House Of The Dying Sun May Be The Space Game You’re Looking For

When a new space combat simulator looks as handsome as House of the Dying Sun [official site], that’s reason enough to raise an intrigued eyebrow. When it can evoke memories of TIE Fighter within minutes of loading it up, that’s reason enough to raise a celebratory fist to the torpedo-streaked heavens. But when all of the glories of its atmospheric non-atmospheric combat are packed into a few short missions, it’s also fair to raise some concerns.

House of the Dying Sun is an extremely confident game. Starting with that title, which sounds like the defiant endpoint of an enormous sci-fi saga, it’s a game that aims big. There’s no crude exposition dump to explain the situation that kicks off the campaign, just an Undertaker style gong ringing out as a few stark sentences summarise the fall of your House.

It’s stirring stuff and the delivery is perfectly attuned to the minimalist qualities of space, or The Big Empty as it’s known in the piloting trade. A tutorial takes you through the basic controls – I played with both mouse and keyboard, and then a 360 pad and preferred the latter – and the whole thing is pitched as a test of your ship’s systems as you streak through the cosmos.

That means there’s lots of pleasing chatter, the sort which immediately makes me feel as if I’m part of a squadron going to war. What I like most about the voicework is that it bleeds into and out of the background noise rather than interrupting it – the communication is part of the world’s hum rather than an excuse for commlink cutscenes.

And then you get to fire your weapons for the first time and there’s a satisfying whirring of gears as they lock into place and a soothing THUD as they unleash their payloads. ‘Soothing’ may seem a strange word to use about deady space-guns but one of the things that House of the Dying Sun gets absolutely right is the feel of the spaceship and its machinery; it’s equal parts empowering and terrifyingly fragile, and the firing of the weapons is a comforting defense against the things that would destroy you.

House of the Dying Sun treats space combat as a tense and spectacular analogue of aerial combat, which is a grand idea if not an original one. Being a simulation of make-believe vehicles it can incorporate the most entertaining elements of every era of flight, while discarding those aspects that don’t suit its style. So you have long range destruction as if you were tucked in the cockpit of an F-16 and you have close encounters befitting an early twentieth century crate with a couple of rattling guns attached.

It’s all brilliant stuff, as crunchily cathartic as the first crisps after a diet. I keep wanting to write some version of ‘it does a lot with a little’, because everything looks and feels as good as I’d expect from a big studio release, but in reality this is a game doing a lot with a lot, at least when it comes to the combat. It may not be loaded with bells and whistles, but everything looks and sounds just right, and the controls are right in the Goldilocks zone. You can drift at any point, locking yourself into a current trajectory but leaving your ship free to swivel and fire in any direction, and while the flight physics might not be quite as complex as Newton or his cousin non-Newton might like to play with, they’re just right for the game’s intense and short-lived battles.

And now we come to the key problem. For a good length of its development time, the game (then known as Enemy Starfighter) was going to have randomised missions and even a dynamic campaign. That’s all gone now, with just fourteen missions to play through on three difficulty levels. The decision to go with handcrafted missions wasn’t made to save time or resources, it relates to the way in which combat works. This isn’t just an action game, it has a tactical element, with basic control of the fleet and flagship, and the ability to jump between ships either when destroyed or to gain an advantage in a particular area of the battle.

I think these purpose-built missions are the right choice, though I do love a dynamic campaign, because they allow the game to manipulate situations to create moments of panic that it’d be unreasonable to expect from a mission generator. You’re playing against a designer who understands timing and knows how to add a twist to the tale, just as you were in TIE Fighter all those years ago.

Dying Sun founders a little simply because it’s possible to burn through those missions so quickly. They’re fantastic while they last and I can understand the desire not to repeat ideas just to add to the mission count but thanks to an in-game threat that keeps the playtime for each scrap low, the campaign won’t last a full evening. I’ve already decided to play again on a higher difficulty and might make more use of the tactical views this time around, rather than playing as the hero of my own fleet, but I still wish there were a skirmish mode with some level of fleet and ship customisation.

My biggest disappointment lies in the persistent nature of the fleet through the campaign. Ships can become veterans but I never felt particularly attached to them. Being able to apply a trait or even a cosmetic customisation to them when they’d been promoted would add just that little bit more character. As it is, whatever buffs they do receive (they’re more accurate and more intelligently aggressive when ordered to attack) aren’t always noticeable and replacements slot in easily enough should you lose your ‘best’ ships.

