Space for Sale is an isometric, planet-exploration, factory-building simulator that heavily focuses on alien life.
On the front, back and mostly every side, this is a chibi version of Satisfactory. From the character models, gameplay concepts, and even the main goal, Space for Sale is Satisfactory from a different perspective.
However, there are a few differences which might make it a much better game. Let’s dive in!
Space for Sale is Quite Satisfactory
A quick glance at the Steam page for Space for Sale is all it takes to notice the striking similarities to other titles in the genre
The core formula stays consistent: an intergalactic company sends you to an alien planet with the mission to gather resources and build a factory. This process involves systematically collecting resources from various nodes scattered across the terrain and eliminating some of the local plant and animal life that may pose a threat to your progress.
The gameplay loop of resource management, exploration, and combat is immediately recognizable, making it clear where the game draws its inspiration. Even the electricity system involves the same power system as Satisfactory (they even share similar designs).
Where things take a turn is in the nature of the planet itself. Unlike in Satisfactory, where the living creatures you encounter are mostly just set dressing or minor nuisances, this factory builder offers a far greater variety of alien life.
From giant octopus crabs and floating frog hogs to giant slug beasts and living swamp slimes, this game doesn’t hold back, and you’ll find yourself in combat with alien life far more often than in the other game.
The map may not be as big as those in Satisfactory, but it packs in twice as much content in it’s isometric world. Beautiful and captivating biomes filled with forests, deserts, and other unique areas keep the game fresh for a long time.
There is a lot to do in this game and it will keep you busy. However, there are some aspects where this Iso-metric factory building Simulator lacks.
Some Niggles
The great looming axe over this game is the story and to a more serious degree, the main goal. While, yes, from the very beginning, it’s clear that we’re supposed to build a factory, automation, and all that, we never really get a real motivation to do it.
This is where Satisfactory shines because it provides a clear end goal almost from the beginning. You operate a giant space elevator and send resources back home. It’s simple and fun to operate. Here, the situation is quite different.
Unlike Satisfactory, you don’t stay on your planet for the whole playthrough. The goal of the game is to prepare a planet for sale, sell it, and then move on. Sales earn you money, which you can use for upgrades.
These upgrades don’t do much to change the game, and ultimately, you can only continue playing until you no longer want to.
I suppose that’s true for most games—when boredom sets in, why continue? But I wanted to achieve a sense of accomplishment through gameplay rather than feel like I wasted a lot of time. That’s something Space for Sale fails to provide.
The Same Space for Sale, Different Approach
Space for Sale brings plenty of variety and charm, especially with its engaging encounters, richly detailed environments, and a distinctive isometric artistic style that sets it apart from similar titles.
It offers an intriguing take on the factory-building genre with its vibrant alien ecosystems and captivating biomes, each with its own unique challenges and opportunities.
If you’re looking for a fresh approach to planetary exploration and isometric factory simulation, Space for Sale is definitely worth a try. However, don’t be surprised if its appeal fades once the novelty wears off.
