Info about Stationeers: Zrilian Species Pack:

Official game description:
This supports our project
=========================
Our DLC was made to provide a way for those who enjoy the project and want to further support it, and in return receive some simple new content. This content is not essential for the game. Consider purchasing this if you want to further provide financial support to the development.
About the Game
==============
This pack enables the _Zrilian_ species as playable in Stationeers.
Features
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*   Multiple species specific skin and eye variations to choose from  
*   Breathes Volatile gas (instead of Oxygen like earth life forms)

Release date: Jun 10, 2019

Categories: Space Flight Simulation, Colony Simulation, Survival, Resource Management, Base Building, Engineering Simulation, Automation Game, Atmospheric Simulation

Feature scans:
- MTX: score 10; verdict: Fair / No Predatory Monetization Evidence; summary: The reviews mention paid DLC and broad frustration with industry monetization, but they do not provide direct evidence of in-game purchases, gacha, loot boxes, pay-to-win, battle passes, or a real-money shop. The only concrete monetization reference is traditional paid DLC, which is not MTX by itself and cannot raise the score above 20.

- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 7.0h
  - Endgame: N/A
  - Reasoning: One player reports recording 7-hour videos in one sitting without issue, which supports a sessionLength of at least 7 hours. The 100-hour and 2,000-hour statements describe overall Stationeers entertainment or playtime totals and do not report a completion, story, or endgame duration for the Zrilian Species Pack. The only 'full playthrough as a Zrilian' mention says it ends in quick death and gives no hours. 'Endgame' is mentioned only as a future phase to save the DLC for, not as a measured duration. Therefore only sessionLength is supported; gameCompletion, storyCompletion, and endgame are null.
- Time-to-fun:
  - Summary: Players describe immediate excitement around early-game planning and system setup, with long-term appeal conditional on enjoying complex machinery and automation. Reports are strongly positive, with no evidence of early friction or later decline.
  - Stance: Fun immediately
  - Anchor: Setting up early game systems
  - Time to anchor: N/A
  - Friction: N/A
  - Unlock drivers: N/A
  - Conditions: If the player enjoys building complex, interlocking machinery and designing intricate automation; For a pure experience, the Robot and Zrilian DLCs are strongly recommended
- Player Archetypes:
  - Solo Sandbox Freedom Player (buy)
    - Motivation: Unrestricted solo sandbox freedom and long-term self-directed play.
    - Playstyle: Plays solo for days-long sessions, sets personal goals, and experiments freely without imposed objectives.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Engineering Physics Builder (buy)
    - Motivation: Designing and building complex systems with realistic physics.
    - Playstyle: Focuses on construction, mechanical detail, and physics-based engineering experiments.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: engineering brain
    - Reference games: N/A
  - Challenge-Seeking Veteran (sale)
    - Motivation: Overcoming punishing challenges and optimizing tight, speedrun-like runs.
    - Playstyle: Plans efficient runs, embraces failure-heavy loops, and seeks difficult character challenges.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - DLC Value-Conscious Supporter (sale)
    - Motivation: Supporting the developers while being mindful of DLC content value.
    - Playstyle: Buys DLC selectively or on sale, often as patronage rather than for substantial new gameplay.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Zrilian DLC adds challenge (weight 0.97): The Zrilian species introduces a new playable alien that breathes flammable volatiles and exhales nitrous oxide, requiring players to manage different atmospheres and adding significant complexity. This creates a hardcore, punishing gameplay loop that is rewarding for experienced players.
- Developers are passionate and supportive (weight 0.87): The developers actively engage with the community, listen to feedback, and provide frequent updates, including daily beta patches. Their genuine care and motivation are evident and highly appreciated by players.
- Deep and rewarding engineering gameplay (weight 0.76): The game offers immense depth with numerous mechanics and systems to master, rewarding creativity, intelligence, and experimentation. It provides brain stimulation through trial and error and is perfect for engineering-minded players.
- Unique and emergent gameplay (weight 0.75): The game's unique concept, especially with the Zrilian DLC, leads to emergent gameplay such as using exhaled nitrous oxide as rocket fuel or creating explosive atmospheres. This sets it apart from typical games focused on loot drops and cosmetics.
- Fun but punishing gameplay loop (weight 0.72): The Zrilian character offers an extremely fun experience for those who enjoy punishing loops, similar to a speedrunner's challenge where one mistake can end a run. It is challenging but entirely possible, providing a great sense of accomplishment.
- High replay value and freedom (weight 0.64): Every little factor multiplies replay value, and the game provides the freedom to do whatever you want, including solo sandbox play for extended periods. The DLC adds substantial new content that further enhances replayability.
- Provides additional challenge with volatiles (weight 0.5): The Zrilian species requires players to deal with volatiles and nitrous oxide instead of oxygen and carbon dioxide, adding an additional challenge, particularly in managing two separate atmospheres in a base.
- DLC is a nice way to support (weight 0.49): Purchasing the DLC is seen as a nice way to support a great game and its dedicated developers. It delivers exactly what it advertises and is a great addition for those bored with standard playthroughs.
- Perfect balance of realism and fun (weight 0.47): The game strikes a perfect balance between realism and fun gameplay, being adorable yet unforgiving. It is perfect without being a pain in the ass, and provides substantial challenge while remaining unique.
- Successfully played on hardest difficulty (weight 0.46): Players have managed to complete playthroughs on the hardest difficulty, such as Europa with unfitting starting conditions, and even launched a rocket as the Zrilian. Easy difficulty with the DLC character is also entirely realistic.
- Great with friends in multiplayer (weight 0.42): The game, especially with the Zrilian DLC, is more fun in multiplayer as systems must be designed to accommodate different species, leading to humorous and challenging interactions. Playing with human friends adds an extra layer of enjoyment.

