
Space Commander was originally a free-to-play game, and while the microtransactions have been removed for the Switch release, I can figure out where they were implemented easily enough maintenance of the ships is far too expensive for the revenue that you’ll be making. The cash flow system is a bit messed up, too. I was playing games with that level of complexity back on the Game Boy. The trading system is as simple as they come buy low, find somewhere to sell high.

The limitations of Space Commander don’t finish there. A couple of tiny flight arenas and a handful of aircraft hangar graphics just does not cut it anymore.
#Endless sky fleet composition full#
This would have been fine a couple of decades ago, but we’re talking about a world that has space-faring adventures like Mass Effect (with so many worlds to explore on food), and No Man’s Sky (with the full expanse of space). Once you’re in the base everything you do is handled by a menu while the screen remains firmly focused on your docked (and admittedly pretty) ship. There’s a chance you’ll need to fight enemy pirates in an asteroid field or whatever in-between, but for the most part, you simply arrive at your location, where there’s not much more to do than dock at the base. In Space Commander, when you want to move from planet to planet or space base to space base, you pull up a map, select where you want to go, and get instantly whisked there. I’m going to start by explaining why it all feels so small. The problem is that space is meant to be this big, open… universe… of adventure and promise and Space Commander makes it all feel very small and more beige than a hospital waiting room.

You do exactly what the box says in Space Commander: War and Trade.
