(spoilers!) After finding a tunnel from Talos to Astrape, there was a mention that you could take the mining tools from Laurion, but when i got there there was no option to get them. i did it after getting matter artefact but without re-visiting mining branch specifically
It specifically says "I could bring tools from Laurion, but it'd take far too long to dig through". The point being that you can't dig through with what's currently available to you.
It would be nice if "Loop Now" still provided you with the bit of text showing what you learned that loop. I'm usually trying to die of dehydration rather than clicking the "Loop Now" button, just because I want to read what the "You Died" popup says.
(Spoilers!) Some actions are ambiguous. For example: in Laurion, when you move the water recycler into the rover, it says: "Install Water Recycler" but it doesn't say WHERE the recycler will be installed (base?, rover?). It is even worse in Santorini, when you aquire the "Quick Cycler", it says: "Install Quick Cycler", (should be: "Install Quick Cycler in Base" )
"Install Quick Cycler", (should be: "Install Quick Cycler in Rover" ) because you have access to both the bases recycler AND the rovers recycler, and you can't determine from the text where the Cycler will be installed, without first leaving with the rover & THEN install it when you don't have acces to the bases recycler.
(Spoilers!!) Feature request: After the Santorini crater, I would like to be able to explore the crater for clues or anything, I planed on approaching from Dam. Maybe there is some cool & useful alien material or strange "power signature" or whatever created by the violent forces and mysteric powers of the crater-event? It would be nice with some Blue type events there, if nothing else, just as entries for the log-book, but preferably something more useful too.
There's literally nothing there. The energy wave vaporises matter, so nothing can survive.
Also, to get into the crater, you'd need to climb down a 30-40+ metre sheer cliff, then walk the remaining distance to Santorini to reach the centre. Even if you had climbing gear to get down in the first place, you'd run out of resources long before you got there. I'll tweak the wording of the logs to make that more clear in vNext.
Yeah, it's probably basically a nuclear-explosion-crater (maybe minus the radiation?). BUT, the author of this adventure (you), can decide that the explosion was so alien and powerful that it reacted with some kind of (alien?) material (like how sand turns to glass), and creates some new alien material or whatnot, that could be used for something, maybe it even has some kind of "loop-resistant" properties, or whatever.
Maybe that material is something similar to whatever that artifact was you touched that fused to the players body, and enabled the looping stuff to happen?
Maybe you can place that material on something, and it prevents that thing from resetting in the next (1x) loop?
Maybe it is a very volatile compound that reacts quickly with the thin atmosphere, but because the atmosphere is so thin, it reacts slowly enough that it can be captured and studied.
Be creative :)
Just so there is something to do if you happens to be nearby when it blows and you survive it.
“Hey, this energy wave vaporizes matter, so literally nothing’s here.”
“…ok, but what if instead of doing exactly what the author (you) just said it does, it did something completely different from what you want, because I said so? Just be more creative :)”
That’s kinda the vibe this is giving. Not sure if you’re aware of how entitled you sound right now. You’re asking for quite a bit. If you want to make something like this, make your own game instead of pestering a developer that, frankly, has better things to do than cater to your demands. They already said no. Move on.
Haven't played since the last big update. It really opened things up. There is so much more to do now! I ended up getting 100% completion, but I feel like I don't really understand how [spoiler] the power surge mechanic works. I kind of blundered through things and got the artifact last so I apparently managed to still find everything without having to worry about the surges.
As far as I’m aware (bear in mind that I kinda blundered through it as well) the power surges really only affect things like the admin comp and the water recycler. Makes it harder to get it done but doesn’t stop you directly.
this is true, there is double no point because movement actions are reset when you change location…unlike resource actions like install/uninstall power cells
I feel kind of lost after obtaining Astrape power artifact and gaining access code to unblock tram from Santorini. I don't know how to unlock / unblock the Talos-Astrape tunnel, I don't know how to unlock Strabo / Pneuma, and I don't even know where to look. Observing highlands from the tram is supposed to unlock something, but I still have no idea what it unlocks.
When you collect the Astrape artifact, there's a popup telling you that you reached the end of current content. There may be other little things you can find, but it sounds like you already got it all.
I love the timers for resources, so nice to have it right there. However…they do not account to certain resources being prohibited in priorities. The timer should only take into account resources which are allowed.
Yeah, that was just noticed today. I hadn't seen it as I never usually set things to Do Not Use. It was a bit late to make it into the next update, but I'll make sure it's fixed in .12. Thanks for the report!
