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* GeniusBonus: The prayer spoken by the child in the opening cinematic is a variation on "A Coal Miner's Prayer", which similarly deals with a man earning a living in a dangerous profession. However, while that poem is a somewhat more uplifting tale that ends with the possibility of meeting one's maker, the child instead blesses the person who will replace you, emphasizing the soulless nature of the profession and how little they value their workers.
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* TheyWastedAPerfectlyGoodPlot: A significant portion of the playerbase feel that exploring the AIs and especially the "Machine God" would have made for a much more interesting main plot than the anti-corporate one.
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* EsotericHappyEnding: Ssethtzeentach put it best in his [[https://www.youtube.com/watch?v=wX5RgxG-uFQ review]] of the game:

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* EsotericHappyEnding: Ssethtzeentach As ''WebVideo/SsethTzeentach'' put it best in his [[https://www.youtube.com/watch?v=wX5RgxG-uFQ review]] of the game:

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* CatharsisFactor: Managing to finish a complicated ship in a single shift or surviving a brush with disaster tends to evoke this. Additionally [[spoiler: the final main story "salvage" is pure catharsis. Taking everything you've learned to do properly to dismantle a ship and doing the exact opposite while Hal impotently rages at you is pure catharsis.]]

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* CatharsisFactor: CatharsisFactor:
**
Managing to finish a complicated ship in a single shift or surviving a brush with disaster tends to evoke this. Additionally [[spoiler: the final main story this.
** [[spoiler:The Industrial Action
"salvage" is pure catharsis. Taking everything you've learned to do properly to dismantle a ship and doing the ''the exact opposite opposite'' while Hal impotently rages at you is pure catharsis.]]a fun finale. Even when he tries to shut off your suit, it barely even makes a dent in your momentum in screwing with him]].



* EnjoyTheStorySkipTheGame: Some critics have mentioned that the process of dismantling ships becomes too repetitive after many shifts, while the amount of hazards and the costs of a mistake keep rising. They were disappointed the gameplay wasn't as relaxing as they've expected, but gave praise to the message about why do large corporations need unions and worker rights. This opinion is notably inverted with the playerbase, who find the story obstructive and annoying (even when they agree with the message) and see it as getting in the way of the gameplay.

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* EnjoyTheStorySkipTheGame: Some critics have mentioned that the process of dismantling ships becomes too repetitive after many shifts, while the amount of hazards and the costs of a mistake keep rising. They were disappointed the gameplay wasn't as relaxing as they've expected, but gave praise to the message about why do large corporations need unions and worker rights. This opinion is notably inverted with the playerbase, who find the story obstructive and annoying (even when [[DontShootTheMessage they agree with the message) message]]) and see it as getting in the way of the gameplay.



** Demo charges are used to destroy reinforced cut points. This would be fine by itself, but it becomes a serious problem when fuel tanks are mixed in. Standard demo charges will destroy any nearby fuel tanks, and the mid-range Fuel Javelin and all models of Cargo Javelin come with large fuel tanks held right next to the cut points. If you don't want to lose the tanks, you have to bypass the cut points entirely by melting the aluminum frame, a waste of both time and material. This goes double for the Fuel Javelins, because the triple fuel tanks are nearly impossible to remove without unintuitive blasting of the external frame. It isn't until you've managed to purchase two reduced blast radius upgrades that the demo charges stop being a problem in those situations, and it takes several additional ranks to unlock those features.

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** Demo charges are used to destroy reinforced cut points. This would be is fine by itself, but it becomes a serious problem when fuel tanks are mixed in. Standard demo charges will destroy any nearby fuel tanks, and the mid-range Fuel Javelin and all models of Cargo Javelin come with large fuel tanks held right next to the cut points. If you don't want to lose the tanks, you have to bypass the cut points entirely by melting the aluminum frame, a waste of both time and material. This goes double for the Fuel Javelins, because the triple fuel tanks are nearly impossible to remove without unintuitive blasting of the external frame. It isn't until you've managed to purchase two reduced blast radius upgrades that the demo charges stop being a problem in those situations, and it takes several additional ranks to unlock those features.features.
** One of the biggest complaints about the game is the lack of a skip button for dialogue sequences, especially for players who [[PlayTheGameSkipTheStory find the story unengaging]]. Not helping matters is that these sequences near-completely disables any interactivity with your hab, meaning you can't even upgrade your tools or check your terminal until the cutscene ends and the next shift begins - all you can do is listen for minutes on end.
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** The various classes of Atlas ships come with a major difficulty jump with their enormous engines. The only way to access their interior is to extract the nozzle on the back and then use the laser on the cut points connecting the thrusters to the fuel lines, which ''will'' start a fire that you have to quickly fly through to reach the cutoff valve. If you're too slow, the entire engine will explode with you inside.

