!EXCLUSIVE! Download Dyson Sphere Program

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Vallie Kleinert

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Jan 25, 2024, 5:12:27 AM1/25/24
to fellenagon

I have to admit, though I found this line in the release trailer very funny: "As Dark Fog rises, the stars dim." Is dimming the stars a bad thing now? Because that's literally what we do in this game. We cover the stars in big spheres. They aren't shiny anymore. They go out.

download dyson sphere program


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Dyson Sphere Program is a three-dimensional, third-person Factory-Building Game developed by Youthcat Studio, a small but talented team of programmers from China. It was released into Early Access on Steam on January 21, 2021.

Tropes D-N

  • Deflector Shields: There are two types: a small personal shield for Icarus, and planetary shield generators. Planetary shields are able to help protect against Dark Fog attacks, but draw copious amounts of energy to project their barriers.
  • Design-It-Yourself Equipment: The Dyson sphere - as the name suggests - will always be spherical, but the specific design of the framework is yours to choose. You can make it a perfectly arranged network of triangles, hexagons and similar geometric shapes, you can shape it to look like a soccer ball, or you can just say "screw it" and give it a completely haphazard design. The layout tools are simple but amazingly versatile. That said, it's advisable to keep the number of nodes and beams as low as possible because these components are by far the hardest to produce in bulk, so the more intricate your design gets, the longer it takes to complete.
  • Difficult, but Awesome: Most of the high end production chains.
  • In the early game, you can only get Hydrogen as a by-product of oil cracking, with crude oil turning into two refined fuel and one hydrogen for every unit cracked. When you first unlock oil processing, you'll need an obscene amount of hydrogen to produce red science cubes, and oil cracking isn't efficient enough to produce the amount of hydrogen you need to research new technologies. Once you unlock X-Ray Cracking, however, you can take the products of oil cracking and feed them right back into a refinery: one hydrogen and two refined fuel turns into three hydrogen and one energetic graphite, which just happens to be the other ingredient for red science. This requires a lot of oil refineries, space, and general setup, but will generally serve well until you need gold science (which requires refined fuel products like plastic and organic crystals). Once you have gold science, however, you're ready to unlock...
  • Orbital Collectors. These are autonomous stations that sit on the equator of a gas giant, up to a maximum of 40 if spaced correctly, where they collect various resources (especially hydrogen, but occasional deuterium and fire ice as well). With one Orbital Collector and one Interplanetary Logistics Station, you'll be flush with hydrogen for a very long time. Getting there requires a lot of high-end products, and/or quite a few Mining Speed upgrades to offset the initial low rates, but it's well worth the effort.
  • Interplanetary logistics in general. Building an Interplanetary Logistics Station is expensive, as are the transport ships that use it, requiring the reasonably-difficult-to-produce High Strength Titanium Alloy and Magnetic Superconductor Rings in excess, as well as enough power that your entire grid will likely be overloaded from the initial charging phase. But once you have them, you'll be able to import resources and products from across the system, and eventually (once you have a warper production line) from other stars, greatly simplifying or reinforcing your production lines as well as helping for set ups on other planets.
  • Mini Fusion Power Plants. They only run on Deuteron Rods, which require 20 Deuterium, 1 Super-Magnetic Ring, and 1 Titanium Alloy to produce. Building Super-Magnetic Rings is already production-intensivenote Super-Magnetic Rings require two intermediary products, which both require a lot of Electromagnets, and Titanium Alloy isn't much betternote Titanium Alloy needs Titanium Ore, which do not naturally occur on your starting planet, as well as Steel, which is relatively easy to produce, and Sulfuric Acid, which is not, requiring Stone Ore, Refined Fuel and Water in large amounts, but the worst is Deuterium, which requires either Fractionaters for a 1% chance to turn Hydrogen into Deuterium, a nearby-ish Gas Giant that produces Deuterium via Orbital Collectors, or Miniature Particle Accelerators which are extremely energy-hungry. But if you can automate the production of Deuteron Fuel Rods, these power plants will vastly outpace the energy production of anything else you have available, even a Dyson Swarmnote Unless there's a lot of sails in there, and enough Ray Receivers to channel its power. The Artificial Sun is more complicated to build and fuel, requiring antimatter fuel fods, meaning that once you have enough of a production capacity for Deuteron Fuel Rods, they'll become your go-to method of energy production.