I also just discovered that the water timer isn't showing the right time when [early spoilers] you're drilling into the fourth layer of the obelisk. When I died of thirst, it was showing 4.5s. Might be due to the fact that the water I was carrying wouldn't come off its cooldown until after I died? I love the addition, though, it's so convenient to have it there at a glance.
Anyway, I'm starting a fresh playthrough in the Steam demo version and enjoying it all over again. Thanks so much for all your hard work on this! :)
Mmm, you're definitely correct about why it showed more time than you had. It's not easy to tell whether on cooldown items should be counted. If they always weren't, the time would bounce up/down each time you consume something. I suppose if every items cool down is longer than the non-inventory time left, then they can all be ignored at least...
perhaps a better solution is just to pause when water gets down to one for any action? Then you have the ability to recover regardless of cooldowns, and it can save you in other circumstances as well.
A couple of QOL feature that I think would go down a treat.
Resource impacts (like rover leakage, solar panels, or Lauion’s power drain) which are not currently active for any reason (like being inside) still be displayed as ‘inactive’ or something to make it clear that no, you are not going insane (though it’s also possible you are), they still exist, it’s just that they are not doing anything right now.
And maybe be able to clear all the ‘new’ actions by clicking on that annoying little flashing button at the top?
Something I noticed after the last update (note I’m playing on mobile on itch) is that it is harder to click on the X to cancel actions than it was before. I don’t know if it’s just me or something you changed.
Ooo, definitely like those two suggestions. I'll add them to the list.
I definitely didn't change anything with the X's specifically... Though I did fix a bug where Display settings (such as UI Scale) weren't being applied properly. So the game might now be rendering slightly smaller than it used to. You can change the UI Scale or disable it entirely in the options.
You, yes you the creator of this art. I would say that.. your art is very good it is so good in fact that i would donate you 5 bucks. Like its fantastic i enjoyed every second of it. But sadly the problem is that it would require me 5 bucks to put in the effort. But still, You did very good, good job.
If you go to PDA > Menu > Save Game > Export then you can get the save string. The on the new device you go to Load Game > Import and paste the string to load it.
I can't seem to install the water recycler in my rover in Laurion. it is also not usable inside the station. the only option i have is to push it outside and completely vanishes after i bring the rover inside Laurion. is it intentional?
ah right, forgot about that. If you load the generator but don’t install it you can unload it at Laurion. Then you can generate power at Laurion and you still get the recycler
yeah, thats what i was doing. getting the generator and using it to power Laurion, picking up the water recycler and heading to Santorini.
But with the latest update, I can't get the water recycler. i can't even get water in Laurion, and there used to be some food as well.
I load the generator, install both solar panels (sometimes just one), head into Laurion and nothing.
Installing the generator, didn't collect anything else in Laurion this run (the other blue tasks are done)
Spoiler: So I have done everything in talos and laurions so I have the 2 artifects,
I went to the dam like 10 times, before the coundown, after the countdone, there are only crates there, and reading the comments they say I would be able to go somewhere else ?
I am guessing about what might be going on depending on how long you take to get to the dam there is an event that changes some of the locations at ~20 minutes into the run so that might be what’s going on. More likely is that you are getting there after the dam closes (thus allowing you to cross) and then opens again (locking the dam crossing if you haven’t made it across in any loop… I think, I haven’t actually been there for that long, like, ever). I think this happens at like, 15-18 minutes or something. Alternatively…you’re on the wrong version?
You're only able to cross the river while the dam is closed. It only stays closed for 2 minutes after the timer ends. So if you get there more than 2 minutes late, you won't be able to cross.
Feedback: I played through this a long while ago, sort of. I died on my first pass and stopped because I didn't get the artifact - can't remember if I ran out just before due to bad decisions, or I beelined for the facility because it seemed like the safer move. The text about "maybe you should have optimized" made me think I had just plain lost the game and there was nothing more to it. Today, playing again, there is clearly way more to it. But letting you know that players may be bouncing there if they're dumb like me and they need some kind of extra communication.
Today my vain request is that I'd like an "always do if possible" action, specifically for grabbing pouches, synthesizing food, etc in the first location. It's busy work to top off when I 100% know I'm going to have 5/5 of that resource when I set out and there's an unlimited supply. Let me set the action to perpetual interrupt.
