Info about EarthX 2:

Official game description:
EarthX 2 is a tycoon game about running your own space company. Start with a launch pad, take on contracts, and grow your operation until you're sending crews and cargo to the Moon and Mars.
Build rockets and take on missions
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Manufacture rockets, orbiters, capsules, and ships. Choose the right vehicle for each payload, assemble compatible launch configurations, and prepare the infrastructure for your missions. Expand your factories to keep up with demand, balance production and spending, and decide which contracts to take on next.
Deliver satellites, resupply the International Space Station, transport crews, and send scientific missions into deep space. Some customers have unusual ideas about what belongs in orbit.
Recover and reuse your fleet
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Bring your vehicles home, service them, and get them ready for another mission. Unlock new recovery methods, track each craft's condition and flight history, and give your favorite rocket a nickname.
Follow launches, stage separations, and landings through in-game webcasts with flight telemetry. Try helicopter catches, propulsive landings, docking, and more in training simulations.
Run a satellite internet network
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Build LinkLink, your own satellite internet service. Manufacture routers and satellites, expand your constellation, and support it with ground relays. Manage coverage, bandwidth, and subscription prices to earn a steady income.
As your company grows, automate routine work with production targets and scheduled vehicle programs. Save launch presets for missions you fly often, so you can spend more time planning your next project.
Build colonies on the Moon and Mars
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Transport people and cargo, build housing, and keep your colonies supplied with power, water, oxygen, and food. Set up mining and manufacturing to produce materials locally. Shipments take time, so plan your storage and production to last between deliveries.
Build orbital infrastructure, coordinate refueling, and plan flights around planetary transfer windows. On Mars, work toward terraforming and watch the planet change.
Choose how you play
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Follow objectives in career mode or explore in sandbox. Reach milestones to unlock new vehicles, buildings, destinations, and capabilities.
Along the way, follow news stories, encounter mission events, and see how people react to your successes and failures.

Release date: Oct 15, 2026

Categories: Management Simulation, Space Flight Simulation, City Builder, Colony Simulation, Rocket Design and Manufacturing, Economy Management, Logistics Management


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The provided reviews discuss EarthX 2's design state, early access status, content volume, and broad late-game progression, but none gives a numeric playtime value. There is no stated completion time, story completion time, session length, or endgame hour count for EarthX 2. The mention of another game's value is ignored because playtime claims must refer to the target game only. Therefore, all playtime metrics are unsupported and returned as null.
- Time-to-fun:
  - Summary: EarthX 2's opening is blocked by a missing tutorial and an unintuitive research menu, with reviewers reporting they needed outside guides or trial and error simply to get started, while random rocket-launch failures frustrate early progression. Those who push through still describe the game positively, but no review ties the shift to fun to a specific in-game event.
  - Stance: Clicks after
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: No tutorial at all; players must guess what to do to get started; Research menu so unintuitive that reviewers needed a YouTube tutorial just to find it; Early and mid-game progression very hard without save scumming because rocket launches explode randomly; Research and buildings gated behind extra clicks, then hunting for where to place them; UI scaling makes text unreadable and targeting awkward; Early-game economy easily collapses
  - Unlock drivers: Watching an external YouTube tutorial to locate the research menu; Treating the missing tutorial as a skill issue, i.e. learning the systems by trial and error until they make sense
  - Conditions: Whether the player has access to external guides for basic features; Whether the player hits random rocket-launch explosions during early progression; Whether the early economy collapses before the player stabilizes it
- Player Archetypes:
  - Franchise Builder Fan (buy)
    - Motivation: Continue building and managing a space company or city in a sequel that improves on the prior game.
    - Playstyle: Plays space company, management, and city-builder games with a focus on base growth and iterative improvement.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Early Access Pragmatist (buy)
    - Motivation: Get early access value and play a developing management game despite the risks of instability or progress loss.
    - Playstyle: Engages with the current early access build, accepts bugs and possible wipes, and focuses on immediate playability and price.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Disappointed Strategy Veteran (no buy)
    - Motivation: Find a polished, well-designed strategy experience with mechanics that meet experienced genre standards.
    - Playstyle: Compares systems against other strategy games and expects competent, non-clunky design before investing time.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: EarthX


