i love these types of multi genre open world games and this is looking pretty neat. keep it up!
Thanks, I appreciate the support!
Yeah, harsh criticism aside, I'm really looking forward to seeing this in action! I think it has a lot of promise, and I'm sure it all makes more sense in context.
Harsh criticism is the best type though, although when your 6 years into developing a game, it can be a little tough to take

I have thick skin though, and it was due to the harsh feedback that I've gotten that I've been able to improve the game so much over the last few months. I definitely appreciate feedback of all types. Thanks for the compliments as well!
Wow this certainly seems to be an in depth game! I was worried it might suffer from a bit of a identity crisis from all the content and mixed genres but it seems well thought out. I'm a little confused by the high-res and anime/cartoon style textures and which ones (if any) are place holders... what style are you going for?
Thanks for the kind words and for the feedback!
When the game was in the 2d engine, my thoughts for art style were anime, because I can draw anime & customize the large number of anime character models I already have. However, when I switched engines to Unity 3d, I needed a solution that would allow me to have hundreds of NPC characters on screen, while still making the game playable on lower spec'd hardware. Initially, I kept the anime style in Unity, but testing hundreds of characters on screen at a time made me realize that traditional character models were too taxing, high poly, and had too many textures loaded.
While shopping around for a solution and production pipeline to handle these requirements, I ran across the
Unity Multipurpose Avatar (UMA), which after a few days of testing, I was able to successfully implement. It is performance optimized up the ying yang, and in my tests I don't see more than a few frame drops when I have 100 UMA characters on screen (I do have a beefy developer's rig though.) The end result of UMA was a shifting of the art style to match UMA, but the benefits are highly populated cities, starships, and boarding parties.
So yeah, going for a realistic style art spec in the new engine.
How do I pronounce your game? I miss read it as Death Galaxy at first... which could get a lil' confusing.
DA'AT, Da'aTh, meaning "Knowledge". Da-at --- a double "a" sound like that in bard. These two "a" sounds are separated by a "glottal stop", a sudden interruption of breath by very brief closing of the epiglottis. This unique sound is not used in English speech, but is sometimes used in German and in many other languages. When the Letter Ayin occurs in the middle of words, it almost always requires this effect. Accent the first syllable.
I know that kind of breaks a cardinal rule of naming, but I'm willing to risk it. I've asked friends & family to read the word aloud and most people pronounce it like "bath" but with a D. I've got 1600 years worth of timelines & backstory written that take place before this game starts, as well as a few hundreds years after the game ends, so I've got a deep pool of lore to draw from. If I manage to ship a game that is even moderately successful, I'll be looking to make a sequel called Daath Universe to continue the plot. I've also been toying around with reviving the old engine for a game called Daath Origins which would explore a couple decades of pivotal in game history. I registered both daathuniverse.com and daathorigins.com a long time ago. Obviously I can only do one game at a time, and Daath Galaxy will have my full attention for years to come. However, I am hoping to establish a franchise, and using a unique word will help potential future games in the series become instantly recognizable as such (for good or for ill, depending on the quality & reception to Daath Galaxy.)