The other ofc is a fast forward for the queue. Let me speed through some of these long ass timers (taking responsibility if I haven't managed my resources). Dovetails real well with the perpetual interrupt!
Apologies if these features exist and I just haven't gone far enough to unlock them.
Edit: actually I'm increasingly irritated with Talos because I have it down to a science, and I've seen other sequences condensed, and I don't even want to do Talos anymore. I want to skip to the interesting/exploration parts that come next. I can believe Talos still has secrets to unlock, but until something changes, i just want to tell the game "do exactly what I did last time".
Depending how long ago you last played, the early game may have already changed. It's never been possible to go straight for the facility on the first loop, so you must have not had enough supplies. That being said, early versions were much harsher on how well you had to play in order to survive. At this point, it's relatively difficult to die on loop 1 unless you make a lot of bad decisions. Also, if you do die on the first loop, there is nothing more to it. Without the first artifact, you are just dead and have to load/start again. I guess I could tell players that "if you got a bit further, you'd have unlocked this new feature", but that feels unecessary and spoilery.
The topic of automation has come up many times, and has been discussed in many directions. Most of my thoughts on the matter are on the Trello Roadmap. Short version is that if I do add automation, it'll likely be along the lines of what you described. But the people who want automation are in the minority, so it's not a high priority feature for now.
Fast forwarding the queue also occasionally gets requested, and that's just not going to happen. At least, not in the form of a "go faster button". It'd mess with the pacing of the game, frequency of messages etc. That being said, I am constantly working on ways of reducing the frustration of that aspect of the game with features like Combined Actions and Time Dilation which make it run faster without upsetting the balance or pacing of the game. In the next major update, I plan to introduce a new form of time dilation which is applied to all long actions (including long combined actions), effectively giving you auto speedup on the long journies and heavily repeated sections like Talos.
Understood, and I respect that you've been considering these things a hell of a lot longer than I have.
Having now exhausted the content... deffo want that recurring action ofc. Talos wakeup sequence should after a few loops include grabbing 5/5 of all supplies, and while I see the tutorial, a few more after that should set Talos to not consume water (since pouches) or food UNTIL the coupler is pulled.
I'd also like to see buggy repair eventually upgrade to two options (solar or motor) both of which include loading the Genny on board. Maybe even a third that includes going to the nearby place to scavenge, throwing in the thing, and coming back to mount solar so you don't have to pull the coupler.
Otherwise, looking forward to the next major update as the game is fun, and to dilation because some aspects are infuriating to me... though in the end my hot take is "yeah if player X can't engage the game with these limitations, player X probably isn't going to vibe with the rest of it".
The button which typically says either "Auto Paused" or "Running" is a visible pause button. But since it has 3 states, it shows the current state rather than its purpose. I won't put controls in the description, as that won't help people playing on Steam once it releases there, but I will add a (P) suffix to the button to indicate the hotkey, and consider adding a tooltip to give a more detailed description of it.
Just like the derelict rover, the option to go to the mining wing is removed once you've done everything there. But that includes going back once after completing it and looping, to see what (if anything) has changed.
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(spoilers!)
After finding a tunnel from Talos to Astrape, there was a mention that you could take the mining tools from Laurion, but when i got there there was no option to get them. i did it after getting matter artefact but without re-visiting mining branch specifically
It specifically says "I could bring tools from Laurion, but it'd take far too long to dig through". The point being that you can't dig through with what's currently available to you.
Gameplay and Critique ;)
It would be nice if "Loop Now" still provided you with the bit of text showing what you learned that loop. I'm usually trying to die of dehydration rather than clicking the "Loop Now" button, just because I want to read what the "You Died" popup says.
Since v0.4.5 (released a week ago), it does.
(Spoilers!)
Some actions are ambiguous.
For example: in Laurion, when you move the water recycler into the rover, it says: "Install Water Recycler" but it doesn't say WHERE the recycler will be installed (base?, rover?).
It is even worse in Santorini, when you aquire the "Quick Cycler", it says:
"Install Quick Cycler", (should be: "Install Quick Cycler in Base" )
"Install Quick Cycler", (should be: "Install Quick Cycler in Rover" )
because you have access to both the bases recycler AND the rovers recycler, and you can't determine from the text where the Cycler will be installed, without first leaving with the rover & THEN install it when you don't have acces to the bases recycler.
That's known and fixed in the next patch (should be releasing later today). Thanks for the report though :)
(Spoilers!!)
