I’ve been really excited about IXION since I heard about it a few months back. A survival city builder where you build up a space station and jump from system to system collecting the resources you need to survive? Sign me up! Unfortunately, IXION feels like an Early Access release, and with the number of bugs and balance issues, the asking price is far too high. Recently, I was unable to load several recent saves; I had to go back a few hours to find a save that would load. That sort of lost progress is unacceptable in a full release.

IXION is in the vein of Frostpunk, Surviving Mars, and other survival city builders and gets compared to those a lot. It’s extremely difficult early on and forces you to make some hard choices at times, but the difficulty feels artificially inflated by seemingly arbitrary penalties. The go-to example is in the first chapter of the game: you get a permanent -1 stability penalty due to story events, and if you linger in the starting system too long, you get another -1 stability penalty for remaining there. Once you leave, the penalty for staying is removed, but it’s replaced with a new permanent -1 stability for leaving that system behind. I understand that the penalty for lingering is to encourage the player to keep progressing instead of depleting a system and being over-prepared, but it seems arbitrary when you’re just guaranteed a different penalty for progressing. That said, starting in chapter 2 you’re able to counter the stability penalty with a number of stability-enhancing buildings, at which point you can linger as long as you like.

However, there are some penalties that just don’t make sense. There’s a -1 stability penalty for having a lot of colonists in cryo-pods, which encourages the player to simply leave people behind instead of rescuing them. In this case, the penalty is again to prevent the player from being over-prepared by having people available to replace any lost by random accidents, but just as before, seems backwards when applied to the game. (And an objective in the first system requires you to recover 500 pods.) Once you’ve unlocked waste recycling (which seems to come later in the tech tree than it should for an advanced mobile space station), there’s a penalty for storing waste rather than purging it into space. Here, the penalty seems to balance the power of recycling, since it essentially makes you self-sufficient.
Aside from the arbitrary penalties, this space station capable of travelling through space and time seems to be held together with duct tape and chewing gum. In Frostpunk, you have to keep a stockpile of coal to keep the generator burning. In IXION, your space station is constantly deteriorating and requires constant repair; and those repairs require the same resource used to build structures; sometimes you get to choose between housing your population or repairing the station. (Though if you have to make that choice, you’re already losing.) The speed of the deterioration increases as you progress (with each jump both lowering your maximum hull integrity and permanently increasing the deterioration rate), and each sector you open permanently increases the deterioration rate. I think a better (and more logical) choice would be to have jumps damage your hull (requiring repairs at the start of each system) without causing constant deterioration. Opening new sectors should have no effect on deterioration (I just don’t get that at all). Moving your station should and does deteriorate your hull, as positioning is a powerful mechanic and makes a good trade-off.
Making things worse is the number of non-workers you end up with. These are essentially worthless population. You can train them as colonists, but you don’t really need that many of them. As you thaw people, you’ll end up with more and more people that require housing and food but provide no benefit. I think the non-workers are meant to represent those that stay at home while others in the family work (like children), but there should be some way to train non-workers into workers. There’s an option later in the game so you only thaw workers, but it comes with a hefty -3 penalty. (With a special tech later to reduce it to -1.)

Certain actions like moving your station or activating the jump drive drain all power from your station, requiring it to run on batteries. To prevent batteries from draining quickly, you typically need to disable a bunch of buildings, which is annoying micromanagement – it’d be nice to simply have an option on each building to toggle whether it runs on battery power or not (with certain buildings like housing lacking that option). Alternatively, the station could just use the batteries themselves to power the jump – if you’re not generating enough power, you won’t be able to move or jump, or will have to wait a long time to charge the batteries.

On a positive note, I really enjoy the fleet management and sending ships around the system. Sending probes to discover new resources or points of interest is a resource sink but works really well; cargo and mining ships are automated and tend to do what I want; and sending science ships around to investigate anomalies is fun. Ships gain experience as they do their thing, making them more capable over time. I’ve read about bugs with the ships but I’ve been fortunate enough not to run into any. To balance this, however, there are space hazards that all your ships will happily fly straight through instead of navigating around. There should be some option to simply say “avoid hazards” with the penalty of having those ships take longer to make their trips.
Construction and building design is good, with lots of different shapes and sizes requiring some sector-planning Tetris to get everything to fit. Sectors are isolated and can specialize, which is nice, but the amount of space you have to sacrifice to things like stability-improving buildings (which are large) makes it difficult to truly specialize sectors. Workers can’t travel from one sector to another, so you can’t, say, have a food-and-housing sector and an industrial sector – the housing, food, and medical facilities have to be present in every sector. (Though food production can be located in a different sector and exported where needed.)

The research you can do at planets along the way is also a lot of fun. You send a science ship out to a planet to investigate and respond to the events in a choose-your-own-adventure style branching dialog tree. Not every event has a positive outcome – sometimes it’s better to just leave things alone. However, it’s typically worthwhile to explore every planet, if just for the science income.
Later in the game, after you’ve unlocked enough technology, you’ll be swimming in resources and have a new problem: not enough storage space. It’s a weird predicament to be in, where you can’t even deconstruct a building because you have no place to put the resources. I don’t need to use my mining or cargo ships anymore (unless I want to), because I can use recycling to get any resource I need. I have an entire sector dedicated to housing most of my 4000-strong population (and all those non-workers), which generates enough waste to keep all my recyclers running non-stop. (Though I had to turn them off because I had too many resources.)
I’m far enough into the story now that I can say I actually like it. It’s not designed to be entirely clear – there’s a lot of mystery around what’s been going on in your absence. But each new system introduces a new obstacle to deal with: chapter 2 introduces space hazards, chapter 3 has a moving hazard, and chapter 4 introduces an enemy that pursues and attacks you.

All that said, the game is gorgeous. The space maps, the external station views, the interiors; everything looks great.
For a game I was extremely excited about, this has been pretty disappointing (being unable to load a save was particularly defeating). I’m sure all these problems will be fixed through patches, but skipping an Early Access release was a poor choice – I’d reserve my judgement if this was an early release. However, for a full release at this price, there are simply too many issues to recommend IXION at this point. I definitely enjoy the game, however, so maybe in a few months I can enthusiastically recommend the game.
Also, random side note: the main menu gives me some extreme motion sickness. The background video is views of the station spinning through space, and when you pop up a static settings menu over that with a not-quite-opaque background, it’s vomit time.
