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** The various classes of Atlas ships come with a major difficulty jump with their enormous engines. The only way to access their interior is to extract disconnect the nozzle on the back and then use the laser on the cut points connecting the thrusters to the fuel lines, which ''will'' start a fire that you have to quickly fly through to reach the cutoff valve. If you're too slow, the entire engine will explode with you inside. You can mitigate the risk by using coolant to freeze the lines, and there are coolant bottles on the engine to facilitate this, but you have to have unlocked coolant as a hazard and aiming the coolant takes a bit of practice.



* FanonWelding: Due to very similiar themes, a lot of fans tend to assume this game and ''VideoGame/TheOuterWorlds'' happen in the same Universe, just in different star systems.

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* FanonWelding: Due to very similiar themes, a lot of fans tend to assume this game and ''VideoGame/TheOuterWorlds'' happen in the same Universe, universe, just in different star systems.



* PlayTheGameSkipTheStory: Many players expressed that the story is poorly written and unnecessary and wished the development instead focused on adding more ship types, or at least gave the option to skip the morning briefings. The common opinions about the plot call it being far too {{Anvilicious}}, with the player having no influence in it (even if you [[spoiler:continue doing your job during Industrial Action, aside a few verbal nods, it still plays out the same]]), nor finishing the campaign changes anything in gameplay.

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* PlayTheGameSkipTheStory: Many players expressed that the story is poorly written and unnecessary unnecessary, and wished the development instead focused on adding more ship types, or at least gave the option to skip the morning briefings. The common opinions about the plot call it being far too {{Anvilicious}}, with the player having no influence in it (even if you [[spoiler:continue doing your job during Industrial Action, aside a few verbal nods, it still plays out the same]]), nor finishing the campaign changes anything in gameplay.



** Demo charges are used to destroy reinforced cut points. This would be fine by itself, but it becomes a serious problem when fuel tanks are mixed in. Standard demo charges will destroy any nearby fuel tanks, and the mid-range Fuel Javelin and all models of Cargo Javelin come with large fuel tanks held right next to the cut points. If you don't want to lose the tanks, you have to bypass the cut points entirely by melting the aluminum frame, a waste of both time and material. This goes double for the Fuel Javelins, because the triple fuel tanks are nearly impossible to guide out of the frame. It isn't until you've managed to purchase two reduced blast radius upgrades that the demo charges stop being a problem in those situations, and it takes several additional ranks to unlock those features.

to:

** Demo charges are used to destroy reinforced cut points. This would be fine by itself, but it becomes a serious problem when fuel tanks are mixed in. Standard demo charges will destroy any nearby fuel tanks, and the mid-range Fuel Javelin and all models of Cargo Javelin come with large fuel tanks held right next to the cut points. If you don't want to lose the tanks, you have to bypass the cut points entirely by melting the aluminum frame, a waste of both time and material. This goes double for the Fuel Javelins, because the triple fuel tanks are nearly impossible to guide out remove without unintuitive blasting of the external frame. It isn't until you've managed to purchase two reduced blast radius upgrades that the demo charges stop being a problem in those situations, and it takes several additional ranks to unlock those features.



** There are stickers for sending 100 food packets and 100 drink bottles into the furnace. This is incredibly tedious because these items are very limited, around 10 at most depending on the ship.

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** There are stickers for sending 100 food packets and 100 drink bottles into the furnace. This is incredibly tedious because these items are very limited, around 10 at most depending on the ship.ship, requiring multiple salvage runs just to get one normal sticker, much less the shiny holographic ones.



* ThatOneLevel: The Salvage Runner Gecko is universally hated for a number of reasons, all of which relate to either poor design decisions or bugs. As the name implies, its cargo hold is full of random salvage. This can include fuel/coolant tanks, thrusters, and other explosive things. The cargo hold is designed in such a way that it shares an atmospheric connection with the crawlspace, is right next to the reactor (and its myriad pipes full of fuel/coolant), and is isolated by the ship's airlock. Any explosive decompression will cause a chain reaction of destruction, reducing the rear end of the ship to scrap. At higher hazard levels, air regulators can spawn broken, meaning you have to sequester volatile salvage in the airlock just to be able to safely decompress the ship, and that isn't an option if you're unlucky enough to have an entire ECU spawn in the cargo area. Once you reach Hazard Level 9, it's simply not worth playing the ship in favor of more stable alternatives. To add insult to injury, it has a lot more internal walls, which makes separating the hull into movable pieces that much harder. This is even acknowledged in-universe during the post-game, where Deedee is kicking herself for taking one in the first place, only able to guess that she wanted to punish herself that day. When Kaito says he thinks they're fun, she pops off complaining that they're an absolute death trap to take apart and that's ''before'' getting to all the salvage they're carrying which, if a cutter is lucky, is just twisted scrap. Unlucky cutters, on the other hand, might find rusty fuel barrels or leaking rad filters. Kaito rethinks his stance after Deedee's rant.