Feature request:
After the Santorini crater, I would like to be able to explore the crater for clues or anything, I planed on approaching from Dam.
Maybe there is some cool & useful alien material or strange "power signature" or whatever created by the violent forces and mysteric powers of the crater-event?
It would be nice with some Blue type events there, if nothing else, just as entries for the log-book, but preferably something more useful too.
There's literally nothing there. The energy wave vaporises matter, so nothing can survive.
Also, to get into the crater, you'd need to climb down a 30-40+ metre sheer cliff, then walk the remaining distance to Santorini to reach the centre. Even if you had climbing gear to get down in the first place, you'd run out of resources long before you got there. I'll tweak the wording of the logs to make that more clear in vNext.
Yeah, it's probably basically a nuclear-explosion-crater (maybe minus the radiation?).
BUT, the author of this adventure (you), can decide that the explosion was so alien and powerful that it reacted with some kind of (alien?) material (like how sand turns to glass), and creates some new alien material or whatnot, that could be used for something, maybe it even has some kind of "loop-resistant" properties, or whatever.
Maybe that material is something similar to whatever that artifact was you touched that fused to the players body, and enabled the looping stuff to happen?
Maybe you can place that material on something, and it prevents that thing from resetting in the next (1x) loop?
Maybe it is a very volatile compound that reacts quickly with the thin atmosphere, but because the atmosphere is so thin, it reacts slowly enough that it can be captured and studied.
Be creative :)
Just so there is something to do if you happens to be nearby when it blows and you survive it.
or maybe you’re asking for too much? Although it would be interesting if there was something to be gained from it…
“Hey, this energy wave vaporizes matter, so literally nothing’s here.”
“…ok, but what if instead of doing exactly what the author (you) just said it does, it did something completely different from what you want, because I said so? Just be more creative :)”
That’s kinda the vibe this is giving. Not sure if you’re aware of how entitled you sound right now. You’re asking for quite a bit. If you want to make something like this, make your own game instead of pestering a developer that, frankly, has better things to do than cater to your demands. They already said no. Move on.
It would be nice if I could just walk in instead of parking the rover here (0.7s remaining aaand nope, sorry, good luck next time):
Damn, that sucks
interestingly, you can’t import a save from the main menu, you have to start a new game and then you can import a save
That's fixed for the next patch (likely releasing in a few days, since I think all urgent issues are fixed)
I also found a typo in the Astrape notes
Haven't played since the last big update. It really opened things up. There is so much more to do now! I ended up getting 100% completion, but I feel like I don't really understand how [spoiler] the power surge mechanic works. I kind of blundered through things and got the artifact last so I apparently managed to still find everything without having to worry about the surges.
As far as I’m aware (bear in mind that I kinda blundered through it as well) the power surges really only affect things like the admin comp and the water recycler. Makes it harder to get it done but doesn’t stop you directly.
Peak.
How am I considered to be crossing the dam when I’m not on the dam itself?
You were part way across the river, not part way across the dam.
huh, I didn’t realize that’s how that worked
Interesting... a break from the pattern where a movement action only takes effect after you complete it.
(You're able to have multiple movement actions partially completed at the same time, though there's no benefit to doing so.)
this is true, there is double no point because movement actions are reset when you change location…unlike resource actions like install/uninstall power cells
uhh, I just today got this
‘
NullReferenceException: Object reference not set to an instance of an object.
‘
While loading an exported save which I’ve loaded just fine previously.
Edit: the game itself didn’t load but I was able to recover using the auto saves from when I exported which weren’t in the list before I imported…
Possibly the update broke save compatibility in some small way.
This was with a save generated from a game started post update
I feel kind of lost after obtaining Astrape power artifact and gaining access code to unblock tram from Santorini. I don't know how to unlock / unblock the Talos-Astrape tunnel, I don't know how to unlock Strabo / Pneuma, and I don't even know where to look. Observing highlands from the tram is supposed to unlock something, but I still have no idea what it unlocks.
Hoping for a walkthrough / guide, if available.
When you collect the Astrape artifact, there's a popup telling you that you reached the end of current content. There may be other little things you can find, but it sounds like you already got it all.
there’s a Talos/Astrape tunnel?!
the ‘observing highlands’ is really just to find a faster way to drive from Santorini to Astrape
I love the timers for resources, so nice to have it right there. However…they do not account to certain resources being prohibited in priorities. The timer should only take into account resources which are allowed.