On one level, Dying Sun is a roaring success. It has a simple but exquisite flight model and joyous combat, but it is also a slight game. That may not bother you. It doesn’t particularly bother me and I’m happy to have played it and will do so again when it leaves Early Access. It’s content complete though, with only minor changes to come. Maybe one of those changes will make my veterans more important, maybe one will give me another unexpected reason to return. I’ll be very glad to because dying though it may be, this is a glorious sun.

House of the Dying Sun is out now, in Early Access.


  1. FurryLippedSquid says:

    Any excuse.

  2. mouton says:

    Aesthetically, I like pretty colorful space. But I have harder and harder time taking all those “nebulas and sunshine” space games seriously. It is all wizards, elves and fireballs, at this point.

    • SomeDuder says:

      When you think about it, everything is about dragons and wizardballs at this point.

    • froz says:

      I remember when I was a kid and I read one short story about space pilot who have only recently got his licence and got on his first mission. The mission involved going into a meteor shower in the solar system. Guess what – the mission took weeks, the pilot went through the middle of the “shower”, but never saw any meteor, because the distances between them are so huge. Compare that to pretty much any presentation of things like asteroid belts or nebulas etc. in a typical movie or game.

      But, somehow in this game (from what I’ve seen so far), it doesn’t really bother me.

      • snowgim says:

        One time I thought about making a space game of my own set in an asteroid field, but absolutely realistic. When I realised the entire game would only have 1 asteroid I gave up on the idea.

        • Harlander says:

          Pretty much everyone gets the urge to make Journey to Alpha Centauri at some point, don’t they?

          “Now go home.”

    • Mr_Blastman says:

      Wizards, elves and fireballs are boring. They’re so… yesterday. Get with the times, bro.

    • Phasma Felis says:

      If you can deal with the idea that space combat will be conducted at naked-eye visual range using spacecraft that somehow maneuver like WW2 fighters, then something as trivial as colorful backgrounds shouldn’t be any trouble at all.

      Think of it as an alternate universe, if it helps.

    • Dr. Raven Darktalon Blood says:

      For real space play Elite, I like Elite a lot but space sure is empty and the distances between points of interest are … well … astronomical.

      House is also trying to evoke the Homeworld space aesthetic and does so wonderfully, seen in that light it’s a great looking game.

      I feel you are trying to make a jab at the way No Mans Sky looks, which I do think looks like bubblegum hello kitty space, and don’t personally feel like ever playing that.

    • Press X to Gary Busey says:

      I love it when Sci-Fi is junked up and far removed from boring reality. Something like feudal starshoguns in the year 10 million space joust in rune inscribed technomancer spaceships while power armor spaceknights sack the enemy spacepeasants’ arkship.

  3. Det. Bullock says:

    I’m sorely tempted to buy it even if I really don’t like early access.

    Also: “founders” instead of “flounders”.

    • renner says:

      It’s exceptionally polished for an early access title. Seems like they just want to squash some final bugs before release.

    • Dr. Raven Darktalon Blood says:

      Seconded on the polish.
      I’ve encountered only 2 bugs, one outside of combat where a menu gets stuck, and one inside of a mission where the first 10 seconds gets really choppy FPS but then it’s fine.

      This is definitely not an alpha, the game could use minor design tweaks but I’ve played through two thirds of the missions multiple times and have been having fun.

      I wouldn’t worry about quality if that is your concern.

    • Det. Bullock says:

      I also barely buy games on day one these days, and I’m concerned about longevity.

  4. milligna says:

    Great VR support. An excellent compliment to Elite: Dangerous… SPACE IS THE PLACE

  5. A Gentleman and a Taffer says:

    This sounds amazing. Given my attention span I’m never too worried about a short game. Anyone played it with a HOTAS setup? I’m assuming it’s perfect for it?

    • Zanchito says:

      Actually, I’ve read some reviews stating that HOTAS is very much unsuable in this game. The devs apparently have made a deliberate decision to use console controllers as the main input, and multiple controllers are not supported, so it won’t see both the throttle and the joystick.

      This may change, of course. Would be a shame if it didn’t.

      • tomxp411 says:

        Any good HOTAS setup should include a driver that lets you combine the two sticks into a single virtual controller… although it’s too bad the game’s devs didn’t think of a HOTAS setup themselves.

        • Zenicetus says:

          The problem with that idea is that the “combine everything in one virtual controller” driver that comes with something like my Thrustmaster Warthog set will only combine those two controllers.

