A very clever premise! You've put together something that conjures the imagination. The starting scenario helps drive the mystery of where the story will lead.
Seems that the increase of initial skill boosts are based on reaching checkpoints rather than experience via retries.
After the second playthrough it becomes apparent that the monotony seems to penalise exploration if the story is to be railroaded by means of checkpoints.
For a number crunching game; the rule of thumb is generally to reward failure. Not quite so for here. Having to retry without any secondary benefit because of a 'mistake' feels like a waste of player's time.
But overall, there's a lot of potential to this! Thank you for sharing your creative project with us.
A nice option would be to top up a resource ... for example your PR water is currently 9/10 your water inventory water is full and you've got the leaving the first facility ready to trigger as well as grabbing another water pouch also ready to trigger if you could have a way to directly trigger that into making your PR water 10/10 while keeping your inventory full that'd be nice for maximizing your use of local resources before you lose access to them
I've not heard of anyone having this issue without having unlocked the ability to loop now. Please can you export your save and send it on the Discord server so I can take a look?
This was a pretty fun game so far! My only complaint was that it tended to drag out at points. In particular, driving the rover from Talos to Laurion gets pretty tiring, since it takes a good 3 minutes to go even with the tunnel unlocked. Incorporating some kind of Fast forward feature would improve the experience tremendously.
I'm enjoying the game but I'm getting bored of the long sections in my first few loops that don't change at all. Some sort of checkpointing would be nice if there's nothing new to discover
a delightful little early-access game so far and really looking forward to future updates. really enjoying the setting and story so far. highly recommend for people who have enjoyed similarly semi-idle resource management incremental games like Crank.
Fun! I enjoyed going through the different loops while trying to manage my my resources and then ohhhh yesss finally when getting new things to add to the rover that made life easier. I'm definitely looking forward to how this'll go in the future!
what really made me love this was the different death messages based on your progress. it never felt stale, the pacing was just right. love the story and gameplay, looking forward to more!
its a great game design in personal opinion that on your first loop if you prepare well and do what you need that you have just enough resources that your desparate when you encounter the abandoned rover and hope is has water leading you to intuitively open the case and start your loops. very clever and minimal rail roading. great game.
Despite the simplicity, I really loved this game! The idea is very engaging and the way you explored and developed it was cool. I'm looking forward to the future updates and content, because I can't wait to see where this story goes next.
It took me 14 loops to reach the current ending! I didn't see any bugs as far as I know.
from the (first?) rover travelling, the little sparkling object you encounter, is it still much content afterwards to explore? cause I died in like the 5th hour long travel segment, after doing the detour to the sparkling thing in the sand
I gotta be doing something wrong because i can't even get through the first rover section. Normally i fail because of water but the last time was because of air. I jsut can't seem to get the balance right and it always seems SO close it feels like i'm doing something wrong
If you're running out of water, you need to make sure you stock up as much as possible before leaving, which requires you to have NOT consumed all of the non-infinite water before you leave (from the Extract Water action). If you're running out of air then you just need to use the Fill Air Tank action more often/earlier.
If you need more advice, I recommend joining the Discord. There's a lot of people active on there, including several who are trying to optimise speed runs.
Five seconds in and I already adore the concept. Definitely gives me some Fallen London vibes, mixing early aughts browser games with a compelling narrative. Excited to see where this goes!
just finished in 11 loops. I like it a lot. one thing that super bugged me though. the dam design is completely illogical! that is not how dams work! I know the mechanic you were going for. but the lore messes with me.
it is a good game though. that was the thing that bugged me the most. so thats good.
Yeaaaah, that's fair. I do know that's not how dams work, but I needed a timegate and that was the only thing I could think of which even vaguely made sense for a partially terraformed planet. Glad you enjoyed the rest of it though!
Could be coming up from the bottom of the dam first and you have to wait for the river to stop before you can progress. Same mechanic, same reason of the dam needing to stop letting the water flow, just not having the dam move. As for the lore for why the chosen path was going in front of it: The other bridge was not complete yet or was damaged by uncharacteristic corrosion.
