Laughing into the sky: First impressions of 'Approximately Up'

A humorous and chaotic look at the space exploration game 'Approximately Up,' capturing moments of confusion, discovery, and unintentional comedy.
Some games immerse you in their narrative, while others have you laughing before you even finish the tutorial. 'Approximately Up,' a recently demoed space exploration game, falls squarely into the latter category. Combining equal measures of ambition and chaos, the game plunges players into what seems like an endless cycle of discovery, confusion, and hilarity.
Starting on Earth, Because Why Not?
From the outset, 'Approximately Up' doesn’t concern itself with making much sense, and that appears to be part of its charm. The players—apparently testing out the demo—start by selecting their launch point. Unsurprisingly, the only available option is Earth. However, as the players explore the interface, immediate confusion ensues.
"What is this rock that's so close to Earth?" one exclaims, mistaking a massive moon-like object for something entirely new before someone else clarifies, "I guess this is the moon." Yet, even familiar celestial objects like Earth's own surface seem to baffle, with one lost player asking, “Where's Ohio?” before someone jokingly answers, “It’s always been Ohio.”
Clearly, the game's starting environment is not about handholding or realistic astrophysics—it's about throwing players into a wild, sandbox-style space sim where improvisation reigns.
Tutorials: A Hurdle, Not a Help
Like many games of its genre, 'Approximately Up' begins with a tutorial phase. However, this tutorial immediately becomes the subject of jokes, as players repeatedly miss critical instructions. From ignoring prompts about pressing the ‘F’ key to locate starting points, to accidentally bypassing details on core game mechanics like power cabling, the laughably poor adherence to the tutorial becomes its own narrative.
One player eventually realizes, belatedly, that essential steps to reconnect data and power cables were outlined much earlier, leading to exclamations like, "I didn't get to read the important tutorial right there!" It’s an all-too-relatable moment for gamers often overwhelmed by the influx of information at the start of a new title.
This chaotic approach is not the tutorial’s fault entirely, though. The mechanics of assembling a spaceship—selecting parts, welding plates, and even figuring out power cabling—are as much a source of fun as they are frustration. For instance, one player struggles to figure out how to place frame pieces while another accidentally activates delete mode, threatening the entire spaceship’s existence and panicking the group. “I will delete the spaceship if you don’t kill me!” they cry out in desperation, cementing one of the demo's most memorable moments.
Teamwork: A Comedy of Errors
What keeps the gameplay engaging is the sheer unpredictability that arises from players trying (and often failing) to coordinate tasks. For instance, repairing the damaged spaceship requires teamwork: one player must mount frames and weld them, while others fiddle endlessly with connecting cables.
A vital moment occurs when players discover the inventory system, where items like welders and data cables can be accessed. After several failed attempts and flustered commentary, they manage to connect data cables successfully, celebrating minor victories before quickly moving on to the next obstacle.
This unpolished collaboration carries into spaceflight. Each player is assigned different controls—one for vertical thrust ("up"), another for maneuvering, and so forth. This delegation of roles creates absurdly convoluted exchanges where the group struggles to stay coordinated. "Up, up… no... less up," a player barks amid a chaotic attempt to stabilize the spaceship. The haphazard teamwork leads to many facepalm-worthy errors, including an unintentional freefall during their first liftoff.
Complexity or Chaos?
Although the slapstick humor of gameplay dominates the demo, some notable mechanics stand out. The developers of 'Approximately Up' obviously intended for players to learn engineering basics, requiring them to understand how airlocks function, how batteries must connect to power systems, and how elements like atmospheric sensors fit into the larger puzzle.
However, for every moment of progress, there’s another of complete disaster. Players repeatedly ask questions like, "What is 12 supposed to do?" or "Shouldn’t there be a door here?"
At one point, a player accidentally activates a function labeled "Destroy Spaceship," prompting collective panic as another wonders aloud, "Can we undo this?" Spoiler: they can’t immediately, but the ship somehow manages to survive numerous player-induced disasters.
The Fun in Failure
What makes 'Approximately Up' work—despite its chaotic, error-inducing gameplay—is that it doesn’t seem to punish failure. The spaceship can take some hits, the players can regroup after spiraling into freefall, and the tone remains lighthearted. More traditional simulation-focused games demand precision and expertise from the beginning, but the messy, trial-and-error nature of this game shifts the focus toward fun rather than mastery.
That said, the developers of the game seem to have created a nuanced underlying system for players who are willing to dig deeper. From managing energy systems to configuring thrust angles, gamers who prefer detailed space sims might still find depth beneath the surface-level goofiness.
Who Is 'Approximately Up' For?
It’s a game filled with humor, requiring patience and a team who won't mind the inevitable setbacks. Fans of games similar to "Kerbal Space Program" with a looser, more sandbox approach may take a liking to it, as will streaming-focused communities who thrive on shared gags and viral moments.
But the game is not without its hurdles. The lack of clear guidance in some moments and the overwhelming layers of tasks may frustrate players seeking a more structured experience. Additionally, managing the sometimes-counterintuitive controls may not appeal to all.
Final Thoughts
In its current state, 'Approximately Up' feels like a mix between a cooperative puzzle and an unintentional comedy showcase. It thrives on the players' ability to embrace its imperfections—on fumbling through tutorials, turning coordination into a comedy of errors, and ultimately, creating hilarity where structure and success should have been.
If your ideal multiplayer experience involves inside jokes, shouting matches over who’s responsible for what, and expressive chaos, 'Approximately Up' might just be for you. For now, though, whether players ever make it to the actual headquarters or are content laughing their way through space is anyone’s guess.
Staff Writer
Marcus covers video games, esports, and gaming hardware. Two decades of industry experience.
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