I really want there to be more to do in Tin Can, but unfortunately I think the premise has about reached its limit with a couple of hours of gameplay. I could play custom scenarios and longer ones, but it wouldn’t really change anything, I know how to deal with all the disasters and even if sheer fatigue catches up with me in a 45 minute or hour-long scenario, it wouldn’t be any more fun, I’d just need more stamina.
But I do think there’s more you can do with the gameplay. You just have to ditch the escape pod premise and instead have your tiny tin can be a fully functional spaceship that can go places on its own. This is ideally the realm of a full sequel, but if I were actually giving advice to the Tin Can guys, I would potentially release it as a series of free update DLCs instead, because then each update gives you a chance to get the game back into the public eye for fifteen minutes and that’s probably better business than completing every new feature so you can release the whole thing as a sequel. Also, I think structuring this blog post as a series of DLC updates will be more interesting and that’s overwhelmingly likely to be the only way in which these changes are implemented.
The first update is to swap out the distress beacon for a navigation system. You are not holding out in an escape pod until rescue, you are moving from one space station to another. This allows you to add in a series of missions to deliver messages back and forth between space stations. The only gameplay change this makes is that your distress beacon now has a CRT monitor displaying not just a timer, but also a map of the sector with your current route highlighted and how far along on the route you are from one station to another, and if your navigation system is offline it’s possible to be knocked off-course and once you’re back online you’ll have to readjust your trajectory with a little joystick or tuning dials or whatever control is easiest to program. Also, you’ll have some message cassette tape or something (the whole thing has an old-school 60s/70s NASA aesthetic) floating around, or maybe a written message that you can read. It doesn’t do anything, but delivering that thing is theoretically your goal.
The next update adds spy missions and two important new modules shoved in there somewhere: The radio and the radar. The radar lets you see things nearby, like ice clouds, meteorite showers, electrical storms, and other hazards that crowd space to an alarmingly dense degree, but also other ships and any space stations that aren’t on your star chart. Space stations are immobile things (well, they orbit stuff, which is not technically immobile but it’s as immobile as it gets in space) so you’ll only need a radar to find a space station if it’s a secret space station. The radar can easily detect ships with active radar, because ships with active radar are constantly sending out radar pulses to detect things based on how long it takes the reverberation to get back (wait – does that work in space? First of all, yes, for the same reason the sun’s light can travel through the vacuum of space to reach Earth, but also, how many fucking stars and black holes do you expect to swing past in the course of 30 minutes in an unguided escape pod? Don’t be fooled by the grounded aesthetic, this is a pulp game), but ships without can hide themselves in various debris fields pretty effectively. With passive radar you can detect ships with active radar, but that’s about it. Your radio works similarly: Lights you up on radar when sending messages, but is indistinguishable from a rock when receiving them.
Spy missions, then, are missions where you have to eavesdrop on a ship or station or else find an eavesdropping ship. In the former case, you find a good debris field to hide yourself in nearby and then have to reduce heat emissions until you turn invisible, then survive until you finish eavesdropping and escape back to a friendly space station. In the latter case, you go poking around a debris field until you find the enemy ship and demand their surrender (or skip to calling in the space artillery, depending on what tone you’re going for).
Tin Can is meant to be played in VR. It’s perfectly playable and reasonably fun on PC, but it needs to be a VR game which means the Tin Can needs to take place mostly in a small space. That said, it’s already got an opening section where you run around the storage bay of a much larger ship grabbing spare parts before the reactor explodes, so clearly they’re not married to the game being playable entirely in a 5 ft. square area. That means our next update is walkable space stations and a cargo bay. You can now have trading missions. For the most part you won’t be schlupping cargo in and out of the bay by hand, but instead you will have an interactable monitor in the cargo bay and can push a button to load in certain cargo. The gameplay here is that certain cargo has certain requirements. Some cargo are electronics that will get fried if a current from the electrical storm event runs through them so, like critical systems, you have to turn it off as fast as possible once that event starts, others are reptile or plant terrariums that must be kept above a certain temperature or they go bad, others are frozen food or medicine that must be kept below a certain temperature or they go bad, and others are weapons or mining explosives that must be below above a certain temperature or they explode. Cargo pods have independent temperature regulators, but of course, each pod has a separate regulator which needs to be maintained. If the cargo goes bad, it becomes worthless, if it explodes, it takes your whole ship with it.
As you might expect, this update brings with it an economy. You can now get cash dollars for completing missions with which you can buy cargo cheap to sell elsewhere where it’s dear. Cargo also means you can now supply planetary exploration and settlement, filling up your cargo bay with exploration probes (electronic), food (temperature controlled), mining explosives (volatile), and so on to help people settle uninhabited planets. Maybe also something with space station upgrades, although I’m nervous that will lean too far into electronics-heavy shipments, and you want a good blend of temperature-controlled shipments mixed in with those.
The final update is space combat! Cargo pods can instead be filled in with turrets. Turrets aim and fire themselves automatically at targets far beyond visual range located with radar. Weaponfire lights you up on radar just like active radar does, so you can use passive radar to surprise attack an enemy, but once you do the jig is up. Your three weapons are lasers, which are very power-hungry for poor damage but have great range and double as point-defense against missiles, plus, while they burn through batteries very quickly, batteries can be recharged, missiles, which have finite and fairly large ammo that will take up a lot of space and require regular reloading but have good range and do tons of damage, and railguns, which come with a lot of ammo and also you can toss basically anything in the hopper for more, but have poor range and damage. You want to have some of everything on hand and then once you know what weapons the enemy has, you want to focus on maintaining the turrets that counter those weapons and worry about fixing the others after the battle is over.
With weapons, of course, comes missions for patrolling space to keep pirates or enemy scouts at bay, hunting down specific bounties, and assaulting enemy space stations. This also means we can introduce a territory control mechanic, because it is fun to paint maps blue.
All of these missions stay focused on the core concept of unplugging parts from less important systems to plug them into more important systems while trying to keep your temperature reasonable, seal up any holes punched in your frame, and prevent any of your electronics from shorting out, all in hopes of minimizing the damage to your pod/ship, but they add more systems to worry about and a greater context for completing missions in besides just trying to survive longer and longer times.