Yeah, that was just noticed today. I hadn't seen it as I never usually set things to Do Not Use. It was a bit late to make it into the next update, but I'll make sure it's fixed in .12. Thanks for the report!
I also just discovered that the water timer isn't showing the right time when [early spoilers] you're drilling into the fourth layer of the obelisk. When I died of thirst, it was showing 4.5s. Might be due to the fact that the water I was carrying wouldn't come off its cooldown until after I died? I love the addition, though, it's so convenient to have it there at a glance.
Anyway, I'm starting a fresh playthrough in the Steam demo version and enjoying it all over again. Thanks so much for all your hard work on this! :)
Mmm, you're definitely correct about why it showed more time than you had. It's not easy to tell whether on cooldown items should be counted. If they always weren't, the time would bounce up/down each time you consume something. I suppose if every items cool down is longer than the non-inventory time left, then they can all be ignored at least...
perhaps a better solution is just to pause when water gets down to one for any action? Then you have the ability to recover regardless of cooldowns, and it can save you in other circumstances as well.
That's planned to be an optional setting for those who want to make the game easier, as many people feel it'd spoil some of the feel of the game.
A couple of QOL feature that I think would go down a treat.
Resource impacts (like rover leakage, solar panels, or Lauion’s power drain) which are not currently active for any reason (like being inside) still be displayed as ‘inactive’ or something to make it clear that no, you are not going insane (though it’s also possible you are), they still exist, it’s just that they are not doing anything right now.
And maybe be able to clear all the ‘new’ actions by clicking on that annoying little flashing button at the top?
Something I noticed after the last update (note I’m playing on mobile on itch) is that it is harder to click on the X to cancel actions than it was before. I don’t know if it’s just me or something you changed.
Ooo, definitely like those two suggestions. I'll add them to the list.
I definitely didn't change anything with the X's specifically... Though I did fix a bug where Display settings (such as UI Scale) weren't being applied properly. So the game might now be rendering slightly smaller than it used to. You can change the UI Scale or disable it entirely in the options.
ah, now that you mention it the UI scale did change slightly.
You, yes you the creator of this art. I would say that.. your art is very good it is so good in fact that i would donate you 5 bucks. Like its fantastic i enjoyed every second of it. But sadly the problem is that it would require me 5 bucks to put in the effort. But still, You did very good, good job.
Gotten to around the edge of currently playable content and nice work so far! Looking to getting to the bottom of it (quite literally at times)
how do I get my save from one device to a different one?
If you go to PDA > Menu > Save Game > Export then you can get the save string. The on the new device you go to Load Game > Import and paste the string to load it.
I can't seem to install the water recycler in my rover in Laurion. it is also not usable inside the station. the only option i have is to push it outside and completely vanishes after i bring the rover inside Laurion.
is it intentional?
what actions do you have in Laurion? Do you have these ones?
ah right, forgot about that. If you load the generator but don’t install it you can unload it at Laurion. Then you can generate power at Laurion and you still get the recycler
yeah, thats what i was doing. getting the generator and using it to power Laurion, picking up the water recycler and heading to Santorini. But with the latest update, I can't get the water recycler. i can't even get water in Laurion, and there used to be some food as well.
I load the generator, install both solar panels (sometimes just one), head into Laurion and nothing.
Installing the generator, didn't collect anything else in Laurion this run (the other blue tasks are done)
was having trouble with the images
all this without collecting resources inside Laurion
1) is while installing the generator
2) is after installing the generator
3) is after bringing the rover inside
it might be because of the solar panel mount, because i did a run without getting the generator, and i still can't install the recycler
did you try a run without the panels?
…you mean the food/water actions don’t show up at all in Laurion?
nop, nothing, like it shown on the images. only the protein bars after i unlock the admin door.
There is a bug ;(
Spoiler: So I have done everything in talos and laurions so I have the 2 artifects,
I went to the dam like 10 times, before the coundown, after the countdone, there are only crates there, and reading the comments they say I would be able to go somewhere else ?
I am guessing about what might be going on depending on how long you take to get to the dam there is an event that changes some of the locations at ~20 minutes into the run so that might be what’s going on. More likely is that you are getting there after the dam closes (thus allowing you to cross) and then opens again (locking the dam crossing if you haven’t made it across in any loop… I think, I haven’t actually been there for that long, like, ever). I think this happens at like, 15-18 minutes or something. Alternatively…you’re on the wrong version?