For anyone who sees this and isn't on the discord - this issue was caused by the PC the save was exported from was set to one language, while the PC it was imported to was set to a different language. Temporarily setting the second PC to the same language as the first should solve the issue, and I plan to fix it in the next major update.
theres almost nothing to do in order to get water in first traveling thing, i keep dying even tho i already got 5 pouch water things with maxed water resource, i even skipped getting air to breath in order to find water faster but nah, seems like the whole game ends like this 😭
There are two actions which gives you different water items. "Extract Water" gives you small water bottles but has a limited number of uses, while "Take Water Pouch" gives you a water pouch and has unlimited uses. So as long as you don't drink all the water bottles early on, you can take 5 water bottles and 5 water pouches on your journey. And that is enough water to reach where you need.
Nobody's seen it on the latest patch yet but struggling to reproduce it to begin with too - it's not all loops Just can't find *else* needs to happen to trigger the bug
It might be helpful to make a debug list that you can grab out of the save that is all the actions completed and in what order.
Ex:
Open Cryo, Explore, ect. so that way you can see if its a unique path that caused the problem.
We the user don't have to see it but you could always set it up so we could see it and then copy that list to you instead of a whole save as an option.
"Finished" it. At the current state it's already leagues above Increlution. The loops are not always the same. Your character is conscious of what happens in the story. And there are strategic choices that are not just going from "pick apples - 3 seconds" to "pick bananas - 28 minutes" implying you need to grind the game AFK in order to progress.
No, you can actually go pretty far without so many loops. I got it in 11 (wasted a loop to level up destruction for the lolz), but I'm sure someone could get it in 8 or 7, even.
if only you COULD grind afk.but here, as the description implies, you must make choices ina certain order, each choice only lasting like 20 seconds.so you cant jsut start stuff and sit back for 10 minutes. and you have to redo shit in the same order each loop, always the same stuff to get the rover ready
Isn't it even worse in Increlution? The same loop over and over? As I stated, even if you level up your skills the core gameplay stays as it is, so any progress is just numbers increasing.
I was able to reproduce the unable to leave in rover issue. Seems to occur on any loop if a full power cell is removed on the previous loop. Hope that helps!
Removed at all or like, removed and never put back, or just having a full power cell in your inventory? If you remember, would be good, last major bug that's struggled to track down in this version
definitely enjoying this. Would like some automation at some point, and... I've run into a bug where leave in rover immediately autoterminates even though there's nothing left to do in Talos
I got this bug too. Unless there's a workaround this bug bricked my save file. It seems to have started after I ran out of energy while travelling to the third town and had to manually loop.
edit: Leave in rover seems to work after another manual loop reset.
Finished current content (again, I finished it before the Chapter 1 update), nice game. Aside from the water recycler bug (which I happily and heavily abused; I'll probably start a third playthrough once that is fixed), it seems that 'play admin log' (starting location, accessible after accessing admin office) does nothing. No message for completing it. I think I did get a message in my first playthrough before the Chapter 1 update.
Edit: I've read another comment, this seems to be a known bug already
The water recycler task seems to be broken: normally I am able to get water bottles from the rover, but after I complete the task it no longer allows me to. The task tooltip makes it seem like it is supposed to be the thing that allows me to get water bottles, but it is coded the opposite.
I'd send a screenshot, but for some reason itch isn't allowing me to, with error "post: body: expected text between 1 and 20480 characters". This happens regardless of whether I have text with the image or not.
It shouldn't actually be possible to get inside the facility, or even reach it on the first loop. It's only possible at the moment due to the 'full water bottle' action being unlocked when it shouldn't be. I'll be fixing that in the next couple days.
Enjoyed much of the new content. Thank you for it. Not sure how much is left before I was going to be stopped at a content wall, as I refreshed this page trying something, and lost my progress.
A solution to the dam seems to be to wait it out in Talos for 18 to 23 minutes. The only thing stopping me is that the character doesn't think to wait at the starting base, and I run out of task to piddle around on while waiting. My skill increases and knowledge are hurting me.
Once I've seen the event timer for the damn, I should get that timer when waking from Cryo.
I was disappointed that I couldn't load an empty cell into the rover while parked in L Base. I like the heading separation for area resources vs personal. Actions gaining a similar separation between area and rover could help understand which actions apply to what. At the lost rover, without reading descriptions, I wasn't sure which rover I was messing with. It was also odd that sometimes I had to leave the rover to do actions, but other times I could just do them. (Outside L base, I can't pickup fuel cells without exiting the rover, but at lost rover, I can interact with both inside rover and area).
Placing cells into rover (full or empty) doesn't consider what is in inventory. I would expect the actions to be disabled if clicking it can't put the task into the queue.
