Survival games tend to be built around the same basic question: how long can the player stay alive when the world is actively trying to kill them? Honeycomb: The World Beyond takes a rather different approach. Developed by Frozen Way and published by Snail Games, this PS5 survival adventure sends bioengineer Hennessy to the alien planet Sota7, where the objective is not to conquer its hostile environment but to understand it. With Earth facing the consequences of ecological collapse, Hennessy is tasked with researching the planet’s flora and fauna in the hope that its biological secrets might eventually help humanity. That premise gives Honeycomb a distinctive identity from the outset, although the game does not always manage to turn its intriguing ideas into equally compelling gameplay.
The story is at its most effective when it explores the contrast between Hennessy’s scientific mission and the corporate interests behind it. She is not simply presented as a heroic savior of humanity, but as an employee collecting valuable information for EON Corp, giving the otherwise peaceful expedition a little more narrative tension. Hennessy herself is an approachable protagonist, while the AI assistant IVS provides guidance without dominating the experience with constant chatter. The narrative is generally understated, however, and much of the appeal comes from simply being in Sota7 and gradually understanding its ecosystems rather than from dramatic story developments. That suits the game’s reflective tone, but it also means that players looking for a strongly character-driven science-fiction adventure may find the story somewhat lightweight.
Honeycomb’s biggest success is the way it reshapes the familiar survival loop around scientific research. Instead of immediately chopping down trees and fighting anything that moves, the player begins with a collection of specialised instruments, including a scanner and various gathering tools, with each one serving a particular purpose. Plants, animals and resources need to be approached and handled differently, making the act of investigating the environment feel more deliberate than simply pointing an all-purpose tool at everything. Discoveries feed into research, new blueprints expand what can be crafted, and exploration gradually reveals how the different systems fit together. There is no traditional XP grind or skill tree driving progression; knowledge, experimentation and infrastructure effectively become the character’s advancement.
The bioengineering mechanics are particularly successful because they give the laboratory and resource-gathering systems a genuine purpose. Plants can be crossbred and manipulated to produce different characteristics, while animals can be studied and bred to create new traits. These experiments make the player feel more like a scientist than a conventional survival-game protagonist, and they provide a satisfying reason to keep investigating Sota7 even after a new area has already been explored. Base building complements this nicely, allowing the player’s home to develop into a functioning laboratory with power, water, crafting facilities and research equipment. The logistics systems also help once the operation expands, reducing some of the tedious back-and-forth that can otherwise plague large survival maps.
That slower, more thoughtful approach is also where Honeycomb can test the player’s patience. Sota7 is enormous, and a significant amount of time is spent walking between locations, gathering materials and completing relatively mundane survival tasks. Hunger and thirst are deliberately less aggressive than in many survival games, which prevents them from constantly interrupting exploration, but eating and drinking can still feel like chores rather than meaningful obstacles. The slow pace will be a major part of the appeal for some players and a significant drawback for others. There is something pleasant about having the freedom to stop and investigate an unfamiliar creature or plant without immediately being attacked, but the same lack of urgency can make routine resource gathering feel repetitive.
The absence of conventional combat is another deliberate choice that gives Honeycomb much of its personality, although it will inevitably limit its appeal. Wildlife is primarily something to observe, feed, study or breed rather than kill, and dangerous creatures can generally be avoided or temporarily subdued with tranquiliser equipment. This creates a different kind of tension: the player needs to learn which creatures can be approached and which should be left alone, rather than simply acquiring better weapons to overcome them. When that idea works, it makes Sota7 feel like an ecosystem rather than an amusement park filled with enemies. At the same time, the lack of weapons can occasionally feel at odds with the survival premise, while players expecting the constant danger of a more traditional survival game may find the experience overly forgiving.
Exploration itself is helped considerably by the variety of tools and by the way discoveries feed back into progression. Mapping a new area, identifying an unfamiliar species or finding a resource can be satisfying even when there is no immediate material reward, because each discovery contributes to a growing understanding of Sota7. The problem is that the game occasionally undermines this sense of discovery by making some resources and objectives rather explicit, while the sheer amount of travelling can dilute the excitement of finding something new. The hoverboard is intended to make longer journeys more manageable, but its handling can be awkward, particularly when vegetation and environmental objects get in the way. Getting stuck is thankfully not disastrous thanks to the option to return to the ship, but traversal could certainly be smoother.
The PS5 presentation is one of Honeycomb’s stronger aspects. Sota7 has a colorful, stylised visual identity that avoids the generic brown-and-grey approach sometimes associated with science-fiction survival games. Dense vegetation, unusual creatures, wetlands, caves and striking environmental effects such as rain and fog give the planet plenty of character, while the futuristic equipment and modular base structures create an appealing contrast between advanced human technology and untamed alien nature. The scanning overlay is useful for identifying things in the environment, but relying on it too heavily can also take away from the pleasure of simply looking at the world, which is arguably one of the game’s biggest attractions.
The audio follows the same restrained philosophy. Rather than constantly pushing dramatic music or combat effects to the foreground, Honeycomb leaves plenty of space for environmental sounds, creature calls, rainfall and the machinery around the player’s base. Hennessy’s voice acting also helps give the protagonist a stronger presence during the introductory sections and story moments. The soundtrack itself is more functional than memorable, but that is not necessarily a serious problem for a game that is so dependent on atmosphere and quiet exploration. The result is an experience that can feel surprisingly peaceful, particularly when travelling through Sota7 without an immediate objective hanging over the player.
There are still some rough edges beneath that appealing concept. The amount of information introduced by research, crafting, construction, inventory management and survival systems can become overwhelming, even though the tutorials do a reasonable job of introducing the basics. Repetition also becomes more noticeable over time, particularly when gathering and travelling begin to dominate an otherwise interesting expedition. On PS5, the overall impression is of a game with a strong artistic and mechanical foundation that could benefit from further refinement around traversal and the less interesting survival chores.
Honeycomb: The World Beyond is therefore an unusual survival game in the best and worst senses of the term. Its most compelling ideas are genuinely different from the genre norm: scientific research replaces conventional progression, bioengineering gives experimentation a reason to exist, and wildlife is something to understand rather than simply eliminate. The world is attractive enough to encourage wandering, while the base-building and logistics systems give those expeditions a useful purpose. Yet the same commitment to a relaxed, non-violent experience makes the game deliberately slow, and some of its survival routines and long-distance travel can feel more like obligations than rewards. Honeycomb does not reinvent every element of the survival genre, but its focus on curiosity, biology and discovery gives it an identity of its own. For players willing to work at its deliberate pace, Sota7 can be an intriguing place to spend time; for anyone looking for constant action or a more immediately rewarding survival loop, its peaceful approach may prove considerably harder to embrace.
Score: 7.4/10

