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Minor bug: After letting the tram get destroyed along with Santorini (remotely unblock it and call it -> ride it to Astrape and back -> then drive the rover to Astrape), I went into the Astrape Civilian Sector and saw an "Unblock Tram" button, disabled because I "don't have the tram override codes".

Oh, after opening the security door, the "Unblock Tram" button enabled.  I pressed it, it completed, didn't actually accomplish anything though.

(2 edits)

Great game! But I found a bug regarding the solar panels. You don't have to use a power coupler (you don't have to make the Solar Panel Mount) if you use the combined action to set the solar panels up. Then you get the +0.1 power. Works at Talos.

Edit: Also you still have the option to make the Solar Panel Mount later.

Edit2: Power Generator seems to be tied to the Solar Panel Mount so you can't use it to boost the Solar Panels by themselves.

Update was fun.  


Some bugs: 1) you can install the mining motors in the rover in Santorini Central with the rover off in the quarry, because it only checks if you have the mining equipment, and you can transport that with the tram. I think completing this task would only teleport the equipment into the rover, not the rover to you (which would be exploitable because central has power and the quarry doesn't except for when you come back with the drone block), so it's not a huge deal but it is a little jarring.  2) There's some weirdness in descriptions depending on what order you do Astrape in, e.g. if you've read the admin logs when you get the drone to the artifact the character is still confused why the staff put it there. 3) I don't know if it's a bug, but you can't load the mobile generator in the tram. 


Questions about the VTOL:

- don't the rovers have nav chips? Also Laurion's navigational database makes it seem like a likely spot to search for one, if it needed something more specialized.

- for the propeller, it sounds like the ventilation system at Laurion (specifically in the mining wing) would need to meet those specifications.

- it's sad I can't cannibalize even a single power coupler back from the rover.
 

Will this ever be released on Steam?

(+1)

Ko-fi milestone is reached so yep

Is there any way to force the ground floor door?  I have completed the game, but want to get that done, just cant seem t

Nope. It's mathematically impossible for now.

Until a means of accelerating the Door or General Actions happens, its impossible, as the “failed previous attempt” bonus is only 1.2x for the duration, even if you somehow filled the entire bar with this bonus, you’d come up just a bit short as that only reduces the task time to 12 minuts(You die to lack of Air/Water before it could be completed)

I played the game for 2 days now, finally finishing the actual content (In about 37 loops) I was so much fun and I really love that gameplay mechanics! I got really addicted and kept playing it for hours :) I would love to see more content and even more games with the same gameplay! 

What I am missing so far are sound effects and/or music. But I just played my own playlist in background. But some sounds would give better feedback of actions.

But overall the game is really great and just keep going! :D

(-1)

I think the game would be better if you could queue up every move for the whole loop at the start instead of just the tasks in the current location. Or let you save your own combo tasks.

(+4)

The possibility of automation has been discussed many times. The results of those discussions are on the roadmap (https://trello.com/c/VuYstcev). 

But the short answer is that I'd never allow queueing a full loop at the start, as that would remove all sense of discovery when the player stumbles across new actions, and practically guarantee that they'd not see the logs that come from those new actions unless they were at the end of the loop (which they're often not).

Not on the first loop, only after you've done it once can you queue it up for the next loop.

At the moment you have to babysit the game to get back to your last point.

(+2)

But new actions and logs appear early in the loop as well. So either you can only queue actions up to the first "new action" (which would be difficult to calculate and confusing to players), or I limit how much you can queue at once.

When a new action appears it would pause the current loop by default. It's not that confusing, Idle Loops does exactly this.

(+1)

Idle Loops expects you to queue up any new actions in the next loop after you discover they're possible.

(+1)

there is fun and enjoyment in figuring out the most efficient way to do things, if you go that approach you would be able to leave it idle like that, maybe set an auto clicker on to click the restart loop button overnight until the stacking effects make it so that you would be able to reach your last point.  You want the game to play itself

(+1)(-1)

Damn, this game is better so far than i expected. Last time i was this invested was on crushon ai, but i digress. I hope the new update come soon! Keep up the good work!!!

(+1)

Just finished Astrape. Cant wait for update! Honestely I had so much fun that I am willing to assist with code cleanup, refactoring or some basic implementations on my own time for free ^^.

