Compare Plancon: Space Conflict prices across 50+ stores and find the best deal. Developed by HeroLabs. Published by HeroLabs. Released on 8/8/2016. Available on PC. Genres: Action, RPG.

Skip this one unless you have a very specific itch for mobile-ported space sims with almost no community left alive. The ambition is visible; the execution is not.

I went into Plancon: Space Conflict hoping for something in the vein of a compact Elite or a budget Mass Effect lite. What I got was a 2D space RPG that started life as a mobile title and carries every scar of that origin onto the PC port. The core premise puts you in the cockpit of a lone surviving pilot in the year 2600, tasked with pushing a hostile alien force out of a solar system that spans Earth, Venus, Mercury and beyond. You can technically play as a pirate, a merchant, a soldier, or some fuzzy middle ground between all three, which is a genuine design goal the game sets for itself. Whether it delivers on that goal is a different conversation. The combat sits in a strange hybrid space. You can drag weapon icons onto enemy ships to auto-fire specific guns at specific targets, and there is an option to switch between real-time shooting and turn-based engagement when you intercept alien vessels. On paper that sounds interesting, the kind of active-passive combat blend that works well in games like Sunless Sea. In practice the controls are awkward enough that clicking the map accidentally moves your ship when you meant to select a weapon, and distinguishing allied ships from hostile ones is genuinely difficult because most human vessels share the same visual template. The map itself is a problem: orbital bodies do not stay in fixed locations, so chasing a destination that drifts away from your cursor becomes a friction-heavy chore before you have the right engine parts equipped. The RPG layer is thin. Dialogue is delivered through static character icons with no voice acting, and the writing, translated from Russian with variable success, does not give the characters enough personality to make you care about the faction allegiances you are supposedly building. You recruit crew members over time, some joining through story beats and others volunteering mid-mission, but their presence reads more like passive stat modifiers than actual companions. There are dialogue choices that nudge your character toward different moral directions, but nothing in the writing rewards you for paying attention the way a good RPG should. Ship upgrades come steadily from merchants, black-market vendors, and looted space junk, and the progression loop of buying better hulls, missile launchers, and droid assistants is functional if unexciting. The Steam user reception sits firmly in "Mostly Negative" territory, and the average playtime data suggests most players clock out around three hours. That number tells its own story. The soundtrack is genuinely pleasant, the space backgrounds are visually attractive for the budget, and the tutorial does a reasonable job walking new players through the unintuitive interface. But none of that is enough to paper over a design that feels like it was built for five-minute mobile sessions and then stretched across a PC storefront without meaningful reworking. The player count today sits at effectively zero concurrent users, which means community troubleshooting for bugs, including a known tutorial-breaking navigation issue, is entirely on you. Monika, Scout Team

Plancon: Space Conflict
ActionRPG

Plancon: Space Conflict

Aug 8, 2016HeroLabs
GamerScout Says

Skip this one unless you have a very specific itch for mobile-ported space sims with almost no community left alive. The ambition is visible; the execution is not.

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Screenshots & Media

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About Plancon: Space Conflict

I went into Plancon: Space Conflict hoping for something in the vein of a compact Elite or a budget Mass Effect lite. What I got was a 2D space RPG that started life as a mobile title and carries every scar of that origin onto the PC port. The core premise puts you in the cockpit of a lone surviving pilot in the year 2600, tasked with pushing a hostile alien force out of a solar system that spans Earth, Venus, Mercury and beyond. You can technically play as a pirate, a merchant, a soldier, or some fuzzy middle ground between all three, which is a genuine design goal the game sets for itself. Whether it delivers on that goal is a different conversation. The combat sits in a strange hybrid space. You can drag weapon icons onto enemy ships to auto-fire specific guns at specific targets, and there is an option to switch between real-time shooting and turn-based engagement when you intercept alien vessels. On paper that sounds interesting, the kind of active-passive combat blend that works well in games like Sunless Sea. In practice the controls are awkward enough that clicking the map accidentally moves your ship when you meant to select a weapon, and distinguishing allied ships from hostile ones is genuinely difficult because most human vessels share the same visual template. The map itself is a problem: orbital bodies do not stay in fixed locations, so chasing a destination that drifts away from your cursor becomes a friction-heavy chore before you have the right engine parts equipped. The RPG layer is thin. Dialogue is delivered through static character icons with no voice acting, and the writing, translated from Russian with variable success, does not give the characters enough personality to make you care about the faction allegiances you are supposedly building. You recruit crew members over time, some joining through story beats and others volunteering mid-mission, but their presence reads more like passive stat modifiers than actual companions. There are dialogue choices that nudge your character toward different moral directions, but nothing in the writing rewards you for paying attention the way a good RPG should. Ship upgrades come steadily from merchants, black-market vendors, and looted space junk, and the progression loop of buying better hulls, missile launchers, and droid assistants is functional if unexciting. The Steam user reception sits firmly in "Mostly Negative" territory, and the average playtime data suggests most players clock out around three hours. That number tells its own story. The soundtrack is genuinely pleasant, the space backgrounds are visually attractive for the budget, and the tutorial does a reasonable job walking new players through the unintuitive interface. But none of that is enough to paper over a design that feels like it was built for five-minute mobile sessions and then stretched across a PC storefront without meaningful reworking. The player count today sits at effectively zero concurrent users, which means community troubleshooting for bugs, including a known tutorial-breaking navigation issue, is entirely on you. Monika, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Mobile PortHybrid CombatShip UpgradesFaction ReputationCrew RecruitmentBlack Market TradingDialogue ChoicesRussian Indie

System Requirements

Minimum

OS
Windows XP/Windows Vista/Windows 7/Windows 8
Memory
512 MB RAM
DirectX
Version 9.0
Storage
500 MB available space
Processor
1 GHz

Recommended

OS
Windows XP/Windows Vista/Windows 7/Windows 8
Memory
2048 MB RAM
DirectX
Version 9.0
Storage
500 MB available space
Processor
3 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
HeroLabs
Publisher
HeroLabs
Release Date
Aug 8, 2016

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