  • The Dyson Sphere itself, of course.
  • Draw Aggro: The Signal Tower is designed specifically to piss off the Dark Fog, and attack a planet with one installed instead of a planet without one. They also increase the range of missile turrets, even to the point that a turret on one side of the planet is able to fire at Dark Fog on the other side.
  • Dyson Sphere: Duh. Building a Dyson shell around one of the stars in the cluster is the game's ultimate goal and it makes a simplified yet nonetheless impressive show of what a monumental undertaking this is, both technologically and resource-wise. Before you get to completely encapsulate a star in a rigid shell, you're given the option to establish a Dyson swarm in its orbit as an intermediate stage, with the swarm's constituent solar sails being gradually absorbed into the shell once you start constructing the framework.
  • Energy Absorption: Wireless Power Towers let the player's mech drain power directly from a power grid to restore energy to the mech.
  • Every Bullet is a Tracer: Solar sails fired from EM rail ejectors leave bright-blue trails until they hit their mark. Doesn't make a whole lot of scientific sense, given that there's no atmospheric friction to create the lightshow for most of the way, but it looks damn cool and also makes it a lot easier to get your bearings in space.
  • Everyone Calls Him "Barkeep": The Player Character is only ever referred to as "the Engineer".
  • Evil Evolves: When the Dark Fog attacks the player, they gain experience during the fight. Once they get enough experience, they increase the health and damage of their units, as well as increasing the scale of their space hives. However, if your firepower is overwhelming enough to destroy their assaults in seconds, the Dark Fog won't have the time/space to evolve.
  • Excuse Plot: "Mankind needs more power, so go and build a Dyson sphere. There's also some Grey Goo on the loose, so watch out for those guys." That's pretty much the gist of it, but who needs more than that when you get to, y'know, build a flippin' Dyson sphere from scratch?
  • Gameplay and Story Segregation: You "win" the game by researching the final technology in the Tech Tree, not by finishing construction of the titular Dyson sphere. Getting to this point requires a lot of energy and resources, but there are many alternative power sources available, so whether or not you bother with the Dyson sphere at all is ultimately irrelevant. That being said, establishing a Dyson Swarm/Shell and Ray Receiver setup is necessary to produce the necessary Antimatter from Critical Photons.
  • Grey Goo: What the Dark Fog is. They're basically the predecessor of the player, where they were supposed to capture energy for Humanity, but eventually went rogue after evolving self-awareness.
  • Guide Dang It!:
  • Slight example, but the description for the "Magpie" achievement - discover at least 7 rare veins, and mine 10 by hand - doesn't indicate whether it means ten rare materials period, or ten of each rare material. The achievement is unlocked via the latter.
  • With the initial Dark Fog update, there's one addition that's generally only found on accident. In your home system whilst in-flight, you can find an indestructible Dark Fog Communicator, which essentially allows you to modify the Dark Fog's strength and behavior in-game. You can even 'call a truce' by spending metadata, nullifying threat generation for a certain period of time, though this will be voided if you attack them.
  • High-Tech Hexagons: All over the place, but the most outstanding example is the Dyson shell itself, which is composed of at least a million hexagonal solar sails once complete. The Dark Fog also have hexagonal designs in most of their hives and planetary bases.
  • Humongous Mecha: The Player Character rides in a cute yellow mecha as tall as a fully grown tree. The suit boasts integrated basic manufacturing and research capabilities, giving them all the tools they need to get started. Later upgrades enable it to fly, first in-atmosphere, then between planets and eventually between star systems.
  • Idle Animation: The Icarus mech will do the robot dance, among other things should you not move around for a bit.
  • Inconveniently-Placed Conveyor Belt: Averted. Conveyor belts cannot affect the player's movement in any way.
