About This Game
DescriptionFinal Theory is a turn-based strategy game where you command fleets of battleships engaged in a galactic civil war. It presents an exciting experience for both veteran players and those new to the genre. It features innovative combat mechanics but also hearkens back to some of the classics of gaming.
- Turn-Based strategy.
- Innovative hex grid combat system.
- 6 difficulty levels suitable for beginners and veterans alike.
- 7 different ship types to command.
- 8 ship tiers featuring weapons, abilities and skill points.
- 56 module upgrades to choose from.
The galactic empire is in a state of decay due to a severe shortage of it’s most vital resource. Without this resource millions of colonies will be cut off from space and inevitably regress to a more primitive state of being. The empire has declared the outer rim territories a lost cause and now every quadrant of the galaxy is preparing for war. Desperate to sustain their way of life by any means necessary.
The archives speak of an old research project conducted at the height of the empires prosperity. A warhead that would be able to cause a cascading subspace collapse within the center of the galaxy and create a deposit of unparalleled wealth. Enough to supply the galaxy for countless eons and allow for subspace jumps of previously unimaginable distances. The codename for this project was Final Theory.
The intended purpose of such a weapon was to usher in the age of intergalactic colonization but ultimately the project was abandoned. The risk deemed too great since an uncontrolled cascade of such magnitude could prove devastating to the galaxy.
The project data remains however. Located at old research stations scattered across the galaxy. Recovering this data has now become the last hope for the abandoned outer rim colonies. As commander of a newly formed dominion it falls to you to fight through these dark times and secure a future for your people.
- OS: Windows 7
- Processor: Intel or AMD Dual-Core Processor
- Memory: 2 GB RAM
- Graphics: Nvidia GTX 7 series or AMD HD78xx series
- DirectX: Version 10
- Storage: 1 GB available space
- Sound Card: DirectX Compatible
First impression is very favorable. Small indie project Dev is very active on forum and listens to suggestions – He even added a helpguide/tutorial that was requested even before the game was released.
No bugs at all so far which is amazing. Still needs lots of tweaks but that will come.
This is a space exploration combat game LITE. Only 1 resource to collect no colonies to babysit but lots of different ships and upgrades – but a fairly casual game easy to play in small doses. Good Graphics music and sound effects
If you’re looking for an in depth space strategy, this is not for you, as it;s more tactical space combat at the core, however with the latest version there is now some strategy involved in how you configure your Fleets, based on the numbers you can have and the upgrades you have against certain hulls (Destroyer, Crusier Batteship etc.).
The game runs basically along these lines:
* Move starting Fleet ships into a new sector to explore
* Based on systems you discover, you get access to more ships per Fleet and new classes of ship. It’s pretty random, and I’ve occasionally dumped a game and just started again since I didn’t like my little sector of random space that game.
* Set a ‘Harvester’ on a resource system every few turns to speed up ‘money’ gathering
* Start a ship building – used to take 3 turns for any ship to build, now the bigger ships take longer – good addition to the game. Different systems allow one type of ship to be built – you have to discover (or win in a fight) systems with the bigger and better ships – then build some
* Find enemy Fleets and have a fight. This is the main part of the game, just getting into combat and having some space pew pew.
Combat is 2D on a hex grid in space. There is no up and down in space – you’re all on the same axis. All ships except carrier based corvettes leave a hulk when destroyed, that blocks the hex. Ships have firing arcs so you work out pretty quickly if you should move or stay put or completely bolt the other way, so you can orient your ship the right way for the next turn.
Again it’s all pretty simple and your average person will work out how to go about smashing the bad guys pretty quickly, although you can sometimes find yourself in a bad spot because you really just wanted to have all your ships shoot that one blighter and now it’s left you pointing the wrong way and the rest of the bad guys are starting to smile…..
You get engineering and development points from systems, but mainly from combat. The more combat you win, the quicker you can upgrade ships and you will want to do that. A level 3 or 4 ship has more guns and/or other funky abilities than a level 1 ship. Basically save up your points and upgrade selectively (note on Carriers – you want it at level 3 as soon as you can – you get an extra Corvette which is a big help).
