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Some assembly required.
Reassembly is a 2D open world space shooter, created by Anisoptera Games and released for PC on February 19, 2015. The game is available on Steam or from the developer's website via Humble Widget. Native versions are available for Microsoft Windows, Mac OS, and Linux.
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Players build their ships out of various geometric pieces, including hull, armor, thrusters, weapons, shield projectors, and various other functional components. Each component gives a unique attribute or ability to the ship. Reassembly's creative, modular ship building has been compared to playing with Lego. The in game world is a single large open "galaxy", populated with rival factions. Players progress through the game by collecting resources, building a fleet, capturing territory, and activating damaged space stations.

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Tropes present in this game:

  • Absurdly Sharp Blade: The Sentinels have an "Armor Spike" that deals increased melee damage, and since melee damage is calculated by the net momentum of collisions, a fast ship with a face made of spikes can plow through fleets or entire asteroids without slowing down. One can also make a melee spinner that, in the right circumstances, can be outright unstoppable.
  • A Commander Is You:
    • Terran: Balanced and Generalist. The first faction you have available to play as in the vanilla game, the Terran faction has several different weapon and block types and are great for beginner players due. They are neither powerful nor weak weapon-wise, and have average durability.
    • Farmer: Balanced and Industrial. Possessing the largest variety of weapons out of the vanilla factions, Farmers can build a diverse fleet of ships and even have access to a seed launcher that produces small fast-growing plants for them to harvest.
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    • Red: Spammer and Ranger. They mostly consist of fast, fragile fighters with weak hulls and cheap below-average weapons. Despite their frailty, they have an accelerated block regrowth speed, allowing to easily recover lost parts. Their strongest weapon is the Tempest, a 2400-RPM gatling gun with decent range.
    • Tinkrell: Elitist and Ranger. The Tinkrell are large mobile glass cannons that have spinal-mounted projectile weapons that can be upgraded using specific modules. They also possess some laser and drone weapons for their stationary "ships".
    • Crystalline: Balanced and Brute. A powerful faction with few weapons to choose from, but have extremely tough hulls and their missile launchers require no energy to function. However, they lack resource storage, and the only way to increase it is with their generator blocks, costing 60P for 100 additional resource storage each. If you want to design a Crystalline ship that can build 8000P ships (requiring at least 8000 resource storage capacitynote ), you'll have to sacrifice a decent chunk of firepower.
    • Bee: Spammer and Unit Specialist. Bee ships possess powerful short-range spinal beam cannons that can make short work out of most ships and asteroids. However, that means they have to get real close to their targets (and within range of their turreted weapons) in order to deal serious damage. They also have access to cheap PD turrets or laser drones that are themselves deadly in quantity.
    • Sentinel: Elitist and Brute. Possessing some of the most powerful individual weapons in the vanilla game, as well as compact and durable armor, the Sentinels are a very tough faction. Their turreted weapons do somewhat decent damage but fire very slowly, but they have access to a launcher that fires a large nuclear drone that creates a powerful explosion capable of taking chunks off of enemy ships or outright destroying their command module directly.
  • Action Bomb: Since even missiles have their own AI, they qualify for this trope. The Sentinels' "Nuclear Option" is a notable example, since it's a missile with a small PD turret.
  • Another Side, Another Story: You can play as different factions, each with their own palettes and capabilities.
  • Arbitrary Maximum Range: Projectile and beam weapons have a limited range. The lifespan of a projectile is inversely proportional to its "Range" and "Velocity" (Formula: lifespan = range / velocity), and this doesn't take the source weapon's velocity into account!
  • Attack Drone: Drones are miniature "spaceships" spawned by a launcher block and attack enemies.
  • Battle Discretion Shot: Agents will flawlessly destroy any of your stations they come across, unless the agent itself is onscreen.
  • Artificial Brilliance: Spaceships are able to path-find around obstacles and are governed by "AI flags" that are set based on their faction. For example, factions with the "FLOCKING" AI flag will group together and match orientation, factions with the "AGGRESSIVE" AI flag will be more likely to attack other ships, etc. Even missiles will pathfind around inert obstacles (most of the time) to reach their target.
  • Artificial Stupidity: The Farmer faction's ships specialize in growing plants to produce resources. Because of their set AI flags, it's not uncommon for farmer ships to fly straight into asteroids and crush themselves, especially if there are multiple Farmer ships near each other.
  • Bizarre Alien Reproduction: A non-biological(?) example; Spaceships are built piece by piece from the command module outward. Spaceships with a "Factory" block can grow new spaceship command modules, only requiring space on the factory block for the new command modules to grow on. Once grown, the new command modules detach and begin growing into their designated blueprints.
  • Command & Conquer Economy: Resources originate from plants, and are the primary way to build more ships from factories, or trade with stations for credits. Clearing a sector from enemies allows you to access the plants' resources yourself as long as the plants have something to attach to.