Common complaints:
- Zrilian starts with oxygen tank (weight 0.78): New games always provide an oxygen tank that Zrilian characters cannot breathe, often poisoning or killing them immediately. This makes the intended alien species unplayable without workarounds.
- DLC lacks meaningful content (weight 0.76): The DLC is described as pointless, unfinished, and not adding much gameplay value, functioning more like a cosmetic skin that increases difficulty. It also feels overpriced for an early access game.
- Waste tank autoignites dangerously (weight 0.56): Nitrous oxide and volatiles autoignite at 50°C, causing the waste tank or base atmosphere to combust when using welders, heaters, or microwaves indoors. This makes hot environments like Vulcan and Venus extremely hazardous.
- Audio warns oxygen incorrectly (weight 0.45): The suit warning says 'Oxygen Low' even when the Zrilian is breathing volatiles, with no Zrilian-specific voiceovers. This creates confusing feedback that misleads players about their actual life support.
- Zrilian needs volatiles infrastructure (weight 0.45): Players must search for volatile ice and set up melting rooms to refill canisters, or they suffocate. The starter kit lacks methane, making even the easiest difficulty brutal for this species.
- DLC files bug disappear (weight 0.44): Multiple users report that the DLC folder does not appear even when owned, and that the DLC folder and game have vanished from their computers. The same issue was experienced by a friend.
- Inconsistent methane vs oxygen design (weight 0.44): The developers forgot to prepare methane tanks, provided oxygen instead of volatiles in landing gear, and the race must use human food. These oversights break immersion and survival logic.
- Cannot change race mid-save (weight 0.42): Players can no longer swap races in the same save and must start a new game to change races. Changing the character also does not update equipment to match the new species.
- Game unfinished and unscientific (weight 0.4): Reviewers describe the game as unfinished, with scientifically nonsensical elements like hydrogen-breathing characters exhaling nitrous oxide and unrealistic resource gathering. These issues undermine immersion.
- Venus and Vulcan unsurvivable (weight 0.32): On Venus, ice cannot form and there is no methane in the atmosphere, leaving trading posts as the only methane source. Players likely suffocate before obtaining breathable gas.
- Zrilian unsupported in base game (weight 0.31): The base game does not support the Zrilian character at all without creative tools, and a full playthrough results in quick death. The species feels like an afterthought rather than a fully integrated race.
- Machine explosion in living quarters (weight 0.18): Machines cannot be placed in living quarters because they explode, limiting base building options. This adds an unexplained hazard that frustrates players.
- Batteries unnecessary for power (weight 0.17): It is unclear why batteries are needed when the base should be powered entirely by energy. This design choice feels redundant and confusing.
- Suit waste pump pressure limit (weight 0.17): The suit's waste pump has a 4 MPa pressure limit, so the Smart Canister normally does not help with waste gas. This restricts waste management options for players.
- Reviewer alleges deception (weight 0.16): One reviewer claims players are being fooled again, suggesting mistrust towards the developers. This reflects a broader sentiment of disappointment.
- Devs focus only main game (weight 0.16): A reviewer notes that developers are only focused on the main game at this stage, implying the DLC is neglected. This explains the lack of support for new content.

