Feedback from a new player in 2026
Posted: Sun Mar 29, 2026 12:36 pm
Hi all, I just tried out the February 2026 release of the game yesterday, and here are my thoughts so far as a new player.
Firstly, great job everyone, it feels like a worthy upgrade to the original Frontier which I played decades ago. Now to the issues...
The "easy start" Mars starting ship, Coronatrix, doesn't have any passenger cabin equipment slots. This is unfortunate since some of the best-looking missions as a new player are the ones to transport people. In order to take those missions I would first have to downgrade my ship to a Pumpkinseed or Lunar Shuttle, which seems... wrong? Even the "hard start" ship, Xylophis, has a passenger cabin slot.
My suggestion: Add some passenger cabin slots to the Coronatrix.
Second issue - the "capacity" of a ship is not well defined. Sometimes it is implied that capacity is the total cargo and equipment capacity, and other times it is implied that cargo and equipment are measured separately. Examples:
The wiki (https://wiki.pioneerspacesim.net/wiki/S ... properties) says that the capacity property is "The cargo and equipment capacity of the ship". This implies that "capacity" should always be a larger number than "cargo". However, the ship definition JSON files vary - some have capacity larger than cargo, and others have cargo much larger than capacity.
In the game itself, "Capacity" is the most featured number. It has a column in the Ship Market screen, and is shown on all of the "comms" screens, at the bottom next to Cash, Cabins, and Legal status. However, all these mentions of Capacity seems to have nothing to do with cargo - it is just the amount of equipment. This confused me for a long time - it seems that the only way to discover how much cargo space I have is to go to the Personal Info -> Economy and Trade screen and look on the right. Even the Commodity Market trading screen doesn't show how much free cargo space I have.
My suggestion: Remove the separate "cargo" stat, and just use capacity for the total equipment and cargo combined. This allows fun gameplay trade-offs like - should I fit additional shields and missile racks at the expense of cargo space? I'm pretty sure this is how the original Frontier did it.
Also, if you implement this then you don't need to explicitly add passenger cabin slots to ships - cabins would just fill up the available space, with posher cabins taking more space. Currently passenger cabins don't take up any space at all - they don't take up either equipment OR cargo space - neither number changes when I add or remove cabins. This definitely seems wrong.
My final bit of feedback is that the "Add jump" button for hyperspace jumps is too well hidden. It literally took me about an hour to find it. I went to the sector view and clicked on a planet, and it was highlighted, but the hyperdrive button was greyed out. So I thought maybe I have to take off first. After flying away from the planet an enormous distance, it was still greyed out. I searched the web, which confidently told me that "after clicking on a planet, click on the + sign on the bottom right of the screen to add it as a jump destination". But there was no + button anywhere on the screen. I picked a mission and tried adding the target as the nav destination, which showed the target planet highlighted, but still no "add jump" button. For a while I thought maybe the game was broken. Eventually I realised that I have to click on the Info button on the top left in order to see the jump menu, and that menu is not shown by default! This is not very intuitive.
My suggestion: Either have the info menu displayed by default whenever a planet is selected in the Sector screen, or have a right click menu for planets which contains "add jump" as one of the options.
Okay, that's all for now. Hope a developer reads this and finds it useful.
Firstly, great job everyone, it feels like a worthy upgrade to the original Frontier which I played decades ago. Now to the issues...
The "easy start" Mars starting ship, Coronatrix, doesn't have any passenger cabin equipment slots. This is unfortunate since some of the best-looking missions as a new player are the ones to transport people. In order to take those missions I would first have to downgrade my ship to a Pumpkinseed or Lunar Shuttle, which seems... wrong? Even the "hard start" ship, Xylophis, has a passenger cabin slot.
My suggestion: Add some passenger cabin slots to the Coronatrix.
Second issue - the "capacity" of a ship is not well defined. Sometimes it is implied that capacity is the total cargo and equipment capacity, and other times it is implied that cargo and equipment are measured separately. Examples:
The wiki (https://wiki.pioneerspacesim.net/wiki/S ... properties) says that the capacity property is "The cargo and equipment capacity of the ship". This implies that "capacity" should always be a larger number than "cargo". However, the ship definition JSON files vary - some have capacity larger than cargo, and others have cargo much larger than capacity.
In the game itself, "Capacity" is the most featured number. It has a column in the Ship Market screen, and is shown on all of the "comms" screens, at the bottom next to Cash, Cabins, and Legal status. However, all these mentions of Capacity seems to have nothing to do with cargo - it is just the amount of equipment. This confused me for a long time - it seems that the only way to discover how much cargo space I have is to go to the Personal Info -> Economy and Trade screen and look on the right. Even the Commodity Market trading screen doesn't show how much free cargo space I have.
My suggestion: Remove the separate "cargo" stat, and just use capacity for the total equipment and cargo combined. This allows fun gameplay trade-offs like - should I fit additional shields and missile racks at the expense of cargo space? I'm pretty sure this is how the original Frontier did it.
Also, if you implement this then you don't need to explicitly add passenger cabin slots to ships - cabins would just fill up the available space, with posher cabins taking more space. Currently passenger cabins don't take up any space at all - they don't take up either equipment OR cargo space - neither number changes when I add or remove cabins. This definitely seems wrong.
My final bit of feedback is that the "Add jump" button for hyperspace jumps is too well hidden. It literally took me about an hour to find it. I went to the sector view and clicked on a planet, and it was highlighted, but the hyperdrive button was greyed out. So I thought maybe I have to take off first. After flying away from the planet an enormous distance, it was still greyed out. I searched the web, which confidently told me that "after clicking on a planet, click on the + sign on the bottom right of the screen to add it as a jump destination". But there was no + button anywhere on the screen. I picked a mission and tried adding the target as the nav destination, which showed the target planet highlighted, but still no "add jump" button. For a while I thought maybe the game was broken. Eventually I realised that I have to click on the Info button on the top left in order to see the jump menu, and that menu is not shown by default! This is not very intuitive.
My suggestion: Either have the info menu displayed by default whenever a planet is selected in the Sector screen, or have a right click menu for planets which contains "add jump" as one of the options.
Okay, that's all for now. Hope a developer reads this and finds it useful.