Procedural universe, generated on the fly around the player.
Persistent universe, no save function, all the effects are permanent.
Seamless transition from space to atmosphere to oceans. No loading screens. The universe is alive even when docked.
Modable content. Everything can be changed via a simple text editor or in-game editors. Mod packs to be added soon.
Multiplayer mode, platform independent. Plans to add a multiverse mode, players can visit other player's universes.
|Minimum System Requirements||Recommended System Requirements|
|CPU||Intel Pentium 4 1.8GHz / AMD Athlon XP 1700+||Intel Core 2 Duo E4400 2.0GHz / AMD Athlon 64 X2 Dual Core 4200+|
|VRAM||128 MB||256 MB|
|RAM||1 GB||2 GB|
|OS||Win Xp 32||Win Xp 32|
|Graphics Card||nVidia GeForce 210 / AMD Radeon X600 Series||nVidia GeForce GT 340 / AMD Radeon X1900 GT|
|Direct X||DX 9|
|HDD Space||500 MB||500 MB|
|Game Analysis||Spacemen, as it is now, is a sand-box 4X game placed in a procedural persistent universe.This means that in the beginning there are no sectors generated in the universe. First time the player attempts to explore one nearby sector, this will be randomly generated if not previously visited. When a new sector is generated, firstly the sun type is randomly decided and based on the sun size and gravity, there are a number of planets added.The planet type is decided based on the distance to the sun. If the planet is in the habitable zone of the sun, the new planet may contain an ocean and may sustain life. The aspect of the planets and resources are decided, again, procedural based on the type (template) of the planet. Of course the sector is persistent, so next time the player visits it, it will be the same. Gravity of the planets and sun, as well as the temperature of the atmosphere (if present) are also calculated procedural.Depending on nearby sectors, the new generated sector can|
|High FPS||200+ FPS ( GTX 1060 )|
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