The dam timer is only NOT visible all the time because there would be too many events at once, and the events panel isn't scrollable yet. Clearly that's not a long term solution, so in future I will make it a scroll panel, and the dam event will be visible from when you first get there to when you cross it.
Headings for the actions make sense, but then you have to decide whether you're grouping by action type or action location. I suppose I could make it a toggle option.
You have access to rover actions while outside the rover so long as the rover is somewhere enclosed. The idea being that you can have the rover airlock open, coming and going as you please. Whereas when your outside, you have to go through the airlock which takes time.
I did used to disable actions when they couldn't be started. Problem with that is it also stops you adding them to the end of your queue, by which point they may have become possible, and that is far more frustrating. I may look at just disabling the start button though, so you at least have some indication.
I’ve played through version 0.1, and I’m back for version 0.2.4!
The addition was really nice! I liked the different branches (lost rover, monolith, Santorini), and the choices to load energy on the rover or on the station, to bring the rover inside the station, the monolith challenge, etc.
Very compelling story! I'm looking forward to seeing where this game goes... I stayed up much too late reaching the current content limit last night. I have a couple of thoughts...
A bug: The monolith mining actions aren't blue. That makes sense the first time, since you're not aware that it doesn't reset, but on subsequent runs all the mining actions should be blue if the first mining action has started. In my playthrough I had an interesting interaction; the fourth mining action killed me, so next time I went back it was blue... But the fifth mining action wasn't.
A consideration: Leaving an action in a partially completed state doesn't make narrative sense for some actions; particularly those that represent movement from one location to another. Leaving the mining wing is a good example of this--I can enter the mining wing, 99% leave the mining wing, do a bit of mining, 99% trigger the exit sequence, and do some more mining. Then when I want to leave I can leave immediately since I can trigger the exit sequence in one tick and leave the mining wing in one tick (my 99% completion persists even though the action disappears).
Another example is that you can drive 99% of the way to the abandoned rover, then drive into Laurion station to scavenge some food (without having to "drive back" to the station), drive back out of the station, and immediately warp to the abandoned rover in a single tick. I see how this is a consequence of how the engine works, but it's a little immersion breaking. Only a little though!
A transient bug: During one of my runs I couldn't leave Talos station in the rover even though the action was available. Clicking the play button with an empty queue did nothing but briefly toggle the paused state. Refreshing the page didn't help; I still couldn't leave the station. I had to loop; on the next run through the leave Talos action worked as expected.
The monolith actions are not blue initially deliberately. The way it currently works, they turn blue once you loop and see that it persists. But it does that for each action, rather than the group of actions, which I admit would make a lot more sense. I'll look into that.
I do agree that the progression of actions doesn't always thematically make sense, but it would also shift the balance of the game a lot if, for example, all actions in an area locked as soon as you started leaving, instead of when you finished. Admittedly, I mostly only made it work that way because that's how it worked in Increlution, but I'm not sure if I want to/should change it at this point. I'll keep a note to consider it moving forwards though.
As for your transient bug being unable to leave, that sounds like an issue someone else had where they had 0 power in the rover, even though they hadn't left yet. I had hoped it was a one-off issue, but clearly it wasn't. I'll take a closer look.
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A very clever premise! You've put together something that conjures the imagination. The starting scenario helps drive the mystery of where the story will lead.
Seems that the increase of initial skill boosts are based on reaching checkpoints rather than experience via retries.
After the second playthrough it becomes apparent that the monotony seems to penalise exploration if the story is to be railroaded by means of checkpoints.
For a number crunching game; the rule of thumb is generally to reward failure. Not quite so for here. Having to retry without any secondary benefit because of a 'mistake' feels like a waste of player's time.
But overall, there's a lot of potential to this! Thank you for sharing your creative project with us.
A nice option would be to top up a resource ... for example your PR water is currently 9/10 your water inventory water is full and you've got the leaving the first facility ready to trigger as well as grabbing another water pouch also ready to trigger if you could have a way to directly trigger that into making your PR water 10/10 while keeping your inventory full that'd be nice for maximizing your use of local resources before you lose access to them
That is on the roadmap for 'soon': https://trello.com/c/6VIeWvzv
My life got busy after I beat the early version of the game and I finally come back months later to find an already good game much improved
Stuck with no power in rover and no ability to "Loop Now" like the message says, have tried reloading as well.
I've not heard of anyone having this issue without having unlocked the ability to loop now. Please can you export your save and send it on the Discord server so I can take a look?
