What is your preference for my 2025 Project ( search thread for "Poll 2025" to see details)

  • GAME 1 - Hex Academy

    Votes: 1,331 10.1%
  • GAME 2 - Arcane Academy: Goblin Uprising

    Votes: 2,124 16.1%
  • GAME 3 - Sexbot Rebellion

    Votes: 1,348 10.2%
  • GAME 4 - Dairy Dynasty

    Votes: 1,260 9.6%
  • GAME 5 - Space Journey X Continued

    Votes: 4,677 35.5%
  • Any above OK with me

    Votes: 2,193 16.7%
  • Something else

    Votes: 236 1.8%

  • Total voters
    13,169

Evangelion-01

Devoted Member
Apr 12, 2018
11,623
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I've opened the entire gallery, but in doing so I'm left with a couple questions:

1. How do I fix the slab in cargo bay (wall segment)?

2. How to get access to heavenly bodies?
1. use the scanner on it... it's nothing you can repair, but it sheds some light on why the ship is special.
2. Currently you can't... wether this will change is unclear, but the fact that it has a location marker on the map does indicate heavily
 
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Arkanae

Member
May 29, 2018
162
282
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Due to the large number of locations in such games the hard task is to fill and variation (as examples bright past, the lewd knight, pizza hot, the more places on the map, the more events (including repetitive)).
Meta commentary on game making: SJ-X is one of those games that successfully managed to use game systems, instead of story paths, to make something that seems a LOT bigger, more engaging, and more complex than it actually is...

Systems, as in, here, a set of stats that you need to reach to do anything, and you have a lot of freedom on how (well, not really how... which order of actions...) you happen to reach them.

More than it actually is, because all that freedom is an illusion: all the story paths are on rails, albeit on stats-related rails, that you can achieve in any order you choose, but with very little freedom in how you do so.

And that my friends is game design genius: giving players the illusion of agency, but with none, really, because the actual story is entirely on rails, and all the complexity (i.e. development effort work) is well managed.

Oh no, that's not a criticism, I loved playing this. But I also know when I, the player, am being played, and this is exactly what good game design is.
 

Alescor

Newbie
Jan 9, 2019
38
21
151
Meta commentary on game making: SJ-X is one of those games that successfully managed to use game systems, instead of story paths, to make something that seems a LOT bigger, more engaging, and more complex than it actually is...

Systems, as in, here, a set of stats that you need to reach to do anything, and you have a lot of freedom on how (well, not really how... which order of actions...) you happen to reach them.

More than it actually is, because all that freedom is an illusion: all the story paths are on rails, albeit on stats-related rails, that you can achieve in any order you choose, but with very little freedom in how you do so.

And that my friends is game design genius: giving players the illusion of agency, but with none, really, because the actual story is entirely on rails, and all the complexity (i.e. development effort work) is well managed.

Oh no, that's not a criticism, I loved playing this. But I also know when I, the player, am being played, and this is exactly what good game design is.
That there is no freedom is nothing new, since everything is pre-established by someone. For freedom to be real, it will take years until the AI is capable of making the game in real time, not to mention the resources that would be needed.
And yes, AI will dominate us at some point XD

By the way, this is just my point of view. I don't want to criticize your comment at any time.
 

Arkanae

Member
May 29, 2018
162
282
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That there is no freedom is nothing new, since everything is pre-established by someone. For freedom to be real, it will take years until the AI is capable of making the game in real time, not to mention the resources that would be needed.
If you make a game with elements of randomness, and plenty of systems, you will definitely have "freedom" of the player to create a new story every playthrough, without involving any AI... but you will not see neat "storylines" emerging out of this unless you have handcrafted these in on top of the base game. There is a lot you can do in games like Skyrim or Stellaris without interacting with a single questline. Making sure that actually works properly is of course a lot of testing and debugging, something that is smart for a small dev team to not get bogged into.

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initiated

Member
Apr 8, 2018
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Skyrim, same as its predacessors Oblivion and Morrowind, had both a very good storyline and great freedom where you can craft your own stories, but it required a huge amount of expertly handcrafted content, similar to liniar game, on top of all the big openworld and randomized content - they appeal to both groups by doing both - which meant double the work.