          If you *also* have rudder pedals (like I do), then the game might see the rudder pedals as the primary controller and latch onto them. That has happened to me with several indie games where the developer thinks everyone in the world only uses a gamepad. It can be fixed by unplugging the pedals, but that’s super annoying and a game has to be really good for me to do that.

          Anyway, I’m going to wait to see if this game ever supports more than one USB control input before buying it.

          • RangerKarl says:

            That’s no issue then, the current Beta branch of the game supports multiple controllers now. He’s really paying attention to everyone who wants stick support and is reciprocating in due.

          • Zenicetus says:

            Thanks for that update! Getting seriously interested now.

          • Zanchito says:

            Excellent news, RangerKarl! Good support from the dev.

          • JackMultiple says:

            Anyone but me remember the old CH Joystick “QuickJoy” free utility? I think that’s the name. It was a very simple tool that did a neat trick… basically it “unplugged” all the USB devices you didn’t want your game to see, and “plugged in” the ones you do (probably by “enabling” and “disabling” them). So you configured different profiles for different games, “allowing” some games to see your rudder, while denying that to others. I think I still have a copy of it around here somewhere, but it probably doesn’t even work with XP, and for sure it’s doubtful it would work on Win7+. (sigh) the days (sigh)

          • Det. Bullock says:

            The Quickjoy utility doesn’t exist anymore, and so you have to set priorities manually in the windows game peripherals panel (o just unplug the gamepad/arcade stick like I usually do, I keep them on the front USB ports anyway), but the CH control amanger still does the axis swap trick beautifully, there isn’t even a need to merge the peripherals if you map using the software, as long as you assign all the axis you need to the “CH peripheral 1” they’ll work, not having pedals I assigned the throttle ministick “X” axis to the main “R” axis so now it works as rudder in both Wing Commander Saga (a Freespace 2 standalone total conversion) and X-wing Alliance, both games that don’t support multiple peripherals.

          • MacPoedel says:

            You can also disable any device in the Windows Device Manager, instead of having to crawl under your desk to physically unplug it. Seems that the developer is adding support for multiple controllers so you won’t be needing this for this game, but just for future reference.

            And related to this, I quite like how wireless controllers need to be turned on before being found by the system recognizes (for obvious battery saving reasons). Maybe wired controllers, such as paddels etc should have an off button as well.

            I understand why House initially didn’t support multiple controllers, the game isn’t made to need that many input, and frankly it works just fine with a controller. The setting and flight model is completely fictitious, it’s not because there’s spaceships that a flightstick is the best way to control it.

    • modzero says:

      After playing it a bit (but with a controller), I don’t think it’s perfect. TrackIR or VR would make some sense, but the flight model is actually really simple — nice, but simple. While the stick and rudder might work (you do get full attitude control), you don’t really have a throttle, you have coast/brake/boost, all bound to different buttons. Essentially the controls are closer to a game/shooter, not a sim.

      OTOH, it’s a lot of fun without having to get my HOTAS setup on the desk, so you won’t see *me* complaining.

      • Det. Bullock says:

        Spacesims aren’t supposed to have a complex flight model, they were usually very arcade-y with only a “turn speed vs throttle” or a “slide” function put on top, and this only in some later examples of the genre.

  6. haldolium says:

    Was looking forward to it, felt a bit… lacking? Didn’t catch the fire RPS is spreading at least.

    • Reivles says:

      I have a quiet suspicion the problem is that he’s been working so, so very hard, on getting the feel just right… and getting his feedback from game show events and fellow devs.

      It’s not a bad idea, bit it had some odd quirks to the feedback you’ll get – and has led to paring out any complexity at all, and combat rounds shorter than it takes to boil an egg, because when you’re on a busy trade floor using an earlier model headset still prone to causing eyestrain, you want the biggest hit of feel in the shortest possible time.

      This isn’t, alas, quite how the average consumer feels.

      Personally, this makes my heart ache – it’s so perfectly spot on in all ways but for the quantity! I wish there were a dozen ten – fifteen minute long firefights in there, where the stakes were heightened by the very time and effort it took to pull off phase one of the attack without allowing the enemy craft to raise the alarm before you could even attempt to make your final bombing run…

      I guess I hope this sells enough to justify some serious DLC. Because the game is perfect in every way but for how little we’re allowed to play in it’s universe.

