MischiefMaker: Starcom Nexus was a real diamond in the rough,
I very much agree. It references Escape Velocity lore and humour which are endearing; has
Space Pirates and Zombies talking heads; and has ship design lifted from
Space Run: Fast and Safe Delivery. But the sheer volume of typos and bugs (breaking the main story, subvertng trade scarcity, removing NPCs and exploration progress from the map, etc.) make it nigh prohibitive.
Noishkel: The first one was pretty solid.
Namur: Just got the first game to see what it's about, somehow it flew under my radar.
I'll play that one before deciding on this new one.
Consider the first one to be an abandoned late alpha or early beta prototype of this one. For the first year or so, the author was soliciting bug reports and asking for typo fixes via
the Steam forum but when I submitted a list of bugs at that time I was told development efforts are focussed on a followup rather than trying to rescue Nexus.
Here's my bug list of things to be aware of if you're playing through it unaware:
https://jackpoint.neocities.org/starcom/ ordered from super easy low-hanging-fruit (run a spellchecker over your string table) all the way up to navigation avoiding crossfire. I concede that the abrupt and senseless Game Over map is pretty indicative of dev enthusiasm expiring more than anything else. And for a development team consisting of exactly one human, Nexus is an impressive proof of concept, even though it's far from complete.
If you are spoiler averse, just build the
Dreadnought blueprint the instant you research
*Behemoth* Class (yeah exactly) and don't be too surprised when the story plot devolves into WTFBBQsauce.