This was a pretty fun game so far! My only complaint was that it tended to drag out at points. In particular, driving the rover from Talos to Laurion gets pretty tiring, since it takes a good 3 minutes to go even with the tunnel unlocked. Incorporating some kind of Fast forward feature would improve the experience tremendously.
I'm enjoying the game but I'm getting bored of the long sections in my first few loops that don't change at all. Some sort of checkpointing would be nice if there's nothing new to discover
Loving the improvements!
Quite fun so far! I really like the incremental looping and am looking forward to more chapters.
my only real complaint about this game that i can even find is that i found it before it was completed and now i have to wait for more content T-T
a delightful little early-access game so far and really looking forward to future updates. really enjoying the setting and story so far. highly recommend for people who have enjoyed similarly semi-idle resource management incremental games like Crank.
i really enjoyed the story telling here. looking forward to updates
Fun! I enjoyed going through the different loops while trying to manage my my resources and then ohhhh yesss finally when getting new things to add to the rover that made life easier. I'm definitely looking forward to how this'll go in the future!
what really made me love this was the different death messages based on your progress. it never felt stale, the pacing was just right. love the story and gameplay, looking forward to more!
its a great game design in personal opinion that on your first loop if you prepare well and do what you need that you have just enough resources that your desparate when you encounter the abandoned rover and hope is has water leading you to intuitively open the case and start your loops. very clever and minimal rail roading. great game.
you should allow us to break down the office door for exp
even after we get the password
Skills are being replaced with a familiarity system next patch: https://trello.com/c/9tONHcuv
I forget to save before I restarted, is there a way to go back to where I was?
sounds good
IT's a great game!
...but I want a way to break that first floor door. Please!
Eventually, yes, when there's a benefit to doing so. That probably won't be soon though.
Very interesting gameplay loop, follow earned
Despite the simplicity, I really loved this game! The idea is very engaging and the way you explored and developed it was cool. I'm looking forward to the future updates and content, because I can't wait to see where this story goes next.
It took me 14 loops to reach the current ending! I didn't see any bugs as far as I know.
from the (first?) rover travelling, the little sparkling object you encounter, is it still much content afterwards to explore?
cause I died in like the 5th hour long travel segment, after doing the detour to the sparkling thing in the sand
I want to break that damn door!!!
"Repair rover power system" and "repair rover hull" should eventually be combined into "repair rover".
"Shut off emergency systems" should probably be Tech, not Exploration.
I gotta be doing something wrong because i can't even get through the first rover section. Normally i fail because of water but the last time was because of air. I jsut can't seem to get the balance right and it always seems SO close it feels like i'm doing something wrong
If you're running out of water, you need to make sure you stock up as much as possible before leaving, which requires you to have NOT consumed all of the non-infinite water before you leave (from the Extract Water action). If you're running out of air then you just need to use the Fill Air Tank action more often/earlier.
If you need more advice, I recommend joining the Discord. There's a lot of people active on there, including several who are trying to optimise speed runs.
Five seconds in and I already adore the concept. Definitely gives me some Fallen London vibes, mixing early aughts browser games with a compelling narrative. Excited to see where this goes!
Very nice game but you should allow the player to Force that ground floor door.
just finished in 11 loops. I like it a lot. one thing that super bugged me though. the dam design is completely illogical! that is not how dams work! I know the mechanic you were going for. but the lore messes with me.
it is a good game though. that was the thing that bugged me the most. so thats good.
Yeaaaah, that's fair. I do know that's not how dams work, but I needed a timegate and that was the only thing I could think of which even vaguely made sense for a partially terraformed planet. Glad you enjoyed the rest of it though!
Could be coming up from the bottom of the dam first and you have to wait for the river to stop before you can progress. Same mechanic, same reason of the dam needing to stop letting the water flow, just not having the dam move. As for the lore for why the chosen path was going in front of it: The other bridge was not complete yet or was damaged by uncharacteristic corrosion.
Ooh, that works. All the same effects without any of the issues. Thanks!
somwhow i have 0 air hut dont die, also character wont use the air tanks
I've not encountered that before. Please can you export your save and send it on the Discord server so I can investigate?