      • Premium User Badge

        keithzg says:

        This is why I lament the contemporary lack of official level editors. Something like Freespace 1+2’s FRED would be perfect for this. It’s ironic that as methods of distribution have smoothed things out (primarily thinking of the Steam Workshop), official mod tools have actually gotten less common.

        Of course, with Freespace 2’s source code itself even being opened up, even if no new space combat sim is released with mod tools, we have an endless supply of FS2SCP-derived works to play around with. But particularly with a small dev team, letting the community expand upon the solid official base seems to me always like a win-win.

  7. Doubler says:

    I’m really not into replaying the same missions over and over, so while it might look and sound and play great, it’d not do those things for very long on my computer.

    Off topic, this entire space sim renaissance has been kinda dead in the water for me. E:D, Star Citizen and now this all get the look, sound and feel better than any game before them, but then they resoundingly fail to provide the content that keeps the old sims playable today. They burn out extremely quickly. End result is I’m still stuck with my Freelancers and X’s and (amusingly) Oolite’s, desperate for something new.

    • derbefrier says:

      Star Citizen could still turn out great. still got a ways to go before we find out if it was worth the wait.

    • mitthrawnuruodo says:

      My feelings exactly. X-Rebirth is the best new space sim IMO, such is the sad state of things.

    • DailyFrankPeter says:

      I agree with you.
      I think with the sprawl of small indie studios the point is lost that… space is vast and making a space game is probably just as vast. So they all invariably fail to fill it, just in different areas. What’s needed for a game ‘better’ than ever before is a dev team bigger than ever before or for small teams to somehow contribute on one profitability-defying creation.

  8. derbefrier says:

    looks really cool but the lack of content means its gonna be pretty low on the priority list.

  9. SuicideKing says:

    The space game I’m looking for is FreeSpace 3 :P

    I did see someone compare House of the Dying Sun to FreeSpace in the last article on it, so maybe I’ll give this a shot once it’s out of Early Access.

    Starting with that title, which sounds like the defiant endpoint of an enormous sci-fi saga

    Like this?

    • OmNomNom says:

      Jesus. Now I’m depressed. Freespace 2 was the end of an era.

    • Grizzly says:

      Actually, two FS2 modders (one of the War In Heaven writers and one of the Beyond the Red Line composers) worked on this :)

  10. AceJohnny says:

    This reminds me, how’s Josh Parnell doing with Limit Theory?

    He had a breakdown last year, and came back in the fall promising continuing dev but at a more healthy pace for him, at the cost of devlogs. I’m not registered on the forums there to see how he’s doing.

    • Cockie says:

      He’s still working on it. Last months has been mostly under-the-hood stuff, so we didn’t get any visuals, but he has dropped some info here and there, which has been gathered here:
      link to
      He promised some more concrete stuff soonish, but I’m waiting for that before getting excited ;)

    • 1980somethingspaceguy says:

      LT is a mess. 4 years behind schedule and last I heard it was being ported to a whole new engine (3rd time). No new info has been released since there was the black out over a 1 1/2 years ago. The forum is depressing, only a handful of people there, no one really talks about the game, since there has been zero new info.

      • froz says:

        I just wanted to tell you I hate people like you.

        • 1980somethingspaceguy says:

          And you have every right to.
          I will buy LT when it comes out, but that does not mean I cant be honest about its state. If I am incorrect about something I said, fell free to correct me.

  11. mitthrawnuruodo says:

    This game reminds of Elite Tedious. Technically superb but utterly without substance.

    1 hour of content is laughable, even if it would be priced at $5. Dev calling these missions “hand-crafted” is stretching it quite a bit, since they are extremely barebones – no characters, not much detail, story is almost non-existent. If this is “hand-crafted”, what would he call something like The Banner Saga?!

    I asked the dev if he plans to add more. He quite rudely told me to get it at a discount if I am so concerned.

    • Fuligin says:

      The game was made entirely by one person, and you are complaining that this avowedly pared down, gameplay focused work of polish doesn’t have a bloated body of lore and turgid dialogue shoved in your face.

      • Derpkovsky says:


      • modzero says:

        That’s one of those weird things that may mean I’m now old — the game is minimal, has bare-bones lore, and can be finished in 2 hours — all of these are actually the reasons I bought it, and why I think it’s great.

        I felt the same about, say, Gone Home — I can finish it in 2 hours! That’s awesome! Who are those weird people who don’t like that?