Keep it up! I cant wait to play the next section ^^

(+1)

I just have to say, such an interesting concept and truly a fun game! Great job ^^

(+3)

I am utterly obsessed with this game! My only real complaint is that I find the text very difficult to read sometimes (especially the red text).  I'd really appreciate some UI customization: font size, font brightness in comparison to the background (maybe even the ability to tweak the background's saturation too), that sort of thing.

Apart from that, I think it would be nice if you could mouse over routes on the map to see how long they'd take.  And to have maps of the facilities themselves, because I get pretty confused trying to navigate Astrape XD

Glad you're enjoying the game! There is a UI Scale slider in the options which will make everything (including the text) larger/smaller, which may do what you need. I'll keep the rest in mind for the next update though, as it's planned to be focused on UI/UX.

The map is definitely going to get some upgrades sooner or later. What's in game right now is the minimum, super basic map just to get something to help players out. Hopefully I'll have time to put some work into it with the next update, but I wouldn't be surprised if the map continues evolving over several updates.

Aw man, I was very excited to hear of the UI scale . . . but it turns out it was already set to maximum.  Thanks though!

No worries. I'll be sure to include more options when I can :)

(+1)

i think the system of combining actions is very cool & intuitive

Not sure what happened, but having power when drilling the obelisk isn't giving me the 3x speed boost anymore.

Refresh the page and make sure you're on v0.4.1.4 (uploaded a couple hours ago). It was a bug in 4.1.3.

(+2)

I love the concept for this game! The time management mechanics are very creative, there's a great sense of progression and opening up of possibilities, and it has one of the cleanest, most understandable UIs in modern gaming. However, I would also like to give a few pieces of constructive criticism. These are entirely subjective and reflect only my personal enjoyment of the game.


Note: I will be using the terms "early-game" and "late-game" to refer to overall progression across loops. If I need to talk about progression within a loop, I will use "early-loop" and "late-loop" instead.

  • Possibly my biggest problem, due to being the cause of several other problems, is how much water becomes a non-issue late-game. Both Santorini and Astrape have more than enough water that it has literally never been the thing I was worrying about in those facilities (in Astrape even when the water recycler breaks) and the water crates at the dam make it very easy to have enough water for that long journey as well. This makes the decision of which system to sacrifice at Astrape an incredibly easy one, as well as simply giving me one less resource to juggle overall, when having to balance resources and make hard decisions is one of my favorite parts of the game. It is also a contributing factor to my next issue.
  • The generator is incredibly overpowered to the point of making any other possible loadout for the rover basically unviable, which makes me feel bored and stuck in the exact same equipment every time, rather than trying anything creative. I see several different causes for this, which are as follows:

    • The fuel for the generator is extremely plentiful, as well as being concentrated in only two places. As long as you successfully make it to Laurion, you will literally never need supplemental power, even using the mining machine motors. Making fuel a little harder to get might be helpful.

    • Despite the warning about the generator taking up all the space in the rear compartment, it doesn't really come up that you need to put something else in there. The only other thing that goes in there is the water recycler, which you never need beyond the point where you first make it to the dam due to the first problem. Working on the water problem is one plan of action, but it would also be interesting to see something else that can go next to the water recycler in a future update.

    • Lastly, the second set of solar panels, which represents the only other way to get power on the go, is in the same place as the generator fuel cells, making the routing no different no matter which one you choose. Either one moving to a different location would make it more interesting.

  • The option to drive directly to the dam from Talos simply doesn't work out. There's no way to get enough food in Talos to even come close to making the drive to another facility, not to mention it doesn't actually save any time because you need the solar panels to get enough power and so can't get the mining motors later.
  • The random little "explore", "read diary", etc. actions that basically just get you flavor text make me unreasonably happy and I want more.
  • I'm a big fan of the "event" mechanic and would love to see more creative uses of it. Ideas include:

    • More events similar to the dam event, where you need to arrive somewhere within a narrow window of time.

    • "Do something and then wait for something to happen" actions that work on a larger timescale, e.g. pushing a button in one facility and then something happens exactly 12 minutes later in another facility.