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:
- Strong sequel improvement (weight 0.91): Players consistently describe the game as a substantial upgrade over the first EarthX title. Many consider it expanded, better, and a huge improvement overall.
- Addictive satisfying gameplay (weight 0.53): The core gameplay loop is frequently called addictive, fun, and satisfying. Reviewers highlight managing logistics, missions, and ship building as engaging.
- Solid early access state (weight 0.36): Despite being in Early Access, the game is considered well done and playable now. Players feel it is a decent experience even before full release.
- Promising base for future (weight 0.35): Many see the bones of an incredibly fun game and a great base for something amazing. Announcements suggest more content is on the way.
- Good localization support (weight 0.34): The official localization is high quality, and the developer listened to feedback about adding languages like Ukrainian. This responsiveness is appreciated.
- Ambitious scope and mechanics (weight 0.34): The game is ambitious with great scope and fun mechanics. The mechanics are on an excellent path according to reviewers.
- Good value for price (weight 0.25): Reviewers feel the price is low given the complexity and amount of content. It is considered worth the price in its current state.
- Exciting logistics and exploration (weight 0.25): Setting up logistics and managing multiple celestial bodies is exciting. The game offers a fair amount of content with two planets and two moons.
- Recommend for niche players (weight 0.25): It is worth recommending to those interested in space, company, or city-builder games. It offers much fun for every space enthusiast.
- Visually appealing trailers (weight 0.12): The trailers look very good according to one reviewer. This suggests strong initial visual appeal.

Common complaints:
- Poor Game Polish and Bugs (weight 0.88): The game feels rough, buggy, and unpolished, with issues like overlapping subtitles and loading failures. Many reviewers feel it is not ready for early access.
- Clunky and Complicated Experience (weight 0.63): The game feels clunky, overly complicated, and poorly thought out, with many mechanics feeling janky. Basic usability and intuitive design are missing.
- Missing Tutorial Frustrates Players (weight 0.62): Multiple reviewers report no tutorial or guidance, leaving players to guess basic mechanics and rely on external resources. This makes starting the game confusing and inaccessible for newcomers.
- Unintuitive Menus and UI (weight 0.6): The research menu, camera controls, game speed settings, and building system are confusing and hidden, often requiring external tutorials. Basic usability features are missing or poorly implemented.
- Random Rocket Explosions Cause Frustration (weight 0.54): Rockets explode unpredictably due to a percentage-based system, even on simple early launches. This forces save scumming and makes progression feel luck-based and unfair.
- Lunar Mechanics Bugged and Confusing (weight 0.51): Players encounter bugs and confusing mechanics on the moon, such as inability to return, fuel production issues, and scrapping limitations. This blocks progression and feels unfinished.
- Gameplay Lacks Depth and Content (weight 0.41): Reviewers find the gameplay repetitive and shallow, with too little content and limited replayability. It often feels like a simple clicking and waiting simulator.
- Tech Tree Progression Issues (weight 0.35): The tech tree allows unlocking advanced items before basic ones, breaking the intended progression. This creates confusion and imbalance in research goals.
- Economy and Financial Struggles (weight 0.35): The early economy is easily collapsed, and players face constant financial struggles with severe penalties. Late game money becomes useless, showing poor balance.
- Early Game Progression Difficult (weight 0.26): Players struggle to advance in the early and mid game without excessive save scumming or suffering constant failures. The difficulty curve feels punishing and poorly balanced.
- Lack of Notifications and Feedback (weight 0.25): Players note missing notifications for important events and inadequate feedback for actions like saving or launching. This leads to confusion and a sense of disconnection.
- Automation and Building Difficult (weight 0.25): Automation is hard to figure out, and the building system is worse than in the first game. It requires extra clicks and hunting for where to build.
- Targeting and Planning Difficult (weight 0.23): Players find targeting and mission planning frustrating and overly complex, especially with limited assets. The lack of clear information makes it worse.
- Insurance and Debt Issues (weight 0.23): Canceling insurance leads to rocket explosions and brutal debt, while insurance only pays back half. This creates a punishing and confusing risk system.
- Disappointment vs. Previews (weight 0.14): Reality of the game disappointed compared to previews, with some feeling it doesn't live up to expectations. This suggests marketing or early builds were misleading.
- Space Stations Underutilized (weight 0.13): Space stations cannot be upgraded or built, limiting their role in the game. This feels like a missed opportunity for deeper gameplay.
- Resolution Scaling Problems (weight 0.13): At 4K resolution, text becomes unreadable, indicating poor UI scaling. This makes the game inaccessible for some players.
- Helicopter Capture Sequence Confusing (weight 0.12): The helicopter capture sequence is confusing and poorly explained. This adds to the overall feeling of a lack of polish.

