCharacter is only ever referred to as "the Engineer".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BlindIdiotTranslation: It's painfully apparent that English is not the developers' mother tongue. Pretty much every tooltip and everything the Advisor says butchers the language in countless ways. Fortunately, they're usually understandable enough to work with.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NoAntagonist: Until the promised combat system makes its way into the game, the only conflicts you have to worry about are of the logistic kind.

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* MadeOfIndestructium: As of the time of writing, no damage model exists in the game, making the mecha completely indestructible even if you smash it into a planet's surface going at 2,000m/s.



** All celestial objects have gravitational pull. Taking off into space is not a big deal once you have the technology, but reaching escape velocity draws ''a lot'' of power from the mecha's core, as does every course correction during the trip. Getting too close to planets or stars while in transit will drag the mecha off course, potentially causing it to crash-land on that planet instead of where you wanted to go. It may also slow the mecha down or, if used correctly, increase its speed if you manage to perform a slingshot maneuvre. Last but not least, missing your target planet usually means you end up hurtling off into deep space because only an late-game mecha has enough power reserves to turn around and try again.

to:

** All celestial objects have gravitational pull. Taking off into space is not a big deal once you have the technology, but reaching escape velocity draws ''a lot'' of power from the mecha's core, as does every course correction during the trip. Getting too close to planets or stars while in transit will drag the mecha off course, potentially causing it to crash-land on that planet instead of where you wanted to go. It may also slow the mecha down or, if used correctly, increase its speed if you manage to perform a slingshot maneuvre. Last but not least, missing your target planet usually means you end up hurtling off into deep space because only an a late-game mecha has enough power reserves to turn around and try again.

Added: 729

Changed: 20

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* AntiFrustrationFeatures: All planets, even ones that never hosted organic life, have at least one little coal patch to allow you to refuel your mecha.

to:

* AntiFrustrationFeatures: All planets, even ones that never hosted organic life, have at least one little coal patch to allow you to refuel your mecha.mecha for the return trip.



** Wind turbines are less efficient on worlds with thin atmosphere. Solar panels lose or gain efficiency depending on the planet's position in the solar system - the closer to the sun, the more solar power.

to:

** Wind turbines are less efficient on worlds with thin atmosphere. Solar panels lose or gain efficiency depending on the planet's position in the solar system - the closer to the sun, the more solar power.power.
** All celestial objects have gravitational pull. Taking off into space is not a big deal once you have the technology, but reaching escape velocity draws ''a lot'' of power from the mecha's core, as does every course correction during the trip. Getting too close to planets or stars while in transit will drag the mecha off course, potentially causing it to crash-land on that planet instead of where you wanted to go. It may also slow the mecha down or, if used correctly, increase its speed if you manage to perform a slingshot maneuvre. Last but not least, missing your target planet usually means you end up hurtling off into deep space because only an late-game mecha has enough power reserves to turn around and try again.
Is there an issue? Send a MessageReason:
None


In its current Early Access state, most of its essential features are complete, including all relevant buildings and almost the entire TechTree. However, the developers have announced their plans to implement additional features like combat and mecha customization in future updates.

to:

In its current Early Access state, most of its the essential features are complete, including all relevant buildings and almost the entire TechTree. However, the developers have announced their plans to implement additional features like combat and mecha customization in future updates.
Is there an issue? Send a MessageReason:
None


* PowerGlows: Research, the basis of your entire mission, takes the physical shape of brightly glowing cubes in various colors.
* SimpleYetAwesome: Solar panels are one of the early-game renewable power generation options. They're relatively cheap and easy to mass-produce, and unlike wind turbines can be placed in direct contact with each other, letting you squeeze a lot of them into any given space. Installing a ring or three of solar panels around a planet's equator is a bit tedious but looks awesome and generates enough constant power that you won't have to worry about it again until well into the late game. It even works well enough on outer planets that don't get a lot of sunlight.

to:

* PowerGlows: Research, the basis of your entire mission, takes the physical shape of brightly glowing cubes in various colors. \n The labs that manufacture them can be seen from beyond the horizon while active thanks to the glow.
* SimpleYetAwesome: Solar panels are one of the early-game renewable power generation options. They're relatively cheap and easy to mass-produce, and unlike wind turbines can be placed in direct contact with each other, letting you squeeze a lot of them into any given space. Installing a ring or three of solar panels around a planet's equator is a bit tedious but looks awesome and generates enough constant power that you won't have to worry about it again until well into the late game. It even works decently well enough on outer planets that don't get a lot of sunlight.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArmCannon: The mecha carries a massive laser cannon on the outside of its right forearm. It's currently only used for manual mining, but perhaps it'll get weaponized once the announced combat system has been implemented.