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* ThatOneLevel: The Salvage Runner Gecko is universally hated for a number of reasons, all of which relate to either poor design decisions or bugs. As the name implies, its cargo hold is full of random salvage. This can include fuel/coolant tanks, thrusters, and other explosive things. The cargo hold is designed in such a way that it shares an atmospheric connection with the crawlspace, is right next to the reactor (and its myriad pipes full of fuel/coolant), and is isolated by the ship's airlock. Any explosive decompression will cause a chain reaction of destruction, reducing the rear end of the ship to scrap. At higher hazard levels, air regulators the single atmospheric regulator in that section can spawn broken, meaning you have to sequester spend most of that shift sequestering volatile salvage in the airlock just to be able to safely decompress the ship, and that isn't an option if you're unlucky enough to have an entire ECU spawn in the cargo area. Once you reach Hazard Level 9, it's simply not worth playing the ship in favor of more stable alternatives. To add insult to injury, it has a lot more internal walls, which makes separating the hull into movable pieces that much harder. This is even acknowledged in-universe during the post-game, where Deedee is kicking herself for taking one in the first place, only able to guess that she wanted to punish herself that day. When Kaito says he thinks they're fun, she pops off complaining that they're an absolute death trap to take apart and that's ''before'' getting to all the salvage they're carrying which, if a cutter is lucky, is just twisted scrap. Unlucky cutters, on the other hand, might find rusty fuel barrels or leaking rad filters. Kaito rethinks his stance after Deedee's rant.
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* EsotericHappyEnding: Ssethtzeentach put it best in his [[https://www.youtube.com/watch?v=wX5RgxG-uFQ review]] of the game:
--> "So, we've established that this system is basically unfixable, right? So, how do they fix it? Well, the middle managers get demoted, LYNX deletes the fucking slavery clause from their contracts, Space Congress outlaws cloning machines, but the Shipbreakers Union ''specifically lobbies'' to keep ''their'' cloning machines. And everyone responsible [[KarmaHoudini gets off scott free]], and continue to profit from the situation. The society has not changed. The working conditions are exactly the same. And literally nothing has been done to keep humanity out of the ever-grinding cogs of industry. But, yay! Good Job! You did it! Or, I mean, ''you'' didn't do it, you're fucking dead. Your clone did it. Moral of the story I guess: Workers are expendable, the human soul is replaceable, and it's morally correct to enslave people, just don't actually use the S-word."
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* EnjoyTheStorySkipTheGame: Some critics and players have mentioned that the process of dismantling ships becomes too repetitive after many shifts, while the amount of hazards and the costs of a mistake keep rising. They were disappointed the gameplay wasn't as relaxing as they've expected, but gave praise to the message about why do large corporations need unions and worker rights.

to:

* EnjoyTheStorySkipTheGame: Some critics and players have mentioned that the process of dismantling ships becomes too repetitive after many shifts, while the amount of hazards and the costs of a mistake keep rising. They were disappointed the gameplay wasn't as relaxing as they've expected, but gave praise to the message about why do large corporations need unions and worker rights. This opinion is notably inverted with the playerbase, who find the story obstructive and annoying (even when they agree with the message) and see it as getting in the way of the gameplay.
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The story is pretty widely hated to be blunt, I've yet to see anyone outside of some critics saying they liked the story.


* PlayTheGameSkipTheStory: A large portion of players expressed that the story is unnecessary and wished the development instead focused on adding more ship types, or at least gave the option to skip the morning briefings. The common opinions about the plot call it being too {{Anvilicious}}, with the player having no influence in it (even if you [[spoiler:continue doing your job during Industrial Action, aside a few verbal nods, it still plays out the same]]), nor finishing the campaign changes anything in gameplay.

to:

* PlayTheGameSkipTheStory: A large portion of Many players expressed that the story is poorly written and unnecessary and wished the development instead focused on adding more ship types, or at least gave the option to skip the morning briefings. The common opinions about the plot call it being far too {{Anvilicious}}, with the player having no influence in it (even if you [[spoiler:continue doing your job during Industrial Action, aside a few verbal nods, it still plays out the same]]), nor finishing the campaign changes anything in gameplay.
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Looked those up, and people are very vocal about one or the other.