  • Industrial World: Technically speaking, every world becomes one of these once you start exploiting them, but you can take it up to eleven by paving over the entire surface and covering it in assembly lines from pole to pole. Your starting world will most likely end up looking like this eventually.
  • Inertia Is a Cruel Mistress: When flying through space, you need to use power to change direction or speed. If you run out of power, your maneuverability drops to almost nothing. If you are facing into space you can be stuck flying into interstellar space for hours and might hit the edge of the map before getting near another planet. Beyond waiting a very long time for your natural energy recharge speed - which is miniscule - your only real option is to load a save game and do it better next time.
  • It's Up to You: Mankind sent one guy/gal to solve the species' impending energy crisis all on their lonesome. Now get to work. Played with later as the devs added a galaxy view, showing many star clusters being worked for energy by other players, but this only functions as a leaderboard, and none of the galaxy progress affects your game.
  • Jack of All Trades: The missile turret can hit ground, air and space targets, and is fairly good at dealing with all targets that enter its range.
  • Made of Indestructium: Downplayed. Dark Fog attacks can and will destroy Icarus if you're not careful, but otherwise you can smash face-first into any celestial body (even a black hole) and nothing will happen.
  • Meaningful Name: Your name (and the advisor's, Daedalus) is a direct reference to the ancient greek Daedalus and Icarus myth. Fitting, since the game's Icarus works with stars.
  • Money Multiplier: Well, more like product multiplier, but otherwise fits the trope. Proliferators when combined with a powered Proliferator Sprayer on a conveyor belt apply proliferation onto any products that pass under it. Proliferated products tend to have bonuses applied that results in an extra something, be it additional products (including Proliferators themselves), increased production speed in Smelters/Assemblers, or additional energy generation for fuel rods, though they also increase energy consumption of your buildings by a certain percent in exchange. Additionally, all ingredients have to be doused in order to get the bonus: if a process requires four products but only three get doused, you've wasted the proliferator.
  • More Dakka: One turret firing is just a nuisance to the Dark Fog. A planet wide defense grid of turrets? It'll fire a wall of bullets, a Macross Missile Massacre, a hailstorm of explosive shells, and energy balls of doom which will destroy the Dark Fog's forces.
  • Mundane Utility:
  • EM rail ejectors exist to maintain your Dyson swarms and eventually feed the Dyson shell's construction, but their highly visible tracer shots also make for great reference points while flying through space.
  • The description of the Graviton Lens contains this bit: (...) "Usually, we will use it to process and change the spatial structure, but we can expect some one use it to refract the sunlight and ignite fire."
  • Thermal Power Plants are quite useful as an automatic garbage disposal for any fuel byproducts of certain recipes. Most notoriously, hydrogen from oil and fire ice processing.
  • No Ending: Fulfilling the victory condition gets you a standard text box, some praise from the Advisor, and then it's straight back to business. Even if you finished constructing your Dyson shell by this point, which isn't actually required to win, there are many more juicy stars out there. However, once you've won, you can start in a new cluster with access to "metadata" from your previous victory that lets you speed up research rather significantly. The more clusters you've completed, the faster you can complete new clusters.
  • Non-Indicative Name:
  • Judging by their visual design, the EM rail ejectors are actually coilguns, not railguns.
  • You don't actually need to build a Dyson Sphere to win. Technically, that comes from researching the final Research, appropriately titled "Mission Completed!", though you do at least need to create a Dyson Swarm (or Shell, if going for the No-Solar-Sail Challenge Run) to get a specific resource needed to progress said tech.
  • The Accumulator is a battery. While it can be said to "accumulate" excess electrical power, it's main purpose is to store excess power and discharge it later.
  • Not the Intended Use: Battlefield Analysis Bases are primarily meant to be repair stations in case Dark Fog attacks damage your infrastructure. However, this building houses twelve construction drones of it's own - more than Icarus can house until nearly the late-game - which can help speed up construction of larger setups, particularly those set down by blueprints.

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