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* AntiFrustrationFeatures: All planets, even ones that never hosted life, have at least one little coal patch to allow you to refuel your mecha.

to:

* AcceptableBreaksFromReality: A justified case of SciFiWritersHaveNoSenseOfScale. The devs obviously ''do'', but a game on an interstellar scale requires some concessions. Planets are only a couple hundred meters in diameter, and although their distances from each other are given in AU[[note]]Astronomical Units, ~150,000,000km[[/note]], they're actually in kilometers and traveling between planets only takes a few minutes at most. The mecha can also jog around a whole planet in less than two minutes.
* AntiFrustrationFeatures: All planets, even ones that never hosted organic life, have at least one little coal patch to allow you to refuel your mecha.



** Wind turbines are less efficient on worlds with thin atmosphere. Solar panels lose or gain efficiency depending on the planet's position in the solar system - the closer to the sun, the more solar power.
* UnitsNotToScale: To be expected in a game on an interstellar scale. Planets are only a couple hundred meters in diameter, and although their distances from each other are given in AU[[note]]Astronomical Units, ~150,000,000km[[/note]], traveling between them only takes a few minutes at most.

to:

** Wind turbines are less efficient on worlds with thin atmosphere. Solar panels lose or gain efficiency depending on the planet's position in the solar system - the closer to the sun, the more solar power. \n* UnitsNotToScale: To be expected in a game on an interstellar scale. Planets are only a couple hundred meters in diameter, and although their distances from each other are given in AU[[note]]Astronomical Units, ~150,000,000km[[/note]], traveling between them only takes a few minutes at most.

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* {{BFG}}: Dyson swarms are maintained by EM rail ejectors, gigantic [[MagneticWeapons railgun turrets]] that constantly launch new solar sails into the swarm's orbit(s). It remains to be seen if they'll also gain actual combat utility in future updates.



* SimpleYetAwesome: Solar panels are one of the early-game renewable power generation options. They're relatively cheap and easy to mass-produce, and unlike wind turbines can be placed in direct contact with each other, letting you squeeze a lot of them into any given space. Installing a ring or three of solar panels around a planet's equator is a bit tedious but looks awesome and generates enough power that you won't have to worry about it until well into the late game.

to:

* IndustrialWorld: Technically speaking, every world becomes one of these once you start exploiting them, but you can take it UpToEleven by paving over the entire surface and covering it in production lines from pole to pole. Your starting world will most likely end up looking like this after a while.
* PowerGlows: Research, the basis of your entire mission, takes the physical shape of brightly glowing cubes in various colors.
* SimpleYetAwesome: Solar panels are one of the early-game renewable power generation options. They're relatively cheap and easy to mass-produce, and unlike wind turbines can be placed in direct contact with each other, letting you squeeze a lot of them into any given space. Installing a ring or three of solar panels around a planet's equator is a bit tedious but looks awesome and generates enough constant power that you won't have to worry about it again until well into the late game.game. It even works well enough on outer planets that don't get a lot of sunlight.
* SceneryPorn: The game is very pretty to look at no matter where you are or what you're currently doing.



** Planets orbit around their star and even each other constantly, entering summer and winter phases as their distance to their sun changes.

to:

** Planets orbit around their star and even each other constantly, entering summer and winter phases as their distance to their sun changes. This can have considerable impact on solar power generation if the planet has a highly elliptical orbit.

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* DysonSphere: [[ExactlyWhatItSaysOnTheTin Duh]]. Building a Dyson shell around one of the stars in the cluster is the game's ultimate goal, and the game makes a simplified yet still impressive show of what a monumental undertaking this is, both technologically and resource-wise. Before you get to completely encapsulate a star in a rigid shell, you're given the option to establish a Dyson swarm in its orbit as an intermediate stage.

to:

* AntiFrustrationFeatures: All planets, even ones that never hosted life, have at least one little coal patch to allow you to refuel your mecha.
* DysonSphere: [[ExactlyWhatItSaysOnTheTin Duh]]. Building a Dyson shell around one of the stars in the cluster is the game's ultimate goal, goal and the game it makes a simplified yet still impressive show of what a monumental undertaking this is, both technologically and resource-wise. Before you get to completely encapsulate a star in a rigid shell, you're given the option to establish a Dyson swarm in its orbit as an intermediate stage.