I won’t go into the ships too much as it’s part of the fun to work them out and see what happens. The latest update has made the smaller ships more relevant in the later game since they now have some nice support , attack and/or defence abilities at level 4 and above. It means you can now customise Fleets based on how many ships you can have in a single Fleet and how you want to use them in combat.
As long as you remember this is basically tactical space combat with some nice extras, and are happy with that then you’ll like this game.
Combats are good looking (even if ships are all the same you can upgrade them at your liking) and the whole "spice" harvesting has a nice twist, when it runs out you can nuke your own planet to have more.
Worth the 10 bucks in sale without hesitation.
TLDR: Final Theory is an unusual combination of elements that ultimately result in an experience that’s neither here nor there. Is it 4X? or RPG? or turn-based tactical combat? All. Or none. You be the judge.
After about 6h play and 140+ turns, I had a good enough impression to write this review. At the moment, it feels unfinished; there isn’t enough depth here. It does some things ok, but for US$15 I kind of expected more; not that $15 is a lot of money but that the features it has is stuff you see in a $10 game. I wanted to like it, and give it a positive review, but this is why I couldn’t.
+(positives) Interesting enough storyline, decent space combat mechanics
+ turn-based format allows you to plan and think through your moves (which is critical, see below for why)
– (negatives) Zero RPG element. I know this is listed as a strategy game, but even strategy games have some RPG elements (especially the best ones). You can’t name your character, you have no attributes or traits, there is no persistent XP that carries forward for you or your surviving units. There are no bonuses or perks
– The game is basically a race to complete a Wonder project (think Civ). Apart from the difficulty settings, you cannot customize scenarios (size of galaxy, number of opponents, etc.)
– Despite being a strategy game, and having some 4X elements, there is no diplomacy, trade, alliance-making, tech tree to research, etc. It’s just a military expansion game, so the emphasis is on the tactical battles
– You would think then that tactical battles is where it shines, however: while you can create basic upgrades for the ships, and equip them with modules for enhancement, you cannot design ships; you have no crew or bonuses; there is no persistent XP gained from winning battles
– There’s a HUGE reliance on random chance. Your starting position at the beginning of the game is crucial. I was hemmed in on 3 sides by opponents, while they could expand in other directions undisturbed. Early on, discovering sectors with enrichment stations is vital; I only found my 2nd one late in the game. By then, there was no way to catch up because
– You can only move 1 fleet per turn! How does this make sense? I understand if you want to emphasize prioritization and decision making in a game, but this mechanic is artificial and ridiculous, especially if you’ve played strategy games before. So if you’re behind, there is NO WAY you can catch up unless the AI turns other factions against each other (in other words, more random chance is needed). But there is NO diplomacy, so you can’t even work behind the scenes
– The tactical combat can be better too. The AI in Final Theory can be beaten if you have a decent understanding of your ships and their abilities and basic combat tactics, even if you’re outnumbered. But after a while, it becomes a war of attrition since all ships are identical (yes, your opponents’ too) and are only differentiated by tech levels. If you like space combat, I recommend Ancient Frontier instead
In summary, FT feels like an incomplete game. It’s supposed to be a strategy game, but many elements are missing and it’s basically a stripped-down Civ, wonder-building race. Without persistent XP or any of the role-playing elements I mentioned, the fun factor is seriously dialed down. Ships are dull and lifeless; you cannot design your own and they have no crew or heroes. And the over reliance on random chance is overwhelmingly frustrating.
It’s a shame because tactical space combat games is not an over-crowded genre.If there’s going to be a second instalment, I hope these factors are taken into consideration.
•Ok so let me get this straight, no micro managing, no taking care of planets and building buildings for the sake of building buildings. Just add to warfare. Simple enough, a plus.
•Clean presentation, some nice visuals, easy functions, plays like an app and suddenly realized it plays like a board game than some extravagant pressure game were the stakes are nerve racking. Good
•Easy for even children to play with, with no real traumatizing storylines or graphic violence or bloodshed. Fun for all ages to try. If exploding models is all a parent stress over. Then your good here.
•You get the hang of it quickly. Easy controls. It took a start or two, but not that annoying if you discover mistakes and plenty of fun abilities ships can do that make the game fun to play.
•Like Stratego, Chess, Chinese Checkers, Checkers, and other classic board games. There is a clean purpose from start to finish that can involve you for hours. See con.