  • Controllable Helplessness: Unless your Command module has weapons or a may to move around, losing all your weapons and thrusters will allow the attacker to easily finish you off, but you can still look around your environment.
  • Collision Damage: Colliding with a non-friendly ship or obstacle will damage the blocks involved in the collision, from both sides of the collision, based on the amount of momentum involved. Certain parts can have increased collision damage, which can very well be abused by both you and NPC ships to their advantage!
  • Color-Coded Armies: "Similarly colored ships are allies. Everyone else is hostile."
  • Continuing Is Painful: Downplayed; You lose a few credits and any resources you were carrying at the time when your ship is destroyed. However, any surviving ships in your fleet may continue to fight without you, but if the nearest viable station is very far from where you exploded...
  • Destructible Projectiles: Missiles and drones can be shot down by point-defense or your own firepower.
  • Downloadable Content: Its first DLC pack, "Fields Expansion", was released on January 24, 2019. It adds gravity wells and slow zones which can be encountered in-game, as well as implementing a few new extra parts for some of the vanilla factions.
  • Easy Communication: Ships in your fleet will follow you intelligently and can be set to either attack your target, stop attacking, or simply Shoot Everything That Moves.
  • Emergent Gameplay: The game is heavily built upon this trope.
  • Endless Game: There's technically no "end" to a game.
  • Enemy Scan: When you hover your mouse over an enemy ship, a small inset containing the ship in question appears on the top right. You also receive some information regarding its distance from your command module, and if it's in combat against another ship (or your own).
  • Enemy Summoner: A hostile spaceship or station with a factory can produce more spaceships given enough resources.
  • Essence Drop: Destroying a ship will cause it to drop a small purple bubble of Resources where its command module exploded. This also applies to the destruction of your ship, too. Plants will also drop a small amount of resources when they decay.
  • Forced Tutorial: While the tutorial isn't really overly obstructive, the tutorial sequence always shows up each time you start a new save file.
  • From a Single Cell: As long as a ship's command module block is alive, it can reassemble its entire ship given enough time and safety.
  • Game Mod: The game comes with modding support, allowing for the creation of mods that can either add entire new factions to the game, or edit some of the base game's parameters such as physics, resource lifespan, etc.
  • Gathering Steam: Certain weapons require a charge period before they fire. Weapons that can fire before they are fully charged usually do less damage.
  • Hard-Coded Hostility: This applies to all factions, including the one you're currently playing as.
  • Harmless Enemy: The Farmers have a default ship called the "Mouse". It has only 10 blocks total: its command module, four isosceles right triangle hull blocks (two on each side of the CM), and a thruster on the outer side of each of those hull blocks and a thruster on the back of the command module.
  • Homing Projectile: Missiles that are launched physically from a launcher block have their own AI and can home in on enemies. Missile that lack this property are called "torpedoes", and torpedoes without thrusters but can explode are considered "mines". Missiles that lack the "exploding" property are called "drones".
  • Healing Factor: Ships that lose parts will eventually grow them back over time while not under fire. The blocks themselves also passively heal, but extremely slowly.
  • Healing Hands: The Red and Farmer factions have a healing beam (the former also having healing drones) available to them, allowing them to repair damaged ships or (slightly) accelerate their growth.
  • Heart Drive: Every spaceship (or station, if it has no thrusters) needs a "command module" to function. If the command module is destroyed, the ship "dies", and whatever is left of it becomes inert, but can also be destroyed.
  • Horde of Alien Locusts: The "Flies" are an unplayable faction of small ships that appropriately resemble flies. They can collect resources to rapidly multiply and can easily swarm smaller ships. They can be very difficult to eradicate completely, because a single surviving Fly can quickly repopulate a sector and harass Anything That Moves. Worst-case scenario, their numbers may reach a point where the computer starts to slow down!
  • Immobile Player Character: If your ship has no thrusters, you're basically a sitting duck. However, the Terran's basic Command Module does have the ability to move in a pinch.
  • Increasingly Lethal Enemy: By default, the Terran, Farmer, and Tinkrell factions have a "TRACTOR_TRANSIENT" AI flag that allows them to pick up useful parts from wrecked ships, and use those weapons/blocks for themselves. By default, they can only carry up to three parts at a time...
  • Invisible Grid: Technically not a limiting factor, or even 3D; but a galaxy is made of a grid of "sectors" that are rendered based on their proximity to the player.
  • Last Lousy Point: The "Completionist" achievement requires you to have every single sector in a galaxy controlled by your faction. This is particularly frustrating because a sector with very few or no ships is considered "unclaimed", which counts against the achievement if present.