    • A combination of the previous two, where you can set up your own exact time window, but you have to do it far in advance and if something unexpected happens, you're out of luck.
  • There are a few points (mainly the dam and the power-surge-control aspect of Astrape), where the meta-progression feels a little too fast, because as soon as I succeed once, even if it was by a fluke, I never need to worry about that mechanic again. Guarding the way to bypass the mechanic completely behind 2-3 successes seems like a better idea.
  • The part in Astrape where you have to get three different parts to repair the drone is literally just a fetch quest and isn't fun.
  • As I believe a few commenters have already pointed out, it would be cool to give the players the option to make their own combined actions. The best way to handle that would probably to just have an option titled "Start New Combined Action", which would add any action you take to the combined action, until you press a corresponding "End New Combined Action" button.
  • The Laurion artifact felt very disappointing, especially after the hype of the first artifact. I don't have any specific ideas, but it definitely needs to feel more powerful.
  • Near the very end, it took me a while to figure out where I was still missing persistent actions. I would have appreciated if the "You're thinking about..." flavor text near the beginning of each loop were a little more specific.
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you can go from Talos to dam without solar panel with empty power cell (or put gen in rover and use power cell).

(+4)

Glad you're enjoying the game, and I appreciate the detailed feeback! Some of your concerns are already being addressed (at least to some extent) in the 4.1 update I'll be releasing very shortly. Others will naturally balance out as the game progresses (e.g. the fuel will make a lot more sense when there are further away locations to travel to).

Some things definitely won't change though, at least in the direction you want. For example, you say the Laurion artifact is disappointing, but it already has a huge impact on how long/how many loops it takes to do the rest of the content. It used to be 50%, and I had to nerf it to 25% because it was way too overpowered. Even now, I'd say it's borderline OP because while it's not necessary to get it before going anywhere else, everyone agrees it's easily the optimal stragegy.

As for Astrape's "fetch quest", a lot of players really enjoyed it, and I think it's good to have diversity in how each facility is 'resolved'. I'd consider adding more ways of achieving some parts of it though. I definitely like how the power portion of it can be solved at least 4 ways, and different people find/prefer different ways. So it'd be nice to get some of that into the other components, but I think that'd be difficult to do without adding a decent chunk of new content, so if it does happen, it'll probably be a ways down the line.

Well the Laurion artifact is disappointing because of the amount of work required to get it, mostly the risk of constant death. So the game overhypes it up to being this super important thing, and then feels not worth the effort. 

So if you cut out a layer of mining, then it wouldn't be over-hyped. 

Its like how Hello Games overhyped NMS when it launched. If they had kept more quiet on what it could or couldn't do, then the game would have done better at launch.

The same is here, where you have to dig through layer after layer, and you get hyped up to think its this super awesome reward. 25% is powerful, but not at the level of work required to get it. 

So my advice is to reduce one layer of mining to it. Keep the thirst and oxygen layers, as they build tension, but get rid of one of the layers that just pads the duration it takes to mine through it. Less work = less expectation of a great reward.

What work? Its a Persistent check, the layers are fine and just checking that you understand how to micromanage your resources And what the hell are you on about it not being at the level of work? You take 3-5 loops of easy work(steal all the power cells you don’t need to reach Laurion, power on Laurion, set up the Generator, stockpile the last resources and dive in, you don’t even need the Food Synth Coupler you know you’ll die in there)

Anything requiring persistence is work and you even call it work later on, so you contradict yourself.

3-5 loops is 15-20 minutes a loop, is roughly 1.5 hours of gametime. That is a lot of time to complete a single task. 

Anything requiring more than 30 minutes of gametime isn't fun, its work. And I'm not being paid to play this game, so that is time I could be doing something else. 

How are you meant to get to Astrape in enough time so that nothing is fried yet?

That's the fun part.  You don't!  Though I think things aren't necessarily hit at the same times, plus if you get there in time but it's close there is a way to control the damage before it happens.  Honestly there's enough going on at Astrape that even if you can't get there before it's fried this time, there should be something else to do, and making it there makes it faster the next time, which could get you there before things get bad.

(+1)

There are actions in Astrape which tell you what triggers the overloads and what you can do to avoid/reduce them.

(+1)

Go to Tram Station at Astrape, there's something there that can get you to the Astrape by 14 mins before Santorini becomes SantoTNT. (if you can micro-manage to get there fast enough)

How much content is there? 

I had about 9h of gameplay until I reach it's en

Thank you

(+5)(-1)

Day 3 waiting outside Talos
Solar cells still charging. Suit reads 519 Calvin. Hydration pouches less infinite than expected.
Taggart/Mella fanfic status: 13% complete.