•Can easily see it released on other formats and a nice template to build on. Additions to the game will only improve the base play with options down the road for this new developer to explore.
•Sounds, Effects, Visuals, and theme are all positives in the game.
•The simplicity of the game is also its weakness because it has no storyline that matters to the gamer. It does teach good fun strategy, but no real purpose that makes you want to play it over and over for now.
•The Eye Impaired, color blind, will have difficulty distinguishing from friend and foe. This game should add UI and color contrasting to help assist in such a representation. Developers are merely cutting off potential customers with handicapped and those who struggle with such impairments. Slight negative for me.
•Game I do believe needs diversity in the ship differential and allow for customers to have choice for the ship customization.
•The game is a race, so you don’t really get to enjoy the fruits of your building an empire. Hopefully they add a mode for those who enjoy these type games with timed board game races eliminated. For example, my son had the ability to make 20 armies, but found only 4 or five in the end mattered.
•The nuking can be fun, and it is resource based, but allows the AI and player too many outs. Fine for the race, lousy for strategic building. This ability does not reward good strategy.
Final thoughts of Final Theory. A board game, App, console, and other formats, but they must work on a storyline, expand on the simplicity of the types, and not cap itself with old turn base chess themes. This game can appear as franchise versions of itself. A Star Wars version, Star Trek, or whatever. It’s a fun board game to me. It is not innovative or creating anything new but dresses it up in a fun manner. It also caps itself with the number of areas unnecessarily. Monticube’s first induction is comparable to any board game in a store and gives you a lot for the price as a start. The game can be addicting, but in the end, will not hold up in replay-ability in redundant themes in the long run. I can see it as a wonderful multi player game. A borderline positive review for me for its one-time release, but great additions could make this game a classic. See the video section above discussion to see if it’s for you. Wait for a sale. A nice introduction my score 2.9 out of 5
At first i wasn’t sure to buy it based on some bad reviews and the pictures didn’t really do it for me, but i have to admit the graphics are quite good and the game play is really fun.
The AI is quite smart because they will often manoeuvre their ships so that they are out of your firing arcs, After a while it turns into an epic campaign where you’re frantically trying to upgrade your ships and get the final theory warhead, once you have the winning warhead you have to fire it into the centre of the galaxy which is quite well protected.
You have the strategic overview of the galaxy moving fleets around and managing construction of your ships, selecting what research points you want to spend on each class of ship and the whole game is turn based with hex grid combat.
I’d give the game a 10/10 and would recommend it to anyone who likes space strategy games.
I hope you enjoy it too.
Graphics are very nice. Ships look cool, nice user interface, nice effects etc.
Music and audio effects is mostly good.
A nice blend of mechanics in the fleet management mode. Similar to stellaris but with much more emphasis on the battles. The way you control your overall navy is quite interesting, you increase your maximum amount of fleets by controlling certain systems, and the maximum size of each fleet by controlling more of another kind of system. You can queue up ship building from various star systems, once built they will enter your "reserve", then you can deploy them at any system with a starport(which there are many of). This means you can react quickly to any unguarded areas in your domain that may come under threat. Towards endgame it gets pretty intense when theres a lot of large fleets.
There are many options for ship upgrades using two resources that allow for tactical variety, also i’m looking forward to testing various ship compositions. The battles are fun, with various mechanics to think about such as positioning, weapon types and modules.
The developers have been on the ball, quickly fixing a bug I reported.
Only thing I would like to see added to the game is more variety in the maps, custom game modes, and maybe a campaign mode with persistant technology.
It does have a bit of the feel of a really good chess game, but much more than say "Risk", simply because the combat decisions are yours and they matter. I’ve been looking for a good TBS starship strategy for a long time. It doesnt hurt that the graphics are good. I’m sure there is more to come, but even if its not updated anymore, It’s still an excellent game.
It’s in need of the difficulty levels adjusting slightly which I believe is going to be in the next patch. It can prove to be somewhat hard on easy atm.
The game overall sports very nice graphics, sound, music and animation. The interface is very easy to use and the game itself runs very smoothly.
There is plenty of room for this game to grow, and I am looking forward to any additions to the game in the future.
I doubt I’ll play it more than one playthrough, but I thoroughly enjoyed my 11 hour campaign.
I give it a 8/10.