No I play on browser latest version it takes me like 3 minutes to get there, there is nothing to do there, or anywhere else
through itch or GitHub?
You're only able to cross the river while the dam is closed. It only stays closed for 2 minutes after the timer ends. So if you get there more than 2 minutes late, you won't be able to cross.
Feedback: I played through this a long while ago, sort of. I died on my first pass and stopped because I didn't get the artifact - can't remember if I ran out just before due to bad decisions, or I beelined for the facility because it seemed like the safer move. The text about "maybe you should have optimized" made me think I had just plain lost the game and there was nothing more to it. Today, playing again, there is clearly way more to it. But letting you know that players may be bouncing there if they're dumb like me and they need some kind of extra communication.
Today my vain request is that I'd like an "always do if possible" action, specifically for grabbing pouches, synthesizing food, etc in the first location. It's busy work to top off when I 100% know I'm going to have 5/5 of that resource when I set out and there's an unlimited supply. Let me set the action to perpetual interrupt.
The other ofc is a fast forward for the queue. Let me speed through some of these long ass timers (taking responsibility if I haven't managed my resources). Dovetails real well with the perpetual interrupt!
Apologies if these features exist and I just haven't gone far enough to unlock them.
Edit: actually I'm increasingly irritated with Talos because I have it down to a science, and I've seen other sequences condensed, and I don't even want to do Talos anymore. I want to skip to the interesting/exploration parts that come next. I can believe Talos still has secrets to unlock, but until something changes, i just want to tell the game "do exactly what I did last time".
Depending how long ago you last played, the early game may have already changed. It's never been possible to go straight for the facility on the first loop, so you must have not had enough supplies. That being said, early versions were much harsher on how well you had to play in order to survive. At this point, it's relatively difficult to die on loop 1 unless you make a lot of bad decisions. Also, if you do die on the first loop, there is nothing more to it. Without the first artifact, you are just dead and have to load/start again. I guess I could tell players that "if you got a bit further, you'd have unlocked this new feature", but that feels unecessary and spoilery.
The topic of automation has come up many times, and has been discussed in many directions. Most of my thoughts on the matter are on the Trello Roadmap. Short version is that if I do add automation, it'll likely be along the lines of what you described. But the people who want automation are in the minority, so it's not a high priority feature for now.
Fast forwarding the queue also occasionally gets requested, and that's just not going to happen. At least, not in the form of a "go faster button". It'd mess with the pacing of the game, frequency of messages etc. That being said, I am constantly working on ways of reducing the frustration of that aspect of the game with features like Combined Actions and Time Dilation which make it run faster without upsetting the balance or pacing of the game. In the next major update, I plan to introduce a new form of time dilation which is applied to all long actions (including long combined actions), effectively giving you auto speedup on the long journies and heavily repeated sections like Talos.
Understood, and I respect that you've been considering these things a hell of a lot longer than I have.
Having now exhausted the content... deffo want that recurring action ofc. Talos wakeup sequence should after a few loops include grabbing 5/5 of all supplies, and while I see the tutorial, a few more after that should set Talos to not consume water (since pouches) or food UNTIL the coupler is pulled.
I'd also like to see buggy repair eventually upgrade to two options (solar or motor) both of which include loading the Genny on board. Maybe even a third that includes going to the nearby place to scavenge, throwing in the thing, and coming back to mount solar so you don't have to pull the coupler.
Otherwise, looking forward to the next major update as the game is fun, and to dilation because some aspects are infuriating to me... though in the end my hot take is "yeah if player X can't engage the game with these limitations, player X probably isn't going to vibe with the rest of it".
This is so confusing I ain't used to these games like that
There is a bug where you cant have "P" in a save name as pressing p brings up the menu.
Version: 0.4.5.8 windows
I just noticed the update. Looks great so far
You should add a visible pause button, or at least say in the description that P pauses.
After finishing in the mining wing, the action should probably be removed in the same way that going to the derelict rover is removed.
The button which typically says either "Auto Paused" or "Running" is a visible pause button. But since it has 3 states, it shows the current state rather than its purpose. I won't put controls in the description, as that won't help people playing on Steam once it releases there, but I will add a (P) suffix to the button to indicate the hotkey, and consider adding a tooltip to give a more detailed description of it.
Just like the derelict rover, the option to go to the mining wing is removed once you've done everything there. But that includes going back once after completing it and looping, to see what (if anything) has changed.
I tried that and it doesn't.
it is still there for me as well even after MANY loops