Gameplay feedback:
- Zrilian breathes volatiles, exhales N2O (weight 0.88): The Zrilian species consumes hydrogen volatiles and exhales nitrous oxide instead of oxygen and carbon dioxide. This fundamental metabolism drives many other gameplay changes.
- Gas mishandling causes explosions (weight 0.88): Improper handling of gases can lead to explosions, such as breathing mixtures igniting or exhaled N2O autoigniting in tanks. This adds a constant hazard to base management.
- DLC adds playable alien species (weight 0.86): A DLC introduces a new playable species with unique interactions involving humans and space suits. It changes atmospheric challenges and survival difficulty.
- Alien cannot breathe oxygen (weight 0.78): The alien character cannot breathe oxygen and requires a different breathable atmosphere. This necessitates separate life support systems and careful base design.
- Methane required for alien survival (weight 0.66): Some alien characters require methane gas in a tank to survive, adding a new resource dependency. The starter kit notably lacks methane, forcing players to find alternatives.
- Gas handling is core mechanic (weight 0.45): Gas handling projects are a core mechanic, with elemental reactions varying under different circumstances. The game simulates atmospherics, thermodynamics, and logic circuits.
- H2 and O2 breathing mechanics (weight 0.44): Characters have breathing mechanics involving various gases like H2 and small amounts of O2. This introduces complexity in managing both human and alien atmospheres.
- Complex machinery and automation (weight 0.44): The game involves building complex, interlocking machinery and designing intricate automation. This is a core part of the experience for many players.
- Sandbox with player freedom (weight 0.44): The game is a sandbox offering solo play and the freedom to do whatever you want. Players can experiment with realistic physics and design their own challenges.
- Waste gas can be combustible (weight 0.44): The alien's waste gas, nitrous oxide, can be combustible and may be used as rocket fuel if collected. It can combust under pressure or at high temperatures.
- Challenging on hardest planets (weight 0.42): Playing on the hardest difficulties like Venus with brutal start and stationeer mode is extremely challenging and requires a tight plan. One mistake can end the run, appealing to speedrunners.
- Savegame editing for multiplayer (weight 0.35): Savegame editing allows a multiplayer run as a single player by switching between robot, human, and alien characters. The beta branch is accessible via Steam library properties.
- Dual atmosphere sections needed (weight 0.31): Players must build separate oxygen sections for standard gear and volatiles atmosphere sections with constant air stream to filter N2O. They can take off helmets and shower in volatiles sections.
- Robot DLC requires only power (weight 0.31): The robot DLC provides a character that only requires a battery for life, able to live in any atmosphere or none at all. It offers a simpler survival experience compared to the Zrilian.
- Resource gathering for volatiles (weight 0.3): Players can search for volatiles ice and set up rooms to melt it and refill canisters. However, locations like Venus are too hot for ice to form and lack methane in the atmosphere.
- Zrilian requires human-like needs (weight 0.3): The Zrilian species requires food, water, and hygiene like humans, and can eat the same universal food. This adds familiar survival elements alongside unique gas requirements.
- Gas pressure limits on canisters (weight 0.28): Smart canisters have a maximum pressure of 20 MPa, while suit waste pumps are limited to 4 MPa. These limits affect gas storage and handling strategies.
- N2O production is difficult (weight 0.28): Obtaining nitrous oxide in the game is fairly difficult, as the chemistry of inhaling volatile gases and exhaling it does not make sense to some. This can be a bottleneck for certain processes.
- UI message bug for low volatiles (weight 0.24): When suit tank has low volatiles, the game triggers a low oxygen message instead of a species-specific one. This is a minor but confusing oversight.
- Trading post enables methane purchase (weight 0.18): Building a trading post allows players to buy methane, providing a reliable source for alien survival. This is crucial when natural sources are unavailable.