        • Zanchito says:

          I’ve noticed that’s been happening to me too. In the last few years I’ve shifted in the games I play, and the common motivation seems to be I steer away from games that demand too much involvement, because I don’t have the time any more. Short, powerful experiences are excellent to me now.

      • Billtvm says:

        Rebel Galaxy developed by just 2 developers has more than 30 hours of content.

        • Darloth says:

          But you know what? I stopped playing it after… only 4 or so, because it felt a bit samey and it was really just getting bigger ships and stuff.

    • Premium User Badge

      Ninja Dodo says:

      Given choice of words here I’m sure your email to the dev complaining his game is too short/expensive was very considerate and polite… Nothing rude about telling someone to wait for a discount if they don’t like the current price.

      I’m with the others: more short and sweet games, please!

    • mitthrawnuruodo says:

      Perhaps now this is the time to get into video game development. I will make a highly polished five minute video game. And apparently these old and wise people will pay big money for it.

      • Dr. Raven Darktalon Blood says:

        I spent over 130 hours in Devil Daggers, that’s often a 2 minute videogame yet I’m enjoying it.
        There’s room in the market for things YOU don’t like you know.

        • mitthrawnuruodo says:

          I certainly hope so! I want people to buy my game.

          • Dr. Raven Darktalon Blood says:

            You’re gonna make a game you don’t like ? I know I’m not buying THAT in early access ;)

          • mitthrawnuruodo says:

            You wouldn’t know its me who made it ;)

      • Premium User Badge

        Ninja Dodo says:

        Hey, in all seriousness, if those 5 minutes are brilliant I will absolutely pay a fair price for such a game. Quality over quantity. Portal’s 3-4 hours was better than most 20-50 hour games I’ve played.

        • mitthrawnuruodo says:

          Good. I will count on it.

          • modzero says:

            You do realise that in writing there’s an entire job that involves, among other things, deleting useless stuff other people wrote? Those people are called editors ( Blizzard should build an entire building of those), but the point is, making a good “5 minute” game can be quite a lot of work (and, in turn, you can rush a game with ridiculous amount of “content”), and your attitude here is both ignorant and insulting.

          • Premium User Badge

            Ninja Dodo says:

            Now, now… don’t discourage him or her. I want to see this genius 5-minute game.

            Really though @mitthrawnuruodo, I’m a 100% serious if you are. If you make a *genuinely* amazing 5-minute game (and I hear about it) I will totally pay a few bucks for that on itchio or whatever.

          • mitthrawnuruodo says:

            @modzero You sound upset :(. Here look at some puppies.

  12. Rufust Firefly says:

    I’ve been watching this go through development for ages. Now I really regret not buying the Enemy Starfighter poster back when it was on sale. It looked like the to sequel to Silent Running that was never made.

  13. emotionengine says:

    I’m not sure if calling it content complete is accurate, at least the description on the Steam page mentions this:

    “The final version will have a complete balance pass, a fleshed out stable of upgrades and weapons to unlock, and a carefully-tuned set of combat scenarios. It will also include a custom wave-clear mode for even faster pick-up-and-play sessions.”

    So that does sound quite a bit like we’ll be getting something akin to a “skirmish mode with some level of fleet and ship customisation” you mentioned. Although how flexible it will be and how much it will add to replayability is anyone’s guess at this point. I suppose future DLCs with more missions are a given if it does well, but what I really hope for is some kind of mod or Steam workshop support, I can imagine mods carrying this one quite far. Fingers crossed, then.

  14. tkioz says:

    Question on the gameplay, the review makes mention of TIE-Fighter but does the game control and play like that game (or Freespace) or the newer ‘realistic’ games like Elite Dangerous? Because I’m dying for a good space sim but I just can’t get into Elite/etc because their controls are so torturous.

    • Dr. Raven Darktalon Blood says:

      You can only pilot fighters, if you have multiple in your fleet and the fighter you’re in blows up, you can switch to another until you run out.
      Actually you don’t HAVE to pilot a fighter at all, you could do the whole mission from the RTS/map interface and have AI fly all your ships, but where’s the fun in that.
      AI fighters are ofcourse inferior to your own skill.

      The controls are way simpler than Elite.
      I’ve only played using mouse and keyboard and after getting used to it I’d say it works very well, I don’t feel like grabbing my joystick even though it’s within reach. (teehee)

      The mouse turning is relative not absolute, so the further you put the cursor away from center screen the faster you turn in that direction, no picking up the mouse and putting it back down required like in Freespace, which you shouldn’t play with a mouse anyway.

