Yeah, this is part of what roguelikes and survival games do, but Mooncrash could be more generous with rewards and progression, especially early on. There's just more wasted time than I'm comfortable with. Then I had to wait for the stupid Typhon sensors that protect each area to switch off when the Moon Shark left me alone and I'd killed yet more phantoms, again. Then I had to run past the Moon Shark without dying, again. I then had the joy of starting in the same place, again. The easiest thing to do in this instance was to reset the entire run. I could've tried another area of the base, but I was on low health and right near my objective, meaning I'd have probably died in trying to venture elsewhere. I went to a medical area, and the random item spawning meant I couldn't find the right thing to heal with, nor did I have the plan to fabricate it. My character had a head injury, though, meaning I couldn't install the neuromod when I found the ability in question. For example, early on, my character was required to learn a piloting ability so they could steal a shuttle and escape the base-one of the easiest ways to finish a run. In my case, I wish everything moved a bit faster, and resetting wasn't always as necessary as it is. I can see diehard Prey players enjoying this curve. The fabrication plans seem to be randomly generated in each run too, and it felt like it took an age to unlock some essentials: neuromods really speed up your progression, and the ability to delay the corruption level from advancing gives you a significant edge later on. When you find a fabrication plan in Mooncrash, you can add the item in question to your loadout. You can then spend these on a loadout for your next run. All the abilities you unlock stick between resets, and each time you die or finish a run, you're given sim points to spend on items depending on how you performed. Each simulation is a shared run between the five characters-you can go find your dead character's stuff (or transfer it using an operator buddy), and they might've been turned into an enemy while you were gone. While death is permanent in Mooncrash, some elements persist. I like this unpredictability a lot: it makes the same spaces feel like they're changing, which is important given how many times you'll explore them. The loot carried by the station's dead NPCs changes too, meaning there's no reliable place to find an exact item you need-you just have to go to a security station or medical area and hope the thing you're looking for is there, or fabricate it yourself. The door to the highly useful tram station might be on fire. A staircase might vanish, forcing you to climb up to an objective instead. One area might be powered down, and you'll have to trade power with another to get it up and running again. So much about the base changes on each run, especially when you're deeper into the game. It reaches out to a certain type of Prey player that will appreciate its systems in a purer form
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