Performance notes:
- Owned DLC missing from folder (weight 0.2): Despite owning the DLC, it does not appear in the DLC folder. This suggests a detection or registration issue with the game's DLC system.
- Persistent error messages appear (weight 0.19): Users report constant error messages appearing across the entire screen. This severely disrupts gameplay and indicates stability problems.

Recommendations:
- General game praise (weight 0.71): Reviewers enthusiastically recommend the base game for its creativity, realism, and rewarding gameplay. Phrases like 'genuine gem' and 'buy with eyes closed' highlight strong overall satisfaction.
- Extra challenge for veterans (weight 0.64): The DLC is frequently recommended for experienced players seeking additional challenge or a different way to play. Reviewers suggest it revitalizes the game for those bored with standard runs.
- Recommend Zrilian over Robot (weight 0.5): Some reviewers prefer the Zrilian DLC over the Robot DLC, noting that Zrilians are more fun, especially in multiplayer. Others suggest buying the Robot DLC only for specific mechanics like battery life.
- DLC not gameplay add-on (weight 0.16): One reviewer cannot recommend the DLC as a gameplay addition, suggesting it may not offer substantial content. This contrasts with others who see it as a support mechanism rather than a content expansion.

Other player notes:
- Continuous Developer Updates (weight 0.87): Players highlight that the developers are constantly updating and improving the game, including daily beta updates and massive free terrain overhauls. This active development is seen as a positive sign of commitment.
- Supporting Developers via DLC (weight 0.78): Multiple reviewers purchased the DLC specifically to support the developers' continued work on the game. The DLC is framed as a way to provide financial backing for ongoing development and updates.
- Early Access Status Noted (weight 0.3): Reviewers point out that the game is in early access and that the DLCs are also for an early access title. This context is mentioned when discussing the game's current state and future potential.
- Niche Game, Financial Risk (weight 0.3): Stationeers is described as a niche game that exists because the developers took a significant risk and financial hit. This context underscores the passion behind the project.
- Compared to Similar Games (weight 0.28): The game is compared to other space/survival/engineering games from the last decade. Stationeers is specifically mentioned as a great game in this context.
- Future Features Teased (weight 0.26): Surgery is mentioned as a future feature, and characters may need different body temperature parameters. These are potential additions to gameplay.
- Contrast to Predatory Monetization (weight 0.19): The game contrasts with predatory monetization, shallow design, and corporate decisions in the gaming industry. It is seen as a more ethical alternative.
- Beta More Stable Than AAA (weight 0.19): The game's beta is reported to be more stable than many fully released AAA games, even after patches. This speaks to the high quality of the game's code and development process.
- Developer Community Engagement (weight 0.19): The developers, including the CEO, actively engage with the community on Discord. This direct communication fosters a positive relationship with players.
- Huge Range of Options (weight 0.19): Reviewers praise the game for providing a huge range of options that make sense. This adds depth and flexibility to gameplay.
- End Game Needs Fleshing Out (weight 0.18): The game's end game is not yet fully fleshed out, according to a reviewer. This indicates a need for more late-game content.
- Game Described as Unique (weight 0.18): A reviewer describes the game as unique, setting it apart from other titles. This uniqueness is a key selling point.
- DLC Revenue Ranking Disclosed (weight 0.17): A reviewer lists DLCs by average daily revenue, from International Uniforms down to Bobblehead Marine. This data provides insight into which DLCs are most financially successful.
- DLC Motivates Multiplayer Habitat Building (weight 0.17): The International Uniforms DLC motivates players in multiplayer to work on a stable habitat. It adds a cooperative goal for teams.
- Paid DLC Content Exists (weight 0.17): The game has paid DLC content available. Some reviewers note this as a fact, though it is not necessarily criticized.
- Desire for Alien Aesthetics (weight 0.16): Reviewers suggest the game could be improved with alien-looking structures, tools, or suits. This would enhance the sci-fi atmosphere.
- Alien Potatoes Oxygen Independence (weight 0.16): A specific suggestion is to have alien potatoes not dependent on oxygen, which would be a huge improvement. This reflects a desire for more alien flora mechanics.
- DLC Rewarded for Creations (weight 0.16): One reviewer received the DLC as a reward for unusual creations. This highlights community contests or recognition.
- Free DLC Received (weight 0.14): One reviewer received the DLCs for free, which may influence their positive review. This is a minor point but noted.

