Personally, the make or break for me is whether the resource procurement & industry design has a meaningful goal beyond refining its own efficiency and building a big objective building like the Factorio rocket. In other words; I hope they don't stop short of blatantly aping Factorio and go all the way by having Biter equivalents. You see some snippets of hostile fauna, but no suggestion of an organized threat that is explicitly trying to destroy your colonization efforts beyond tiny half-second snippets at 1:59 of little spider creatures in a bioluminescent cave and some huge tusk bug spitting out fireflies, which is a stretch; they could just as easily be normal territorial fauna like the rhino thing that charges the player early in the trailer.
I want to wage merciless, bloody-handed total war on bugs and bend my industries primarily to this purpose, with the main objective as an afterthought. I want the earth to run in sickly greens and purples with ayylium blood day in and day out. I want to inflict deep harm on the earth, and then beat down the backlash with superior firepower. I want to put silly and unnecessary amounts of resources into making space elephant guns to go on Arachnoid safaris with. And if I can't set up well-scheduled drone firebombing campaigns, autocannon car patrols, armored train shipping, and remote gun posts in every mountainside, or at the very least have Factorio level turret/fortification setups & railway cannons, that hurts my interest.
>>14991329
It's pretty fun. Essentially Minecraft or any other boxel shithouse games' spelunking, but not absolutely infuriating terrible shit, not made of cubes, and in a procedural mission format rather than open-world, with good combat and class-specific gadgets to get around bigass caves and carve them out for resources. 'Resources' being objective minerals, in-mission funds for supplies, upgrade materials, or money. More Left 4 Dead than anything else. But, not being made by Coffee Stain, not indicative of this game's potential quality at all