Import doesn't work, console says
`KeyNotFoundException: The given key '169.13444519043' was not present in the dictionary.`
For anyone who sees this and isn't on the discord - this issue was caused by the PC the save was exported from was set to one language, while the PC it was imported to was set to a different language. Temporarily setting the second PC to the same language as the first should solve the issue, and I plan to fix it in the next major update.
theres almost nothing to do in order to get water in first traveling thing, i keep dying even tho i already got 5 pouch water things with maxed water resource, i even skipped getting air to breath in order to find water faster but nah, seems like the whole game ends like this 😭
You can bring more water than just the 5 water pouches. You just need to not drink it all earlier so you have some left when you leave.
idk how to not drink and idk how to bring more i played more and saw i could 5 more bottles i think? but it still wasnt enough :(
There are two actions which gives you different water items. "Extract Water" gives you small water bottles but has a limited number of uses, while "Take Water Pouch" gives you a water pouch and has unlimited uses. So as long as you don't drink all the water bottles early on, you can take 5 water bottles and 5 water pouches on your journey. And that is enough water to reach where you need.
tried again, died from hunger since i only had water thing on rover :(
you need 5 water pouch's, 5 water bottles, 5 protein bar and 5 basic foods when you leave to make it ( go to the detour when you see the option)
Saves were broken*
This should now be fixed!
softlock: putting (and then fully placing on) the generator on the rover prevents you from leaving the first area (if you haven’t left already)
might be the thing you mentioned was fixed, but i encountered it today so
Nobody's seen it on the latest patch yet but struggling to reproduce it to begin with too - it's not all loops
Just can't find *else* needs to happen to trigger the bug
It might be helpful to make a debug list that you can grab out of the save that is all the actions completed and in what order.
Ex:
Open Cryo, Explore, ect. so that way you can see if its a unique path that caused the problem.
We the user don't have to see it but you could always set it up so we could see it and then copy that list to you instead of a whole save as an option.
Makes sense. Thanks for the suggestion!
water recycler seems to be bugged for me. doesn't recycle water after installed. i'm dehydrating ;n;
"Finished" it. At the current state it's already leagues above Increlution. The loops are not always the same. Your character is conscious of what happens in the story. And there are strategic choices that are not just going from "pick apples - 3 seconds" to "pick bananas - 28 minutes" implying you need to grind the game AFK in order to progress.
No, you can actually go pretty far without so many loops. I got it in 11 (wasted a loop to level up destruction for the lolz), but I'm sure someone could get it in 8 or 7, even.
Can't wait to see how this goes!
if only you COULD grind afk.but here, as the description implies, you must make choices ina certain order, each choice only lasting like 20 seconds.so you cant jsut start stuff and sit back for 10 minutes.
and you have to redo shit in the same order each loop, always the same stuff to get the rover ready
Isn't it even worse in Increlution? The same loop over and over? As I stated, even if you level up your skills the core gameplay stays as it is, so any progress is just numbers increasing.
I was able to reproduce the unable to leave in rover issue.
Seems to occur on any loop if a full power cell is removed on the previous loop.
Hope that helps!
Removed at all or like, removed and never put back, or just having a full power cell in your inventory?
If you remember, would be good, last major bug that's struggled to track down in this version
definitely enjoying this. Would like some automation at some point, and... I've run into a bug where leave in rover immediately autoterminates even though there's nothing left to do in Talos
I got this bug too. Unless there's a workaround this bug bricked my save file. It seems to have started after I ran out of energy while travelling to the third town and had to manually loop.
edit: Leave in rover seems to work after another manual loop reset.
Finished current content (again, I finished it before the Chapter 1 update), nice game. Aside from the water recycler bug (which I happily and heavily abused; I'll probably start a third playthrough once that is fixed), it seems that 'play admin log' (starting location, accessible after accessing admin office) does nothing. No message for completing it. I think I did get a message in my first playthrough before the Chapter 1 update.
Edit: I've read another comment, this seems to be a known bug already
The water recycler task seems to be broken: normally I am able to get water bottles from the rover, but after I complete the task it no longer allows me to. The task tooltip makes it seem like it is supposed to be the thing that allows me to get water bottles, but it is coded the opposite.
I'd send a screenshot, but for some reason itch isn't allowing me to, with error "post: body: expected text between 1 and 20480 characters". This happens regardless of whether I have text with the image or not.
in a fresh run made it to the co-ordinates and died in the facility. i wish there was an alternate text for dying here :(
It shouldn't actually be possible to get inside the facility, or even reach it on the first loop. It's only possible at the moment due to the 'full water bottle' action being unlocked when it shouldn't be. I'll be fixing that in the next couple days.
oh... i see...