Titan Quest is a Diablo clone type game that is very linear with its content, its quest are the exact same, and so are all the maps, if you play a warrior, and then go and play a hunter or elementalist or rogue or any other class, it will be same maps and quests, but both your character and playing will be different and the enemies will still be as interesting, and loot, randomized as usual in such games - so its still fun. And that is because the linear stuff is handcrafted with quality.

THATS what we see in this game - quality.
 

Alescor

Newbie
Jan 9, 2019
38
21
151
If you make a game with elements of randomness, and plenty of systems, you will definitely have "freedom" of the player to create a new story every playthrough, without involving any AI... but you will not see neat "storylines" emerging out of this unless you have handcrafted these in on top of the base game. There is a lot you can do in games like Skyrim or Stellaris without interacting with a single questline. Making sure that actually works properly is of course a lot of testing and debugging, something that is smart for a small dev team to not get bogged into.

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The problem is that even if it gives you the false sensation that it is random, it is not really since the parameters have been set by the developers, so it is not random, it is just a golden cage like Skyrim for example, you have no freedom whatsoever, just a false impression since you cannot change any of the stories, only follow one of the paths that are given to you, for example in the Skyrim civil war there are only two sides, wouldn't it be interesting to take control of all of Skyrim and become emperor, but no, you can only choose the layers of the storm or the empire, not to mention that the story is not even well finished since the camps remain active after finishing but that is another topic XD
 

CaptainBipto

Well-Known Member
Sep 20, 2018
1,438
1,436
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cheers thank you very much... Now you wouldn't happen to know to "Use bottle on cargo terminal"?
You use it just like you would when you are using the wrench to fix issues around the ship.

Click on the bottle in your inventory. Click on the bottle in the bottom right of the screen and then click on the cargo terminal.
 

Arkanae

Member
May 29, 2018
162
282
131
The problem is that even if it gives you the false sensation that it is random, it is not really since the parameters have been set by the developers
On the face of it that argument is a bit specious, IMO: it's like saying you have no freedom as an individual because the parameters of your life have been set by the laws of physics. And sure, there are philosophers who , but if you are going to accept that free will exists at all, then the fact that you are evolving within a set of rules doesn't negate it.

for example in the Skyrim civil war there are only two sides, wouldn't it be interesting to take control of all of Skyrim and become emperor, but no, you can only choose the layers of the storm or the empire
Note that I specifically excluded from my example the quests-on-rails that many of those games add on top of their world systems. In Skyrim, you can totally live the life of a normal Iron Age person, doing a job, hunting and making tools for a living, with many different outcomes and playstyles, without touching a single quest. There is even a "no hero" mod that makes this the whole experience... The argument is even more flagrant in Stellaris or Endless Space, where the base game comes with nary a quest (or event chains, as they call them), and you only get those from DLCs.
Likewise in SJ-X, you could totally ignore the quests (or perhaps only do those that grant access to new locations), and just live the life of a greedy trader only in for the credits, or a pirate in only for the loot. Which would be respectively two other actual games that are available on Steam, and probably fun in their own right, if maybe a bit thin.
 
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MrFluffums

Member
Dec 23, 2024
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I created an unofficial on request of ItsJustBK.
Disclaimer:The APK is compressed, so the quality might not be as good as the PC version. The UI is most likely optimized for the PC version, so it might be tedious to play on Android.

TL;DR: If you encounter any issues with the Android port it's my fault not yv0751's, so please don't bother him about issues you encounter in the Android version.
 
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Satalin

Newbie
Jul 24, 2017
53
31
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don`t know what to say secound time now yv is releasing public on friday and that version is tested by his patreon (I`m on too) and many bugs are reportet and fix and you guy get the the version a now we are on version c and many bugs were fixed
 

Bob69

Uploading the World
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Compressor
Mar 2, 2019
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Space Journey X [v2.10_012c] [y.v.] - Compressed

Win/Linux [191 MB]
- - - -

Mac [185 MB]
- - - -

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Taboofan

Active Member
Jan 31, 2019
635
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Wait, it's finished!? There are endings now!? Also... damn may have to restart after more than a year of not playing this game LOL
 
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4.20 star(s) 159 Votes