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It's not just your visitors who benefit from some chillout time in the bio deck. It splits the vast station up into digestible chunks, and means you're never just staring at the same stuff for hours and hours. The deck system was one of Startopia's defining features and works just as well here. Visitors seeking a bit of peace and quiet also like to hang out here, and you can terraform it to suit different needs or generate specific resources.
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Finally there's the bio deck, where important resources grow, which you can turn into anything from robots to room blueprints. There are arcades, cat cafes, and even a ride that drops people into a black hole-fun and horror for the whole family. The second deck is where visitors go to let their tentacles down and take in some entertainment. It houses the berth, medical centre, all your industry and security buildings, research-basically a smorgasbord of essential stuff. At the bottom, you've got the main deck, where you'll be spending most of your time. Every station is split up into sections, separated by bulkheads that can be opened for a fee, and three specialised decks. Once you've got a few toys to play with, the three-level system also proves to be a boon. Spacebase Startopia isn't an especially challenging management game, but it can be demanding, dragging you all across the station to make trade deals, oversee research projects and make sure all your facilities are fully staffed. This makes some of the earlier missions extremely dull, but later on you'll be thankful you weren't thrown into the deep end.
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Regardless of your focus, you'll probably still use everything at your disposal, but the campaign eases you in by slowly unlocking the full list of construction projects, making you wait until you get near the end before you have absolutely everything.
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In the sandbox mode you're free to do this however you want, but the campaign makes you specialise, teaching you how to run trade hubs, medical stations and great holiday spots. Though the campaign's ten missions each come with distinct objectives, ultimately you're usually still just trying to bring in more visitors and their wallets, earning energy and prestige-a second currency connected to visitor satisfaction-which can then be turned into more rooms and amenities, attracting yet more visitors. Hopefully they'll be making you some energy, your primary currency, too. But it's organised chaos everyone is working or fulfilling their many needs and vices, each an important link in a sprawling chain that keeps the music pumping in the disco and the factory churning out new blueprints. At first glance, Spacebase Startopia looks like pure chaos, with hordes of aliens and robots rushing between rooms heaving with visitors.
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