Enjoyed much of the new content. Thank you for it. Not sure how much is left before I was going to be stopped at a content wall, as I refreshed this page trying something, and lost my progress.
A solution to the dam seems to be to wait it out in Talos for 18 to 23 minutes. The only thing stopping me is that the character doesn't think to wait at the starting base, and I run out of task to piddle around on while waiting. My skill increases and knowledge are hurting me.
Once I've seen the event timer for the damn, I should get that timer when waking from Cryo.
I was disappointed that I couldn't load an empty cell into the rover while parked in L Base. I like the heading separation for area resources vs personal. Actions gaining a similar separation between area and rover could help understand which actions apply to what. At the lost rover, without reading descriptions, I wasn't sure which rover I was messing with. It was also odd that sometimes I had to leave the rover to do actions, but other times I could just do them. (Outside L base, I can't pickup fuel cells without exiting the rover, but at lost rover, I can interact with both inside rover and area).
Placing cells into rover (full or empty) doesn't consider what is in inventory. I would expect the actions to be disabled if clicking it can't put the task into the queue.
The dam timer is only NOT visible all the time because there would be too many events at once, and the events panel isn't scrollable yet. Clearly that's not a long term solution, so in future I will make it a scroll panel, and the dam event will be visible from when you first get there to when you cross it.
Headings for the actions make sense, but then you have to decide whether you're grouping by action type or action location. I suppose I could make it a toggle option.
You have access to rover actions while outside the rover so long as the rover is somewhere enclosed. The idea being that you can have the rover airlock open, coming and going as you please. Whereas when your outside, you have to go through the airlock which takes time.
I did used to disable actions when they couldn't be started. Problem with that is it also stops you adding them to the end of your queue, by which point they may have become possible, and that is far more frustrating. I may look at just disabling the start button though, so you at least have some indication.
I’ve played through version 0.1, and I’m back for version 0.2.4!
The addition was really nice! I liked the different branches (lost rover, monolith, Santorini), and the choices to load energy on the rover or on the station, to bring the rover inside the station, the monolith challenge, etc.
Looking forward to the next versions!
Very compelling story! I'm looking forward to seeing where this game goes... I stayed up much too late reaching the current content limit last night. I have a couple of thoughts...
A bug: The monolith mining actions aren't blue. That makes sense the first time, since you're not aware that it doesn't reset, but on subsequent runs all the mining actions should be blue if the first mining action has started. In my playthrough I had an interesting interaction; the fourth mining action killed me, so next time I went back it was blue... But the fifth mining action wasn't.
A consideration: Leaving an action in a partially completed state doesn't make narrative sense for some actions; particularly those that represent movement from one location to another. Leaving the mining wing is a good example of this--I can enter the mining wing, 99% leave the mining wing, do a bit of mining, 99% trigger the exit sequence, and do some more mining. Then when I want to leave I can leave immediately since I can trigger the exit sequence in one tick and leave the mining wing in one tick (my 99% completion persists even though the action disappears).
Another example is that you can drive 99% of the way to the abandoned rover, then drive into Laurion station to scavenge some food (without having to "drive back" to the station), drive back out of the station, and immediately warp to the abandoned rover in a single tick. I see how this is a consequence of how the engine works, but it's a little immersion breaking. Only a little though!
A transient bug: During one of my runs I couldn't leave Talos station in the rover even though the action was available. Clicking the play button with an empty queue did nothing but briefly toggle the paused state. Refreshing the page didn't help; I still couldn't leave the station. I had to loop; on the next run through the leave Talos action worked as expected.
Glad you're enjoying it!
The monolith actions are not blue initially deliberately. The way it currently works, they turn blue once you loop and see that it persists. But it does that for each action, rather than the group of actions, which I admit would make a lot more sense. I'll look into that.
I do agree that the progression of actions doesn't always thematically make sense, but it would also shift the balance of the game a lot if, for example, all actions in an area locked as soon as you started leaving, instead of when you finished. Admittedly, I mostly only made it work that way because that's how it worked in Increlution, but I'm not sure if I want to/should change it at this point. I'll keep a note to consider it moving forwards though.
As for your transient bug being unable to leave, that sounds like an issue someone else had where they had 0 power in the rover, even though they hadn't left yet. I had hoped it was a one-off issue, but clearly it wasn't. I'll take a closer look.