Having been away from the game since about 8.# something, and fired it up for a few hours yesterday (and a few more today) I wanted to offer my observations. 1. It is addictive again (not crack cocaine addictive but chocolate ice cream addictive). That says A LOT given I have played the game perhaps as much as 1500 hours (no way to know because I played with Steam in Offline mode for many years). It says that: the new strategic puzzle part of the early game is sufficiently engaging along with the fast-reaction FPS parts and the pack-rat logistics / organization / planning parts that I'll probably be able to keep enough momentum to make it to a Moon or perhaps even another star system. 2. With my preferred settings: Large planet (preferably with < 1.0g) Hard, High, High on the combat, drones, base attacks; Slow, and Slow on character progression and wear and tear, pretty much everything else normal, it is sufficiently challenging (have died / restarted about 3 times mainly because I underestimated how hard "hard" means on combat and/or I did not process how new game dynamics works fast enough, e.g, I drove my bike RIGHT into a Zirax zone on the map, jump a hill landed in a troop of Mechanoids, game over man). 3. Look and feel are fantastic, UI is as good as it ever was, even a bit better, Love the volume/mass constraints (they are exceedingly generous at present and hopefully you will eventually incorporate easy Option pane settings to impose harshly realistic settings that force players to use machinery to move around heavy bulky stuff even earlier and more often). 4. The relationship and dynamics between resources-decay-natural distributions-harvest rates etc. (at least for early game) seem to be well dialed. Not excruciatingly grindy, not ridiculously obscure and complex, not preposterously risky (even with my settings) but sufficiently challenging to be engaging. Now for the "downsides" or the "neglected" elements: A. The motorbike is still a dog. It is loud (way too loud relative to other files, and the chainsaw too). No gears, no brake, ridiculous turning circle, no alternate camera modes. I realize it has never needed to be a priority, but it deserves to be revisited sometime. B. Critters have a surprisingly large "range" with their melee attacks. That is what it is, and it probably doesn't need to be changed, but it took me by surprise when a Triceratops trampled me while I was moving away from him and at the moment I seemed to be 2 or 3 meters away from him. I think it might have to do with the anims. I am the type of commentator to suggest that any effort spent on things like textures, models or anims MUST be matched with 10x as much effort on the logic behind computer opponents, text or story line content, and game play dynamics, so I cannot believe I'm saying this but: maybe the combat anims could deserve a look at some point That is about all I can say at this point, given I have yet to progress to the point of placing a base block. Carry on! Assuming this sub-board remains active for some time, i.e., the game does not progress to version 11 or something too rapidly. I will continue to put any new observations I make here in this thread.