Compare Holy Potatoes! We're in Space?! prices across 50+ stores and find the best deal. Developed by Daylight Studios. Published by Daedalic Entertainment. Released on 2/14/2017. Available on PC. Genres: 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?!
AdventureIndieSimulation

Holy Potatoes! We're in Space?!

Feb 14, 2017Daylight StudiosDaedalic Entertainment
GamerScout Says

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

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About Holy Potatoes! We're in Space?!

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

Tags

steamWeapon CraftingSpaceship ManagementTurn-Based CombatCasual StrategyShort SessionsCrew ManagementHumorous SettingResource Management

System Requirements

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Reviews & Ratings

Steam
67%(977)

Game Info

Developer
Daylight Studios
Publisher
Daedalic Entertainment
Release Date
Feb 14, 2017

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