![]() "It's essentially what drives population increase locally at individual colonies. There's also the enticing prospect of Kerbal sex – or, as Simpson puts it, "growth events" – which aim to encourage players not to fast-forward their projects quite as often. Star Theory is still working on the supporting economic systems, but the key currency for tech is once again science. Many of the old technologies are back, too, albeit "in more beautified form" but there are plenty of new toys, from extra ship core sizes to fresh kinds of propulsion, including a drive that works by detonating nukes behind it – not something you should try near a starbase. "If we succeed in making the first-time user experience better there will be more people landing on the moon" Nate Simpson, creative director "We've basically turned that first-time user experience from a cliff, where you have to go watch YouTube videos to understand what's happening, into a ramp." "What we've seen from our early user testing, is that this is actually a game that is quite accessible, without us having to dumb down the core game," Simpson says. (Advanced tricks include the ability to create separate versions of a ship simultaneously then combine them.) As regards flight, some hotkey functions have been moved into the UI, while other elements have been cleared away. While still labyrinthine, the construction screen now sports filters and colour-coding and a plan view to help players align boosters. Hence the new animated tutorials for features such as the navball, which shows ship orientation, and hence the revised UI. If you want more like it every month, delivered straight to your doorstop or your inbox, why not subscribe to Edge here (opens in new tab). This feature first appeared in Edge Magazine. ![]()
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