  • Law of Inverse Recoil: Projectile weapons are subject to recoil, and are one reason why Tinkrell ships end up rocketing backwards by the flood of high-damage projectiles being fired from their heavily-modded spinal cannons.
  • LEGO Genetics: A non-biological (?) example; ships are built from blueprints, and those blueprints can be changed at will. Those familiar with Spore might find some of the elements in the spaceship editor familiar to them, such as dragging parts from a palette to add to the ship, or dragging selected blocks while holding "Alt" to clone parts.
  • Macross Missile Massacre: The Crystalline's Animatter Missile Launchers cost no energy at all to fire. It's possible to create a viable battleship using only missile launchers. The missiles quite slow, but are more capable of Roboteching than the missiles used by other vanilla factions.
  • Magically Inept Fighter: Crystalline ships can be built with missile launchers (as their only weapons) and no generators, since the missiles require no energy to function.
  • Magikarp Power: This trope can be considered as a progression system for the game.
  • New Game+: Regenerating a game's map can be considered this, either through the file selection screen or through a wormhole.
  • Player Data Sharing: You can encounter "Agents" which are fleets made by other players. You can even upload your own fleet by simply using a wormhole. Of course, modded fleets cannot be pollinated.
  • Point Build System:
    • To access more parts for your ships to be built with, you must spend "Social Credits", or "C", to "decrypt" those parts. You can't edit or play as spaceships with "encrypted" parts you did not unlock yet.
    • The complexity of your spaceship is limited by your "Power Points", or "P". Most parts other than hull blocks cost a specific amount of P based on how powerful they are. You need to upgrade your max P directly in order to control larger spaceships, using the aforementioned "C". In the vanilla game, the max P value caps at 8000, but mods can increase that limit.
  • Point of No Return: Overlaps with a downplayed Point of No Continues. Upon entering a wormhole, you are prompted to either send a copy of your fleet through it to be shared to other players, or go through it yourself, putting you in a completely new map. Whichever option you choose, the wormhole closes, and cannot be used again. You can Take a Third Option by closing the dialog box, and the wormhole will stay right where it is for if you choose to use it later...
  • Procedural Generation: A game's map is generated this way. The map is not infinite, though, but Wormholes allow you to generate a fresh new map.
  • Quantity vs. Quality: A single large battleship can easily curb-stomp a fleet of small ships, but a large enough fleet of small fighters can overwhelm it. Faction Calculus also applies to each individual faction.
  • Recoil Boost: Firing cannons opposite the direction you're flying to is one way to escape from a losing or unwinnable battle.
  • Recoiled Across The Room: It's not hard to invoke this trope when designing a Tinkrell ship with a heavily-built spinal cannon with many damage amplifiers as well as velocity amplifiers.
  • Recursive Ammo: Some examples.
    • The Sentinels' Nuclear Option missile has a small point defense turret that deals Scratch Damage on its own.
    • Some mods can implement projectile weapons that launch a single projectile that then splits into more projectiles.
  • Respawn Point: Any of your ships with a factory function as a Respawn Point if your ship is destroyed. However, ships in "enemy territory" are considered unsafe and cannot be used as Respawn Points. You'll respawn at the nearest viable spawn point.
  • Shoot Everything That Moves: In Tournament mode, the individual ships are set specific AI flags to encourage immediate combat between them. The main AI flag causing such behavior is "ATTACK"
  • Shoot the Fuel Tank: Generators explode if they are destroyed by another explosion or a stray shot. It's not impossible for an instant chain reaction to occur, destroying a group of generators if they're close enough to each other.
  • Shout-Out: Some of the Sentinels's ships look similar to Necron ships.
  • Space Friction: Any physical object will slow down to a halt if it isn't actively flying. It's even a modifiable variable, so of course there's a mod that averts this.
  • Tele-Frag: If the player's ship has a teleporter, there is no limit to where it can teleport to. It's sometimes possible to choose to teleport right on top of an enemy ship's command module, with either great results, or backfired results.
  • Teleport Spam: The Flies, having built-in teleporters in their command modules, really like to teleport to evade projectiles and launched missiles or drones. Fortunately their teleportation can easily be countered with beam weapons.
  • Top-Down View: It's pretty much self-explanatory, considering it is a spaceship game with LEGO Genetics.
  • Vector Game: The game is built using vector graphics. The vectors are also dynamic when rendering objects.
  • The Worf Effect: Mods that add new factions tend to be much more powerful than the vanilla factions.
  • Wrap Around: Travelling across the edge of the map simply has you re-enter it from the opposite side.
  • Zerg Rush: A large fleet of small cheap ships can be just as powerful as a single powerful battleship, or even more. Obviously the Flies rely on this trope to take down other ships. Each individual block also has a small impact on the computer's performance that is usually unnoticeable, and when too many are on screen, the game slows down to the point of Bullet Time.

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