Gameplay feedback:
- Space company management sim (weight 0.62): Players describe the game as a management simulation where you run a space company, accepting contracts and launching rockets rather than building them like in KSP. The focus is on strategic planning and resource management.
- Rocket launches can fail (weight 0.45): Many players note that rocket launches can fail and cause explosions, adding risk and challenge. This mechanic was changed from a percentage-based system in beta to a different system for Early Access.
- Manage rockets, satellites, stations (weight 0.44): The core gameplay involves launching and managing rockets, satellites, and space stations. Players accept contracts and plan launches with specific payloads and timing.
- Moon landing and return (weight 0.43): Specific missions like flying to the moon, landing, and returning are mentioned, with mechanics for scrapping crafts on the moon and rocket return. These are key parts of the gameplay loop.
- Logistics across planets and moons (weight 0.35): Players highlight the complexity of managing logistics across multiple planets and moons, including resource management and transportation. This adds depth to the simulation.
- Comparison to first game (weight 0.35): Players compare the game to the first EarthX, noting it as an expanded version with the same theme. Test launches in the first game raised success chance to 90% or higher, while the new game changed the launch success system.
- Research and tech tree (weight 0.33): The game features a research menu and tech tree with upgrade unlocks tied to specific technologies like internet satellites and prime rocket manual landing. This provides progression and strategic choices.
- Building and research unlocks (weight 0.33): Players can build structures and unlock new options through research, such as antennas for planets and city-builder-style gameplay elements. This adds a layer of base management.
- Rocket development and design (weight 0.32): Mechanics for developing and designing rockets are mentioned, including ship building for each task. This allows customization and optimization.
- Economy and financial systems (weight 0.32): The game includes an economy with company financial tracking, investors, specialists like CFO and CTO, and an IPO with public stocks. This adds business simulation depth.
- Game speed and camera controls (weight 0.31): Players can control game speed and camera, which are standard but important for managing a complex simulation. Saving system is also mentioned.
- Complex strategic gameplay (weight 0.25): Players describe the game as complex, where you are always wondering what the right move is. Managing limited assets and planning are crucial.
- Statistics and mission tracking (weight 0.22): The game tracks statistics like number of launches and missions to complete, giving players goals and feedback on progress.
- Space industry developments (weight 0.22): Features like Starmind, Fabs, AI, and Starlink represent space industry advancements, adding a near-future tech element to the simulation.
- Fuel management and automation (weight 0.21): Fuel management and automation are part of the logistics and resource management, allowing players to optimize operations.
- Terraforming and lunar soil (weight 0.21): Terraforming and lunar soil system are mentioned as features, suggesting long-term goals and environmental management.
- Progression and pacing (weight 0.2): Progress pacing and research objectives are mentioned, indicating that the game has a structured progression system with goals to achieve.
- Insurance and risk management (weight 0.13): An insurance system exists to mitigate risks from failed launches, adding another layer of financial planning.
- Mars resource management (weight 0.12): Managing resources on Mars is specifically mentioned, indicating that different celestial bodies have unique challenges.

Performance notes:
- 4K text readability issue (weight 0.15): Players report that at 4K resolution, text becomes too small or blurry to read due to scaling problems. This negatively impacts the overall usability and enjoyment of the game on high-resolution displays.