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* EnjoyTheStorySkipTheGame: Some critics and players have mentioned that the process of dismantling ships becomes too repetitive after many shifts, while the amount of hazards and the costs of a mistake keep rising. They were disappointed the gameplay wasn't as relaxing as they've expected, but gave praise to the message about why do large corporations need unions and worker rights.


Added DiffLines:

* PlayTheGameSkipTheStory: A large portion of players expressed that the story is unnecessary and wished the development instead focused on adding more ship types, or at least gave the option to skip the morning briefings. The common opinions about the plot call it being too {{Anvilicious}}, with the player having no influence in it (even if you [[spoiler:continue doing your job during Industrial Action, aside a few verbal nods, it still plays out the same]]), nor finishing the campaign changes anything in gameplay.
Is there an issue? Send a MessageReason:
None


* FanonWelding: Due to very similiar themes, a lot of fans tend to assume this game and ''VideoGame/OuterWorlds'' happen in the same Universe, just in different star systems.

to:

* FanonWelding: Due to very similiar themes, a lot of fans tend to assume this game and ''VideoGame/OuterWorlds'' ''VideoGame/TheOuterWorlds'' happen in the same Universe, just in different star systems.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FanonWelding: Due to very similiar themes, a lot of fans tend to assume this game and ''VideoGame/OuterWorlds'' happen in the same Universe, just in different star systems.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SugarWiki/AwesomeMusic: Hands down the most beloved part of the game is [[https://www.youtube.com/watch?v=JxTyMVPaOXY the soundtrack]], composed entirely of AlternativeCountry tracks, it sounds so unlike normal video game soundtracks and emphasizes the feeling of blue-collar work on the frontier.
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* ThatOneLevel: The Salvage Runner Gecko is universally hated for a number of reasons, all of which relate to either poor design decisions or bugs. As the name implies, its cargo hold is full of random salvage. This can include fuel/coolant tanks, thrusters, and other explosive things. The cargo hold is designed in such a way that it shares an atmospheric connection with the crawlspace, is right next to the reactor, and is isolated by the ship's airlock. Any explosive decompression will cause a chain reaction of destruction, reducing the rear end of the ship to scrap. At higher hazard levels, air regulators can spawn broken, meaning you have to sequester volatile salvage in the airlock just to be able to safely decompress the ship, and that isn't an option if you're unlucky enough to have an entire ECU spawn in the cargo area. Once you reach Hazard Level 9, it's simply not worth playing the ship in favor of more stable alternatives. To add insult to injury, it has a lot more internal walls, which makes separating the hull into movable pieces that much harder. This is even acknowledged in-universe during the post-game, where Deedee is kicking herself for taking one in the first place, only able to guess that she wanted to punish herself that day. When Kaito says he thinks they're fun, she pops off complaining that they're an absolute death trap to take apart and that's ''before'' getting to all the salvage they're carrying which, if a cutter is lucky, is just twisted scrap. Unlucky cutters, on the other hand, might find rusty fuel barrels or leaking rad filters. Kaito rethinks his stance after Deedee's rant.

to:

* ThatOneLevel: The Salvage Runner Gecko is universally hated for a number of reasons, all of which relate to either poor design decisions or bugs. As the name implies, its cargo hold is full of random salvage. This can include fuel/coolant tanks, thrusters, and other explosive things. The cargo hold is designed in such a way that it shares an atmospheric connection with the crawlspace, is right next to the reactor, reactor (and its myriad pipes full of fuel/coolant), and is isolated by the ship's airlock. Any explosive decompression will cause a chain reaction of destruction, reducing the rear end of the ship to scrap. At higher hazard levels, air regulators can spawn broken, meaning you have to sequester volatile salvage in the airlock just to be able to safely decompress the ship, and that isn't an option if you're unlucky enough to have an entire ECU spawn in the cargo area. Once you reach Hazard Level 9, it's simply not worth playing the ship in favor of more stable alternatives. To add insult to injury, it has a lot more internal walls, which makes separating the hull into movable pieces that much harder. This is even acknowledged in-universe during the post-game, where Deedee is kicking herself for taking one in the first place, only able to guess that she wanted to punish herself that day. When Kaito says he thinks they're fun, she pops off complaining that they're an absolute death trap to take apart and that's ''before'' getting to all the salvage they're carrying which, if a cutter is lucky, is just twisted scrap. Unlucky cutters, on the other hand, might find rusty fuel barrels or leaking rad filters. Kaito rethinks his stance after Deedee's rant.

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