For those who run Macs, there is a version coming soon for that platform.
The game's website is http://endless-space.amplitude-studios.com/ with links to forums, some short clips, and such. There are quite a few videos on Youtube showing game play. This is the game Master of Orion 3 should have been and what many so recent 4X space games wanted to be.
Reviews:
http://www.hookedgamers.com/pc/endle...ticle-930.html
http://n4g.com/news/1027655/endless-...gamers-hideout
Summary, brings back memories of Master of Orion ][. The interesting part of this game's development is that players have had an influence and will continue to do so. It is a neat model and I am looking forward to seeing how it plays out.
Key items from my play time.
1. Turn based 4X space strategy akin to the Master of Orion series, also similar to Civilization series.
2. Space combat is rock/scissors/paper style real time (not too fast). What happens here is that there are three phases to combat and you pick and your opponent pick a "card" which defines your actions for that phase. It can tip some battles but superior fire power trumps all. Very cinematic and you can now pan the camera.
3. Colony management. Far easier than many space games, other than an individual's planet exploitation model (which is for either money, food, science, industry) management is at the system level. So you assign work by systems. Meaning you don't have to watch over a hundred or so planets, just the systems and that through easy to use screens. You can queue items and there are never ending items (like do science all the time)
4. UI. Pretty clean. Select items with left click, sub screens and menus can be exited via right click. Game will inform you of items of note in bottom right of the screen.
5. Ship design. Good but leaves room for improvement. Like with any new game it takes awhile to understand what tech does what and how good it is. You can retrofit existing ships which orbit a planet but only via money.
6. Colony management #2 - there is a full range of planet types and the possibility of random anomalies
(eg, mineral rich, mineral poor, worldwide monsoons - etc)
7. Technology tree. Four side and linked. Can be a bit daunting until you know which techs are the must have techs. You can queue a large number of items.
Oh I am sure there are other things but I just hit you with a wall of text as it is.