Recommendations:
- Positive purchase recommendation (weight 0.35): Several clusters explicitly recommend buying the game, indicating overall satisfaction. This positive word of mouth could attract new players.
- Appeals to specific genres (weight 0.25): Clusters highlight the game's appeal for fans of space games, company games, or city-builders. This indicates a niche but dedicated audience.
- Recommended for fans of first (weight 0.13): A cluster specifically recommends the game to fans of the first installment, indicating continuity and satisfaction among the existing fanbase.

Other player notes:
- Improvement over EarthX 1 (weight 0.91): Reviewers consistently note that the sequel is a substantial upgrade over the original EarthX, with better UI, animations, and overall design. Many consider it an evolution that makes the first game feel outdated.
- Game remains in Early Access (weight 0.52): The title is currently available through Steam Early Access and is still in the early stages of development. Reviewers highlight that it is playable but not yet complete.
- Limited content at launch (weight 0.33): Some players feel the amount of available content is insufficient for a full release, though the developer has announced plans to add more. A roadmap is in place to expand the game over time.
- Responsive developer communication (weight 0.23): The developer is praised for being fast and responsive to player feedback, although one incident where a developer replied 'that's funny' on the forum was noted. Overall, communication is seen as positive.
- Ukrainian language support included (weight 0.21): The game offers Ukrainian language support, which is appreciated by at least one reviewer. Multilingual localization is available from release.
- Low price for complexity (weight 0.13): At least one reviewer points out that the price is low considering the complexity of the project. This suggests good value for money despite the early access state.
- No tutorial is intentional (weight 0.12): The absence of a tutorial is described as a deliberate design choice, with one reviewer calling the lack of tutorial a 'skill issue' for players. This has sparked some debate among the community.
- Compared to Kerbal Space Program (weight 0.11): One reviewer draws a comparison to KSP but clarifies that this is a management simulation game, not a rocket-building game. This distinction helps set expectations for new players.
- Previews suggested top game (weight 0.11): Based on pre-release previews, the game appeared to be a top-tier title, raising high expectations. Now in early access, it is being evaluated against those expectations.
- Reviewer context: played first game (weight 0.09): One reviewer mentions having played the first EarthX and now playing the sequel through Steam Early Access, excluding betas and early access via Patreon. This provides context for their perspective.

Emotions:
- Frustration (weight 0.32): Players are frustrated by the lack of a tutorial and unintuitive UI that forces reliance on external guides or Discord. Additional frustration comes from severe progression blockers, including rocket explosions that feel random and unavoidable, fuel and flight return issues, and bugs like the lunar soil system that halt progress.
- Disappointment (weight 0.21): Disappointment stems from the game feeling like a step backward from its predecessor in key areas, with missing features such as space station upgrades. Many players also cite unmet expectations from trailers, ongoing readability and tutorial problems, and the developer's dismissive response to feedback.
- Satisfaction (weight 0.12): Satisfied players find the game enjoyable despite bugs, often praising it as a clear improvement over the original EarthX. Key sources of satisfaction include responsive developer localization, fun logistics management across multiple planets, and solid mechanics.
- Hope (weight 0.06): Hopeful players believe the game will improve over time and are looking forward to its continued development.
- Enjoyment (weight 0.06): Players enjoy the game's mechanics, finding it fun especially as a space sim management title, and report having a good time so far.
- Excitement (weight 0.06): Excitement comes from setting up logistics, planning missions, and building ships for each task, as well as anticipating how the developer's vision will come together.
- Anticipation (weight 0.06): Players are waiting for more content to be added to the game.
- Anger (weight 0.03): Anger is driven by poor design decisions and a perceived lack of basic competence in game design.
- Confusion (weight 0.03): Confusion arises from unclear research objectives and issues with rockets not being able to return from the moon.
- Engagement (weight 0.03): Engagement is due to the gameplay being addictive.
- Affection (weight 0.03): Affection comes from enjoying the game as a sequel to EarthX.}