(+1)(-1)

Huh, calling the tram from Astrape, after its been destroyed in Santorini, still works... Apparently its immortal?

(+4)

Immortal tram needs to be like a secret easter egg or something if this ever becomes a full game

I rode the tram from Astrape to the destroyed Santorini and when approaching, the track ended and I fell to my death. This further alludes that the tram is magic.

(+2)

I found the the handling of moving to and from the rover within the Astrape's vehicle bay very confusing.  The routing is short enough that I muddled through, but I'm still not confident I really understand it.

After "Calling the Tram" to Astrape after it was destroyed along with Santorini, the tram eventually returns (as evidenced by the "Ride Tram to Santorini" button appearing).  I don't think it's supposed to do that.

The message about seeing Santorini explode while most of the way to Astrape says "the far side of the dam".  Might be the wrong message.

I really love this game, but the problem I have with it is the fact that my save file keeps getting deleted, which means i have to go through everything all over again.

It was fine the first time since that was when astrape released and there was a lot of stuff that was new that i'd only have noticed on a fresh playthrough (like the dam crates), but the most recent one that wiped my 100% completion just sucks, and I really don't want to start over again. Great game, but I think i'll just wait for the 1.0 version (or, at least until the end of the year) to play it again.

(+2)

Saves are never deliberately deleted, and are always forward compatible with new versions.

So if your save is getting deleted, it's because your browsers data is getting cleared. You can either download the desktop version, which stores saves in files in your user data, or use the Import/Export menu to export your save and store it anywhere you like.

Also, if you ask on the Discord, someone is usually happy to send a save file to help people get back to where they were. If you'd still rather wait, that's fine. I just wanted to explain what happened to your saves and give you some options.

(+1)

Just finished the game to 100%, and honestly, I really liked it. The story and worldbuilding of the game is all just so interesting and fun to uncover, and the gameplay is honestly quite satisfying and relaxing. Like, I know this is supposed to be an idle game, but I spent almost no time at all tabbed out from the actual game. Maybe a couple times during long waits, but otherwise I was playing the entire time, which is honestly impressive considering I've got around 20-25 hours in this game now

I think that what this game does so well at is using its resources effectively. Even though you could've just as easily made it so that there was no wait time between any actions, after playing the game, I can say for sure that would've taken away so much from this game. With all the waiting for every action, you have plenty of time to ponder on the information you've received while also thinking about the actions you're going to take, which honestly does take a lot of thinking about; even with all the moments of waiting, I'd say easily over 50-60% of the time I've spent in this game was paused, thinking about/reading plot developments or trying to plan the best way I can use my limited time. This all comes together to make it so that the primary gameplay in Terraformental literally is thinking, making it a really relaxing experience to play, and with enough "gameplay" to never bore you.

Talking a little more about the waiting stuff, I do really also like how it puts value into every action you take, making the rewards for completing them feel better and the longer ones actually feel more daunting, especially when this waiting is paired with rapidly dwindling resources you constantly have to manage, decreasing more and more with every second spent.

And to mention the game's plot one more time, it is honestly just so excellent. Another great thing about all this time spent waiting is that, when combined with all of the descriptive text provided, you really get a good chance to get a clear mental picture of the the places you visit, the objects you use, and the things that are happening. I'm not gonna make any claims that this is better than if there was some ambience or basic visuals, but I still have to appreciate how the game's plot and visualizations are like that of a well-written book.

Finally, to talk about the conceptual main mechanic, the time loop stuff is also just great. It felt really compelling to keep unlocking new more efficient ways to complete actions while also making as much progress as you could in as many Persistent actions as possible to continue progressing through the game while also unlocking even more completely new actions and paths at every location you go to. I also liked how the starting actions were balanced out, where you would always need to dedicate a considerable amount of time to repeated actions at the beginning of a loop once it resets, as well as all the things you need to do to get back to where you were in the previous loop. For me it added a lot of value to the time I had in a loop, and made it so that I really was always fighting against my limited resources with all my might, just to get a little more time in, though it also made it very satisfying whenever I figured out/unlocked new ways to make the versions actions and journey's to other locations much quicker.

I mean honestly, this is just a really great game. I'm impressed by how relaxing, satisfying, interesting, and fun it all came out to being even with such simple gameplay, and I'm certainly very excited for the future updates and eventual completion of this excellent game. Huge thanks to ShadyGames for making all this, and a good luck to the rest of its development!

