Compara los precios de Holy Potatoes! We're in Space?! en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Daylight Studios. Publicado por Daedalic Entertainment. Lanzado el 14/2/2017. Disponible en PC. Géneros: Adventure, Indie, Simulation.

Potato-themed spaceship management with weapon crafting and exploration, but shallow systems leave the late game feeling half-baked.

Holy Potatoes! We're in Space?! is a resource-management sim wrapped in a deliberately goofy vegetable-pun aesthetic. You run a spaceship crewed by anthropomorphic potatoes, chart courses through a procedurally flavored universe, craft weapons from gathered materials, and fight enemy ships in turn-based-ish encounters. On paper that sounds like a light but satisfying loop. In practice the depth of the decision-making sits closer to a mobile idle game than anything you would call a serious sim. The weapon crafting is the headline feature and it is genuinely the most interesting part. There are hundreds of craftable items across different damage types and stat profiles, and early on there is a real satisfaction in figuring out which loadout suits your current crew configuration. The crew system adds a mild layer of role assignment, since different potato characters bring different stat bonuses that interact with weapon types. If you are the kind of player who enjoys optimizing a build order and then executing it cleanly, the first several hours deliver that in a low-stakes package. Here is where I have to be honest about what the game is not. The strategic layer is thin. Enemy AI does not adapt meaningfully, resource decisions rarely carry serious consequences, and the exploration map does not generate the kind of branching tradeoffs that make sim games replayable over dozens of hours. As someone who tracks decision trees in spreadsheets, I found the mid-game plateau arriving frustratingly early. Once you have a stable weapon rotation and understand the encounter patterns, the remaining content starts to feel like busywork rather than escalating challenge. The Mixed Steam rating at 67 percent positive reflects this ceiling accurately. Who should actually consider this? The honest answer is casual players who want something low-pressure with a lot of visual personality, and younger gamers being introduced to the genre. The tutorial is patient and readable, the humor lands more often than it misses if veggie puns are your thing, and the sessions are short enough to pick up and put down without losing your thread. It is not a game that will embarrass a newcomer or demand 200 hours of wiki-reading before the mechanics click. That accessibility is a genuine design achievement even if veterans will hit the wall quickly. Mod support is essentially absent, which closes off the usual avenue for extending replay value once the base content runs dry. There is no meaningful late-game complexity to unlock, no hard mode that tightens the resource economy, and no community layer adding new ship modules or encounter types. For a sim with this structure, that is a significant gap. If you are hoping Holy Potatoes scales up into something crunchy, it does not. Diego, Scout Team

Holy Potatoes! We're in Space?!

Holy Potatoes! We're in Space?!

14 feb 2017Daylight StudiosDaedalic Entertainment
GamerScout opina

Potato-themed spaceship management with weapon crafting and exploration, but shallow systems leave the late game feeling half-baked.

PC
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Holy Potatoes! We're in Space?! is a resource-management sim wrapped in a deliberately goofy vegetable-pun aesthetic. You run a spaceship crewed by anthropomorphic potatoes, chart courses through a procedurally flavored universe, craft weapons from gathered materials, and fight enemy ships in turn-based-ish encounters. On paper that sounds like a light but satisfying loop. In practice the depth of the decision-making sits closer to a mobile idle game than anything you would call a serious sim. The weapon crafting is the headline feature and it is genuinely the most interesting part. There are hundreds of craftable items across different damage types and stat profiles, and early on there is a real satisfaction in figuring out which loadout suits your current crew configuration. The crew system adds a mild layer of role assignment, since different potato characters bring different stat bonuses that interact with weapon types. If you are the kind of player who enjoys optimizing a build order and then executing it cleanly, the first several hours deliver that in a low-stakes package. Here is where I have to be honest about what the game is not. The strategic layer is thin. Enemy AI does not adapt meaningfully, resource decisions rarely carry serious consequences, and the exploration map does not generate the kind of branching tradeoffs that make sim games replayable over dozens of hours. As someone who tracks decision trees in spreadsheets, I found the mid-game plateau arriving frustratingly early. Once you have a stable weapon rotation and understand the encounter patterns, the remaining content starts to feel like busywork rather than escalating challenge. The Mixed Steam rating at 67 percent positive reflects this ceiling accurately. Who should actually consider this? The honest answer is casual players who want something low-pressure with a lot of visual personality, and younger gamers being introduced to the genre. The tutorial is patient and readable, the humor lands more often than it misses if veggie puns are your thing, and the sessions are short enough to pick up and put down without losing your thread. It is not a game that will embarrass a newcomer or demand 200 hours of wiki-reading before the mechanics click. That accessibility is a genuine design achievement even if veterans will hit the wall quickly. Mod support is essentially absent, which closes off the usual avenue for extending replay value once the base content runs dry. There is no meaningful late-game complexity to unlock, no hard mode that tightens the resource economy, and no community layer adding new ship modules or encounter types. For a sim with this structure, that is a significant gap. If you are hoping Holy Potatoes scales up into something crunchy, it does not.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamWeapon CraftingSpaceship ManagementTurn-Based CombatCasual StrategyShort SessionsCrew ManagementHumorous SettingResource Management

Requisitos del sistema

Mínimos

Processor
Intel Pentium Dual Core 2.5GHz or AMD Athlon 64 X2 3GHz
Memory
4 GB RAM
Graphics
ATI Radeon HD4000 series or nVidia GeForce 9000 series
DirectX
Version 9.0c
Storage
3 GB available space…

Recomendados

Processor
Intel Core2 Duo 2.3GHz or AMD Phenom II X4 3,4GHz
Memory
4 GB RAM
Graphics
ATI Radeon HD5000 series or nVidia GeForce 500 GTX series
DirectX
Version 9.0c Storage…

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Reseñas y valoraciones

Steam
67%(977)

Información del juego

Desarrolladora
Daylight Studios
Distribuidora
Daedalic Entertainment
Fecha de lanzamiento
14 feb 2017

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¿En qué plataformas está disponible Holy Potatoes! We're in Space?!?

Holy Potatoes! We're in Space?! está disponible en PC.

¿Cuándo se lanzó Holy Potatoes! We're in Space?!?

Holy Potatoes! We're in Space?! se lanzó el 14 de febrero de 2017.

¿Quién desarrolló Holy Potatoes! We're in Space?!?

Holy Potatoes! We're in Space?! fue desarrollado por Daylight Studios y publicado por Daedalic Entertainment.