Emotions:
- Frustration (weight 0.2): Players experience frustration due to the DLC providing an oxygen tank that is poisonous to the alien character, causing immediate death instead of survival. Technical issues such as the DLC not appearing in the folder, the game disappearing, and constant error messages further compound the problem. Additionally, the waste tank auto-ignites at 50C with no workaround, and changing races requires starting a new game, which is highly inconvenient.
- Disappointment (weight 0.13): Disappointment arises from the DLC being perceived as pointless and unfinished, with the starting oxygen tank being unusable by the character. The lack of base game support leads to quick death, and the DLCs do not add substantial content, leaving players feeling let down.
- Amusement (weight 0.13): Players find amusement in the quirky aspects of the alien characters, such as Zrilians happily eating human foods like pumpkin pie and fries. The absurdity of the station failing to keep the player alive and the description of characters as hairless space goblins with flammable metabolisms also bring humor.
- Excitement (weight 0.1): Excitement stems from the dopamine rush when successfully completing a new gas handling project without causing explosions. The emergent gameplay from breathing different gases and the anticipation of the end game being fleshed out also contribute. The extra challenge and unique playstyle offered by the character heighten the excitement.
- Appreciation (weight 0.1): Players appreciate the developers for creating a fun game and continuing to support it with free updates like the massive terrain update. The daily updates and ongoing support demonstrate a strong commitment to the community.
- Enthusiasm (weight 0.1): Enthusiasm is driven by the new characters breathing volatiles, which players find awesome, and the potential for them to become rocket fuel engineers, medics, and party makers using laughing gas. The new mechanics included with the DLCs are also well-received.
- Love (weight 0.07): Love for the game is rooted in its challenge, uniqueness, adorable style, and forgiving depth. The game's unique engineering and emergent gameplay create a deeply engaging experience.
- Interest (weight 0.07): Interest is sparked by the additional challenge of the new species, particularly the Zrilians pack, which offers an interesting challenge for experienced players.
- Fatalism (weight 0.03): Fatalism is felt due to the likelihood of suffocating on Venus because of no methane and the inability to survive, leading to a sense of inevitable doom.
- Confusion (weight 0.03): Confusion arises from not understanding why the character needs batteries despite being able to power the base, and from figuring out how to re-mix all the gases.
- Anticipation (weight 0.03): Anticipation is felt as players plan to leave the character for endgame to have something to look forward to, and look forward to trying the new character's different gas requirements.
- Admiration (weight 0.03): Admiration for the developers stems from them genuinely caring and engaging with the community.
- Satisfaction (weight 0.03): Satisfaction comes from discovering new mechanics and systems even after many hours of play.
- Regret (weight 0.03): Regret is expressed over wasting money on the DLC.
- Accomplishment (weight 0.03): A sense of accomplishment is achieved by launching a rocket with the Zrilian despite the difficulty.
- Hope (weight 0.03): Hope is inspired by the addition of the alien species and the idea of combining human, robot, and alien play.
- Anger (weight 0.03): Anger is triggered by needing a different breathable atmosphere but receiving oxygen, leading to death.
- Insulted (weight 0.03): Players feel insulted because the game simulates complex systems but releases chemically nonsensical content.
- Annoyed (weight 0.03): Annoyance is caused by unrealistic resource gathering, such as digging coal in unrealistic environments and extracting ice from magma.
- Disappointed (weight 0.03): Disappointment is felt because the paid DLC is unfinished and lacks thought.}