(+1)

This isn't an idle game; just an Incremental.


Idle = You benefit (a lot) from time spent waiting, the game just running in the background

Incremental = Lots of unfolding mechanics, setting one activity aside for another as the game progresses

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True. But for me its just that it was called semi-idle in the game's description, so I thought this would mean that there would be a good amount of time spent waiting or tabbed out, and while this is sort of true, the way the game played out for me definitely flipped my original expectations. That's fair to point out though, I only noticed the incremental label after I had written out the final paragraph, and at that point I was like eh, works well enough.

I definitely would agree that this isn't an idle game tho, the sort of merge of idle waiting mechanics and all this crazy incremental stuff was what ended up being so cool about the game.

I enjoyed this game a lot. I really like the idea of time and how fast you can do things (and the order in which you do them) influence how far can you progress. 

At first I thought it was just a simple incremental game but the story, different locations and the progression makes it so unique.

Can't wait until the game is finished. Good job, developer! 

loving this game

(+1)

This is my favorite game right now! It’s so simple and so complex and deep. A few notes:

  • I actually don’t mind the UI at all, I think it works great and conveys almost all information that’s needed simply and quickly
  • I love the size of the text for the story! Any shorter and they would seem terse, any longer and I would get overwhelmed with reading it all. I particularly like it when a new piece of story/info shows up and I can queue a slow task in the background while I read it
  • A low key soundtrack would work wonders for setting the mood in various locations; I’m thinking about Subterrain (which shares a bunch of similarities to this game) or the original Fallout series
  • I know you’re still working on the map, one thing that I wish it showed me was projected time/power it would take to travel each leg using the current state of the vehicle, since it’s hard to remember exactly how far things are from each other between playthroughs

I love it! I sat out a few updates to ensure that dipping back in would be worth it, and boy was it! Great work.


I was a little surprised that (mild mild spoiler)







you can't load the water recycler in the rover and drive it back to Talos for installation, or uninstall it using the Talos workshop. The third type of water resource and prudent handling of the preexisting two seemed like an answer to the 'maintain both water and power' riddle for getting to site 3.

I really loved this game, the text-only style really works to flesh out the world but also leaving just enough for the imagination. I was worried after my first couple loops that it would be grindy, but the mechanic of simplifying tasks is great! A permanent log of the information you've learned would be great, as I sometimes had to take notes. Also maybe on the map screen there could be info on which areas have what e.g. a water filter. But i loved this so much already!

P.S. also a cool sci-fi soundtrack wouldn't be remiss ;P

Install/Remove Full Power Cell doesn’t share similar actions with vs without tools.

Having heavily trained the action in v0.3 by repeatedly uninstalling and reinstalling until I starve, the new action in v0.4 to do it in Talos with tools (base 10s) actually takes longer than out in the field without tools (base 30s).

With Vs without tools is deliberately separate, as doing things with or without tools would be a very different process.

(+3)

After talking the artifact from Astrape, the water filterer seems to have disappeared on future cycles. Also, If it is impossible to get the nav computer and the propeller and mining motors for the VTOL, I feel like it should be marked as not available in this update like the other two facilities are and the Santorini artifact.

My persistent actions are at 96.99%, even after investigating a name I got from crates. Seems like I've done nearly everything else that can be done. Are there any other persistent actions that are well hidden?

(+2)

If your save game was originally started before v0.3, your save might have a minor glitch which makes it think a few of the first-loop actions are incomplete when they're not. It could be something else, but someone else who had this issue had the same %age completion. This'll be fixed in the next patch.

(+1)

Thanks! I started playing a couple days ago, so it should have all been v0.4.x.  But I do tend to browse a lot of games on Itch, especially in the "Recommended for You" section which is where I saw this, so it's not impossible that I might have clicked it once, didn't play, forgot about it, but still ended up with an earlier save.

(+1)

I'm at 100% now, it turns out there were four actions I missed at Santorini.

(+1)

This game was really fun, wow. Was introduced to it by my partner and we ended up playing through the whole thing in a few days. We're very much looking forward to future content updates! Thank you for your hard work, Shadowsand!

(+3)

This is an absolutely wonderful little game, I've become addicted to it over the past few days. The steady progress feels great, the writing is well done and kept me very entertained during the waiting periods. I haven't finished all of the available content yet, but I can sense I'm getting close to the end, and I have a few suggestions. 

