"Cygnus Enterprise", a work developed by Team Miaozi that combines base simulation management and construction, top-down shooting combat, skill builder and other gameplay, is currently online in the early access version on the Steam platform. The author also briefly experienced t

2025/10/1617:42:38 game 1189

"Cygnus Enterprise", a work developed by Team Miaozi that integrates base simulation management and construction, top-down shooting combat, skill Build and other gameplay methods, is currently available in an early access version on the Steam platform. The author also briefly experienced the early access version of the game.

Generally speaking, "Cygnus Enterprise", as an early access game, is still quite rough in all aspects at present, but the core fun of the game's combat and base construction remains. If the game content can be enriched in the foreseeable future, it may be able to provide players with a better experience.

A game cycle based on the day and night system

All game content in "Cygnus Enterprise" is built around the day and night cycle system of the game. Whether it is scientific research, recycling, manufacturing and other contents in the infrastructure system, or mission battles, and physical effort spent on picking, they are all promoted in units of days. Players can choose to go out and explore after arranging the tasks of their infrastructure system every day. Each time they go out to explore, the day and night system will be advanced and enter the next day. Although this time advancement system is clean and neat, since the game does not have an automatic save mechanism, the game will only save when the mission is released every day. I lost some progress the first time I left the game. I hope that the production team can solve this problem in the future and make it more convenient for players to save games.

Taking base construction as the first priority

As a company employee, players will build their own base on the planet on the edge of the alien world. After waking up on the first day, players need to collect the required raw materials, slowly repair the abandoned base, collect biomass to generate electricity and build new facilities. In the later stage of the game, you can build wind power and solar power generation facilities for automatic power generation. However, the current level of automation in the game is average. In a long game process, you need to manually arrange the daily tasks of each facility one by one. As the game progresses, after scientific research centers, processing plants, recycling bins, farms, hotels, dormitories, canteens and other facilities are established, players can also hire different NPCs to work for them, improve the efficiency of each facility, and build better equipment for themselves.

Top-down perspective combat system with character build

The combat system of "Cygnus Enterprise" is a replica. Players can go out to explore every day after completing the base construction. The main battle of this game adopts the form of shooting from a top-down perspective. Players can bring two weapons and switch back and forth, but in actual experience, it feels that it is not very useful.

In the current version of the game, the enemies in different copies have a high degree of duplication. Basically, they are just four or five types of monsters reskinned. I hope the developer can enrich this aspect in the future. In terms of combat, in addition to arming themselves with different types of equipment, players can also use skill points to strengthen their combat effectiveness in six different directions in the skill tree after upgrading. Players can equip four active skills at the same time, and weapon bullets are unlimited during combat. Overall, the combat part of the game is designed to be relatively simple and clear. Follow the mission prompts to kill monsters and pick up items to pass the level.

Game content and details that still need to be polished

As an EA game, this game certainly has many shortcomings. The most uncomfortable thing for me in "Cygnus Enterprise" is that you can't sprint/roll outside the instance. All actions of the player in the base can only be done by walking. I am often annoyed because I can't move when I press space. In addition, as the game progresses, the player's base area becomes larger and larger, and the time required to walk from one building to another becomes longer and longer. The inability to speed up movement really consumes the player's patience. In addition, I particularly hope that a more convenient large panel can be unlocked in the later stages of the game to facilitate unified control of the functions of each building, so that players do not have to waste time walking back and forth between buildings.

can also fish

In addition, I hope that the production team can provide a more detailed explanation of the game's saving function, otherwise it is very easy to lose the game progress of the day every time you exit the game. Also, every time you enter the UI for exploring, you have to hear the ding-ding-ding-ding-ding sound effect and wait for a while on the big map. I don’t know if it is a game bug. This animation also destroys the overall rhythm experience of the game. In addition, every time a new day comes, players need to press space twice and then press ESC to exit the settlement page. I personally feel that this operation is quite fragmented. The resolution display set in the game is also inaccurate, and the buildings in and out of the base will freeze every time. I personally use the 12th generation IU and 3070 graphics card configurations and encounter quite a lot of lag in the game. Finally, I also hope that this game can support handle operation in the future.

Summary: It will get better when the content is enriched

As a newly launched EA game, "Cygnus Enterprise" has the very common shortcomings of insufficient content and poor optimization of EA games, as well as imperfect UI and animation. However, I believe that as the game is updated and the development team continues to polish the game, I feel that the core experience and challenge of this game are still quite sufficient. I believe that this game is a promising work in the future.

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