Added DiffLines:

* SimpleYetAwesome: Solar panels are one of the early-game renewable power generation options. They're relatively cheap and easy to mass-produce, and unlike wind turbines can be placed in direct contact with each other, letting you squeeze a lot of them into any given space. Installing a ring or three of solar panels around a planet's equator is a bit tedious but looks awesome and generates enough power that you won't have to worry about it until well into the late game.
* SingleBiomePlanet: Every planet in the cluster has only one biome. You start out on a temperate earthlike world with plenty of basic resources, but some like titanium can only be found off-world on lava planets or ice planets, and special resources like fire ice can only be harvested from gas giants. More planet types exist, each with their own unique properties and resources.
* ShownTheirWork: The game has a remarkably intricate stellar orbit simulation.
** Planets orbit around their star and even each other constantly, entering summer and winter phases as their distance to their sun changes.
** Worlds with a tilted rotational axis have one of their poles constantly facing the sun, making these spots ideally suited for solar panels or EM rail ejectors.
** Wind turbines are less efficient on worlds with thin atmosphere. Solar panels lose or gain efficiency depending on the planet's position in the solar system - the closer to the sun, the more solar power.

Added: 628

Changed: 498

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''Dyson Sphere Program'' is a three-dimensional, third-person ConstructionAndManagementGame developed by ''Youthcat Studio'', a small but talented team of programmers from China. It was released into Early Access on Steam on January 21, 2021, to critical and commercial success.

[[TheFuture In the far future]], mankind has passed through TheSingularity and exists primarily in cyberspace. To feed the virtual civilization's ever-growing energy needs, a lone engineer is put in a mecha suit and sent to a distant star cluster with but one task: the construction of a DysonSphere. It is now up to them to exploit the cluster's natural resources, set up automated production and research lines to manufacture increasingly complex components, and eventually develop the technology and capabilities required to harvest the power of an entire star.

to:

''Dyson Sphere Program'' is a three-dimensional, third-person ConstructionAndManagementGame [[ConstructionAndManagementGames construction and management game]] developed by ''Youthcat Studio'', a small but talented team of programmers from China. It was released into Early Access on Steam on January 21, 2021, to critical and commercial success.

[[TheFuture In the far future]], mankind has passed through TheSingularity and exists primarily in cyberspace. To feed the virtual civilization's ever-growing energy needs, a lone engineer is put in a mecha suit and sent to a distant star cluster with but one task: the construction of a DysonSphere. It is now up to them to exploit the cluster's natural resources, set up automated production and research lines to manufacture increasingly complex components, and eventually develop the technology technological and industrial capabilities required to harvest the power of an entire star.



In its current Early Access state, most of its essential features are complete, including all relevant buildings and almost the entire TechTree. However, the developers have announced that they plan to implement additional features like combat and mecha customization in future updates.

to:

In its current Early Access state, most of its essential features are complete, including all relevant buildings and almost the entire TechTree. However, the developers have announced that they plan their plans to implement additional features like combat and mecha customization in future updates.



*

to:

** DysonSphere: [[ExactlyWhatItSaysOnTheTin Duh]]. Building a Dyson shell around one of the stars in the cluster is the game's ultimate goal, and the game makes a simplified yet still impressive show of what a monumental undertaking this is, both technologically and resource-wise. Before you get to completely encapsulate a star in a rigid shell, you're given the option to establish a Dyson swarm in its orbit as an intermediate stage.
* HumongousMecha: The PlayerCharacter rides in a cute yellow mecha as tall as a fully grown tree. The suit boasts integrated basic manufacturing and research capabilities, giving them all the tools they need to get started. Later upgrades enable it to fly, first in-atmosphere, then between planets and eventually between star systems.
* UnitsNotToScale: To be expected in a game on an interstellar scale. Planets are only a couple hundred meters in diameter, and although their distances from each other are given in AU[[note]]Astronomical Units, ~150,000,000km[[/note]], traveling between them only takes a few minutes at most.
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''Dyson Sphere Program'' is a three-dimensional, third-person ConstructionAndManagementGame developed by ''Youthcat Studio'', a small but talented team of programmers from China. It was released into Early Access on Steam on January 21, 2021, to critical and commercial success.

[[TheFuture In the far future]], mankind has passed through TheSingularity and exists primarily in cyberspace. To feed the virtual civilization's ever-growing energy needs, a lone engineer is put in a mecha suit and sent to a distant star cluster with but one task: the construction of a DysonSphere. It is now up to them to exploit the cluster's natural resources, set up automated production and research lines to manufacture increasingly complex components, and eventually develop the technology and capabilities required to harvest the power of an entire star.

The game is clearly inspired by its genre's titans ''VideoGame/{{Factorio}}'' and ''VideoGame/{{Satisfactory}}'' and can be considered the golden compromise between the two: the former's ease of planning and supervision thanks to its all-encompassing third-person view, combined with the latter's beautiful 3D visuals.

In its current Early Access state, most of its essential features are complete, including all relevant buildings and almost the entire TechTree. However, the developers have announced that they plan to implement additional features like combat and mecha customization in future updates.

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!!''Dyson Sphere Program'' provides examples Of:

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