Action Queueing feels great. I find that I'm able to queue 3-4 minutes of actions at once now that I know the routine so well. However, what feels even better is dying and waking up to find that you've unlocked a new "routine" that saves you many clicks. These feel great when they appear, but they are few and far between. My entire routine at Talos should be 1-2 clicks at this point, instead of the 20-30 it currently takes. You could simply include more of these streamlining routines, or you could pass that work off to the player; allow us to create our own routines. Set up a recording system, click record at the beginning of the run, and do my entire routine to Laurion, the Lost Rover, the Dam, and get to Santorini. Hit stop on the record and save it as "Talos to Santorini", and then I can run that script in the future to save me a whole bunch of clicks while I slowly work through Santorini. I would pause along the way if new things unlock, and I'd update the script if I found a faster way. This might seem a little overpowered to some degree, so it could be an unlock after a little while, maybe after you get blown up in Santorini the first time.

A simple addition to any idle games is a "player notes" section, just a corner of the screen to leave yourself reminders and plan out future runs. It's easy enough to bring up my own notes app or something, but having it in-game is always nice.

Can't wait to get back to the game, and explore more of what this world has to offer. My first 5 hours with the game were a little bit frustrating, and I wasn't paying nearly as much attention as I should have been. Once I locked in, I was completely hooked. The pacing is great, the UI is clean, simple, and efficient, and I love that I can scale the entire UI, a feature that is often overlooked. 

Alright, time to get this gate unlocked to I can head to Astrape. <3 Love this game!


(+2)

after beating the game, I think the new astrape facility is super easy compared to others because the energy surge is useless to prevent player from out food and water because of how much loot around the facility. After you unlock the train, it becomes easiest facility

(+2)

The main issue with vital resources at Astrape is running out of air. Even if you stay in a place with air generation, doing this takes time and spends food and water. Additionally, the area's effect can prevent you from performing some actions such as searching the admin computer.

(+2)

but air you can get infinitely from the train and if you know how to efficiently use the air recycle it can give you a lot of air. Additionally, after 1,2 loop you will have plenty of food and water.

I checked the train last, soo I didn't know about the air scrubber on it and there's a LOT of stuff to explore (around 20- min) soo it becomes a real issue.

yeah

(+1)

Pretty sure that part of that feeling is that this update had a lot of under-the-hood work going on with the systems to give cross-compatible experience for common tasks like gathering water in multiple places, taking the same route in different directions, or installing solar panels that would not have given a speed boost from similar actions before, in addition to the content update.

(+1)

The Get Up action combination is really nice, but it does for some reason leave three water bottles on the table and instead uses the extract water command. That feels like a mistake to me.

I never encountered that bug. In all my 29 loops, I always had to manually tell it to extract the water. Are you sure that is happening, as both things give Small Water Bottle as an item?

Very sure, it's happening every time for me.

(+2)(-1)

Someone specifically requested it be changed away from picking up 4 bottles for effeciency reasons. Lots of people pushed back on it after the change was made, so I'll be reverting it next patch.

Pretty sure the efficiency idea is to only pick up 1 bottle, total, in that bundle. One bottle is enough to reach the water pouches before dying, and those are more efficient than small water bottles, even from the table. Then before leaving Talos, pick up the other 3 bottles from the table plus 2 from extraction, just to have 5 in storage.

Probably, but when you first unlock the action, picking up a single water bottle would kill you before you finish lifting the lockdown.

I don't seem to be able to take the Astrate > Dam path? I only have the Santorini-option, and I can take that until the "Santorini is [...]"-thing. Am I missing something?

(Not that it's important, but this would be the last piece of road to travel xD)

The only requirement to unlock the reverse route is to have travelled dam > Astrape once. Other than that, you have to go part way back towards Santorini before it splits off towards the dam. If you have all the combined actions unlocked then you may have to click the combined action to expand it and manually perform the first 2 sub actions to reach the splitting point.

I just thought that like an actual 3D game based on this would be super cool. I know that would be crazy hard to implement, even just for the first facility but, you can't deny that it would be super hype to see explore the entire world yourself.

(+2)

Thats will destroy time managment feature, also that will be to boring to drive across facilites

So kind of like that Steam game "Moon Mystery" where it has you drive a rover on the moon from one base to another? 

