I didnt know retro shading as well as that monochrome old monitor thingy would be making the pixel look like coming out of Atari 2600 
Looks like Harbingers weapons at least are getting nearing completion considering the weaponry on their ancient starbases.
Since color scheme matches the DLC pale blue deathly color palette with the Harbingers on Stheem page 
If I remember correctly around april 2023 first Titans started appearing 
There are things to upgrade, but since youre using your own engine my 8 years old computer with gtx1080, it looks good and runs very well.
Good youre able to implement population mechanics, even though I didnt expect anything just additional micro/macromanagement, it adds depth, not just width of things to do/look for.
The quest line in the beta serves a good purpose since if you dont know what youre doing, youre getting help in trying to run your economy, notonly spam ships or spam economy, but multiple sides.
Even tho I played a good amount of old SoaSE:R, I never understood units buffing each other especially as the advent factions. It was written in such a language that I just ended up putting skills on ships and was hoping it would work out, even though I never understood in the detail which ship did what. Like one ship gave this aura, the other one buffed something else, I was never in the position to understand the bigger picture because of the language barrier. If I was shown some simple pictures that show in simple terms the mechanics at play, I guess I would understand. So, just in case I dont know what a skill is supposed to do, an the skill is bugged but I dont know if its a feature or not. I think there arent any extraordinary mechanics in either TEC factions or Vasaris.
Like Unit A has sthis special thill
Unit B has that. Unit B benefits A more than itself etc.
So, to be honest I didnt try the beta yet as any of the advents, perhaps the quest line does something along that line. In general I largely dont know what/how Im supposed to play that faction. If I didnt understand cap ship functions in SoaSE:R for Adv. factions, I still get that sort of no idea what Im doing with them.
Good work so far, hope the campaigns and those Harbireapers are gonna be fun to play. DoTR wasnt finished
since like aug. 2019.
Regarding people who say 2k+ fleets are easy and want upkeep.
SoaSE:R Upkeep system was braindead. It is like you were paying 3/4 of your income as rent to somebody just for a possibility of them providing the service, not actual delivery. Even with 0 ships. 7x income of AI cut to 25% ended up with 175%.
Upkeep for fleet should only tie to active fleet, not possible, because it makes no sense.
Infrastructure tax is tax to your income.
SoaSE:R upkeep is tax before income.
Fixed Upkeep per ship, fewer planets, meaning fewer ships without stalling yourself out. Higher tier ships costing more per supply, would incentivize lower tier ships due to their lower upkeep per supply.
If capships for 50 supply cost more upkeep than 10 cobalts worth 50 pop, this could incentivize using cheaper ships. Also what kind of upkeep ships cost, money/manpower/work/ metal/spare parts replacements, maintennance, then alsowho uses crystals for upkeep too.
To emphasize, SoaSE:R upkeep system was some of the worst ideas that damaged gameplay unnecessarily. Once a fleet was lost, with 1/4 of income you couldnt replace anything. Having a big fleet, with high upkeep, means that youre not hoarding resources, because of high maintenance costs. but if the fleet is lost, all that maintenance and what not, supplies, are freed up, materiel attirtion is freed up, meaning your army suddenly got very cheap.
Good stuff is also adding new items. that give oiptions to increase survivability, WCIII/TFT inventory system was a very good thing and with good items giving variety to styles with same ships.
I did notice you alos noticed that an item that costs something, like gauss heavy slugs, they cost the same (I really think so
) whether on a Marza which has forward firing Gauss, while Kol has 2 of a bit better overall performance. This same exact item is fitted to many more guns on Ragnarov. Its DPS increase is multiples of that on either Kol, or Marza.
Items that increase stats on different ships the different amount of impact, should have a different cost. Exotics cost is seemingly symbolic, though, it could be multiplied too.
Regen item on titan will give the same sort of hp regen based on ship hull, titan with 750 drability benefits more than 500 durability capship. Autoloader item affects tht many more weapons too.
When I played with Ankylon, the heavy autocannon turrets size seemed off. Cant say if it is different actual size than on a heavy cruiser, it felt bigger. (Doesnt say Heavy Cannon)
Good stuff so far, good things usually take their time to do properly, Im wondering how many of the units roster is actually finished. I guess 2025 would be too soon, especially since this isnt early access anymore and youre notgonna I suppose release placeholders.
Projectiles still need more visible differentiation, heavy auogun tracers loook quite similar to gauss in the color pallette.
Medium guns seem nearly invisible or some of those.
All from me for now, bb 