      Your guns can fire in a small maybe 10 degree arc in front of you and you aim them with the same cursor that controls your turning.
      Your shots have to lead the target but put the cursor roughly in lead of the target using your own judgement, oddly there is no lead indicator, though the hit detection is somewhat generous.

      Guns and normal rockets have infinite ammo, big bombs your fighter can carry only 1 or 2 of.
      Guns and normal rockets do have magazines, you fire them until empty and then they auto-reload in 3ish seconds, or you can reload manually.

      The flight model is eh, more like Freespace than Elite.
      Thrust will only move you forward, “normal” speed is around 140 m/s, top speed is around 400 which you can maintain indefinitely and it feels good and fast, you can get to “distant” stuff ususally, there is no spoon ERRR fuel.

      At top speed you turn slower, so there is a mechanic like in Elite where you go fast to intercept some one, then slow down to turn better and get a him in your sights.
      At lower speeds you turn nice and fast, unlike Elite.

      There is no leftright/updown/reverse thrust, but you can fly in one direction and then hold the drift key to be able to move your nose around whichever direction while your ship keeps moving in the same direction.
      This is useful for strafing runs on larger targets.
      When you drift though you slow down to normal 140ish speed which feels weird.

      • Det. Bullock says:

        So it’s very much like X-wing vs Tie Fighter’s flight model, good.

      • modzero says:

        AI fighters are ofcourse inferior to your own skill.

        I wish.

  15. Thurgret says:

    I was excited about Enemy Starfighter, back before it became this.

    It’s polished. It’s mechanically impressive. It’s almost devoid of interesting content. I beat the game after 108 minutes, including replaying several missions on harder modes. There is little variety to it, and all hope of having interesting content appears to have been eroded away in a quest to streamline the game.

    It certainly isn’t worth €18 in its current state, to me, when I have exhausted all the content in under two hours other than to replay the same few rather similar missions – with increased enemy numbers if I really want.

  16. Derpkovsky says:

    From what i’ve heard about it, if feel like this game should be called House of the Dying Sun: Ground Zeros

    • Otterley says:

      Mmmh, freshly ground zeros. Brew ’em up and add a dash of nilk. Nought tastes better :)

  17. StoneMason says:

    Turns out it’s really easy to get a refund on Steam if you’ve played less than two hours, now I know.

    So disappointed in this, the first early access game i’ve paid for where “it’s not me, it’s you”. In general action space sims haven’t handled downtime perfectly but on the whole they’ve understood how to build tension. This seems like the counterpoint to that, all action, no downtime, no building of tension and overall, practically no content.

    I hope the dev goes back and reevaluates what he’s trying to do because there’s some great stuff there, it’s just lost its soul along the way.

    • 1980somethingspaceguy says:

      What would you like to see added?

      • StoneMason says:

        I’d like to see how the original roguelike concept handles now that the core game is ‘done’. It might be a bit up and down but that’s the cool thing about roguelikes, it’s a personal experience, sometimes you get lucky, sometimes it’s brutally punishing and sometimes a stupid mistake can throw away hours of work. It’s why I’ve got 64 hours logged in FTL but I wanted to move on from this after an hour and six missions.

        I like the idea of planning raids and ambushes as I enter a system discreetly, using the enemies own weight and success against them. Being forced to organised short repair and rearm stops would be cool, some sort of small support flotilla or base ship? That way cutting down the detection/patrol threat becomes an interesting first or second objective. Right now I don’t feel any sense of tactical victory, I’m just a spiteful pilot with a good ship and no plan. Replaying the same instance to get map knowledge utterly wrecks any sense of immersion for me.

        I don’t want to talk about the downtime in Tie Fighter because that ended up having way too many ‘Inspect’ objectives, but House of the Dying Sun has me thinking about an old flight sim called Hellcat. That had a handful of missions but the real challenge was in things like needing to pancake on the ocean after being damaged at low-level. Right now House doesn’t allow me to have any thoughts outside of that 5-10 minute combat instance.

  18. bill says:

    A Tie Fighter style game with short 5 minute missions and a 2 hours campaign sounds awesome.

    A game designed for an xbox-controller with auto-aiming and coast/brake/boost buttons sounds like the antithesis of Tie Fighter.
    It sounds worryingly like Starfighter or Rogue Leader.

    Hence, I have no idea if I would love or hate this game.