When the long-range transceiver on Astrape's roof after getting the tram override codes, the description says "Thanks to the override code you have, you should be able to unblock it from...".

"It" in this context can be assumed to mean the tram, but that is not established contextually and should be stated explicitly.

(+1)(-2)

Suggestions:

---

1] After experiencing touching one other artifact, than first, unlocks some new content in previously visited areas. 

=> So this would either be the Astrape or the Laurion artifact, in current content terms. 

=> Could gate some content based on then how many artifacts you collect. Having both, might unlock something more. 

A) Unlock something at original rover location (where got first artifact).

B) Unlock something at lost rover.

C) Unlock something at talos lasers.

D) Unlock something at laurion computer. 

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2) Having more than one artifact active, lets you set one item to appear at Talos at the start of the loop. 

A) So you could start with the CO2 scrubbers, to repair the tram at Santorini, as an example.

B) Or you could start with the power coupler / empty power cell at the dam crates. 

C) Or you could start with a fuel cell from Santorini.

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3) Having more than one artifact active, raises the stack size of all items, by +1. So three total active (including first one allowing loops), is stack size of 7 (+2 total)

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4) Can salvage certain things for resources.  

A) ie gain 5 plates and a coupler for disassembling a water recycler, that you don't intend to use. 

B) ie gain rotors for disassembling the mining machine, instead of installing the advanced rotors.

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5) Unlock methods for enhancing consumables. 

A) Find an electrolyte package, that you can add to a water bottle or two small water bottles. Adds +1/0.5 water to them, but causes you to lose 0.5/0.25 food.

B) Find a mr.noodles flavour packet, that you can add to a ration pack or two basic foods. Adds +1/0.5 food to them, but causes you to lose 0.5/0.25 water.  

C) Find a reactor accelerant, that you can add to a fuel cell. Adds 33% more fuel, but deals a small amount of damage to your oxygen generator (like with surges).

D) Find a battery capacitator, that you can add to a power cell. Boosts storage of power by +100, but increases drain rate of all vehicle actions by +0.25.

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Anywho, if you release a new build that needs testing give me a shout, otherwise check back in a few months, for Pneuma or Strabo or even Santorini. 

1) Aside from just checking the computers, I'm doubting we "realistically" could find anything more by just looking at our past explorations 

( althought an artifact that allows us to baaasiically gain an 

"useless for surviving BUT good for finding out" 

small superpower would be interesting ( maybe reading memories of all those dead corpses we found?) )

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2) Interesting

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3) Uhh that sounds powerful, should be left for an specific artifact (maybe the Santoniri artifact would "expand" our storage by 2? 

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+3  I also noticed that each "artifact" seems to have an specific theme with it's effect (that overdoes whatever it's buff is) and buff, soo santorini should be.... explosion? expansion? expansion of storage???? I hope I'm right cuz it would be funny to guess it 2-4 months in advance.

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4)uhh Good idea, thou it might be a bad idea when we have a tight timer.

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5) Yes.

.....hmn....what if, your idea from 2) applied ONLY to those boosters? that would make strategizing much bigger.

(5 edits) (-1)

So reached the new End of Content marker (EoC) after 29 loops. Probably 15 of them were caused by failing to reach a destination and running out of food or water, but that taught me that the path wasn't optimal. Way too many branching paths and I get confused on how to keep all the information straight. 

Will do one more loop, to visit Santorini, and see if I can prevent the boom there, now that I have remote tram access. 

I'll think up some suggestions (outside of current feedback) probably for tomorrow. 

EDIT

Just noticed this. You can't unblock or boost tram power from Central. Only at quarry. 

Boost Tram Power doesn't share commonality with the action if performed at Astrape. Same with Unblock Tram. 

EDIT2

Increasing speed of tram by +50%, only applies to Astrape trip. Doesn't speed up tram rides between Santorini locations. 

EDIT3

Most things react to the removal of the artifact at Astrape, except for the Water Filter machine. Both its description and the message log is the same. 

EDIT4

Drive towards Dam, from Astrape (when santorini explodes, so you can't travel back to it), doesn't share commonality with any actions, and is set to 5 minutes. 

(+3)

1) Not being able to do it from central is explained in the logs - Central doesn't have a long range transceiver, while the Quarry does (for controlling the mining machines). Added actions to groups for future.

2) I can't reproduce this issue.

3) Already fixed for vNext.

4) Added to group for future.

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