What a great game! Increlution is my favorite kind of idle game by a long shot. I enjoy making story progression way more than just seeing numbers get big. Of course, this kind of game does require a lot of effort in writing and plot, so it makes sense there aren't many titles that do it. This is a very fun take on the mechanics. I look forward to seeing new chapters.
For the action of "Ride Tram to Santorini," does it not benefit from repeat completions? (I could see the tram as having a fixed speed. There is only so much experience can offer!)
Correct. This action will be changed in future versions so it's a short "start the tram" action, which triggers a fixed time event. So it'll be more obvious that it doesn't benefit from familiarity (and why).
So minor bug I've noticed is the combined action of "Drive to Astrape" only completes half the action before it stops and you have to manually do the other half.
Seems like there are several combined actions that don't complete fully. They all seem to have travel as the final action of the group. Maybe something funky is going on there?
I looped when the "Congratulations" message popped up and just decided to wait on the cryopod, i was expecting a funny text, and that's exactly what i got.
Maybe tomorrow, the fact that it treats it as just falling asleep because of the constant time loop is wild.
Great game! I enjoyed each new area. Creating a sense of urgency for a quasi-immortal character is a neat, narrative trick.
My feature requests are (1) to allow refilling all water bottles when one has access to working facilities and (2) to allow the character to "top off" hydration (drink from the water fountain?) rather than requiring waiting to be efficient in filling that last bottle.
I assume with (1) you mean that you want to be able to refill small bottles, regular bottles and water pouches, rather than only getting one type from each source? If so, then while I agree it would make logical sense, it would also completely destroy the balance of the game. I'd likely have to heavily reduce how much water you get in general to compensate, so it'd be a lot of work to end up in basically the same place.
(2) Is already done. You can double click an item in your inventory to consume it immediately (if it's not on cooldown)
Ah, so that's the reason for forced consumption. Now I feel silly. I think it's because I didn't use a mouse (I had a track pad), so using the features were not as immediate or intuitive. Great game and thank you for taking the time to respond!
To clarify - the play button (Start Action) puts it at the front of the queue, so you start on it immediately. The second button (Queue action) adds it to the back of the queue, so you'll start it when you finish all the other actions in your queue.
This is a great game but I keep getting stuck when I get to Laurioin. I ned to power the generator with fuel cells but clearly the full power cells from the rover don't work. Where do I get fuel cells?
This is very cool! Scratches the same itch as an incremental game, but with a neat narrative hook. There's a puzzle game quality to it, but you can brute force it to some extent, which I appreciate. Every time the repetitive tasks threaten to get tedious, you introduce an exciting new way to speed things up. (Though after reaching the end of the current content after 37 loops, I do wish for a big "do everything in Talos and leave" combined action!)
First, make sure you still have power while mining, otherwise you won't make much progress. Second, it will kill you a few times - it's permanent progression, so it's worth losing a few cycles to get it done.
General consensus is that mining the obelisk before going elsewhere is currently the easiest/fastest route, though that is likely to change in future versions.
Not sure how I feel about the multipliers working differently now. Trying to force the door used to be a great way to level destruction, but now I don't even know why the action is available.
On the other hand, the multipliers aren't as important as they are in Increlution. Unlocks like persistent and combined actions are more important.
"Gather supplies from outside" doesn't work properly.
Thanks for the game, loving it so far. There seems to be an issue with combined actions with a travel component (like gathering supplies), the travel action doesn't get triggered along with the rest
Incremental games are usually just a brainless way to pass time, and the mechanics accordingly 'meh' in nature - it's incredible how you've managed to take a playstyle so artificial and mechanical and yet weave it into a core of such a strong narrative!
This is such a fun game, I love how it combines the element of a 'rebirth' / soft reset bonus from completing tasks you've already done before (my favorite part of that one unfinished game from years ago, I think it was called Groundhog Life) with bonuses that allow you to bypass certain obstacles once you've gained knowledge or technology that trivializes them. It scratches just the right itch, and now that I've completed all of the available content I'll fs be following for updates :)
Moin bonrs, Also bei mir funktionieren beide Tasten einwandfrei. Hast du schon überprüft, ob deine Tastatur gereinigt werden muss oder möglicherweise defekt ist? Es könnte auch ein Treiberproblem sein. Bevor man das Spiel dafür verantwortlich macht, sollte man erst sicherstellen, dass weder die Hardware noch die Software die Ursache ist. 😜 liebe Grüße AThKORU
Eng Hey bonrs, both keys work perfectly fine for me. Have you checked if your keyboard needs cleaning or if something might be wrong with it? It could also be a driver issue. Before blaming the game, it's best to rule out any hardware or software problems first. 😜 Greetings AThKORU
ah, Chrome! Ja, das erklärt einiges 😄 Der Browser hat schon öfter mal ein Eigenleben, besonders wenn’s um Tastenkombis oder Erweiterungen geht. Ich würde dir empfehlen, das Ganze mal testweise in Firefox zu probieren – der zickt da deutlich seltener rum. Zumindest bei mir funktionieren sowohl STRG als auch SHIFT dort wie erwartet.
Was die „Unhöflichkeit“ betrifft – keine Sorge, war keinesfalls so gemeint. Ich versuch in solchen Fällen einfach, pragmatisch zu helfen. Vielleicht kam mein Augenzwinkern-Emoji nicht so gut rüber wie gedacht 😉 Ironie ist online eben so eine Sache...
Aber hey – no hard feelings! Hauptsache, das Problem löst sich bald.
Liebe Grüße
AThKORU
___________________________________________________________________________________________ ENG
Hey bonrs,
ah, Chrome! Well, that explains a lot 😄 That browser tends to have a mind of its own sometimes, especially when it comes to keyboard shortcuts or extensions. I'd suggest giving Firefox a quick try – CTRL and SHIFT work perfectly fine for me there.
As for the "rude" part – no worries, that wasn’t my intention at all. I just try to be helpful in these cases. Maybe my cheeky little wink emoji didn’t come across the way I meant it 😉 You know how tricky tone can be online...
No hard feelings, though – fingers crossed the issue sorts itself out soon!
understandable. yeah i switched back to chrome bc some extensions didn't have a firefox version, but i think i'll check back today and see if all the extensions i have can transfer over, especially since they've done a mass purge of extensions on chrome.
I dont like how the consumption is often made frustratingly frequent. Like I am consuming the supply while I fill a limited space with supplies. This guaratees death even after the first death? I stacked my backpack full and I still dies. Especially water, this chad hydrates like 10 second per bottle.
Like I get the point of loops making things faster, but its not like I am going to use the same skill of doing a hyper specific thing faster later in the game. Its like really punishing.
Perhaps catagorise certain action as belong to the same skill? It would be easy to prevent skill farming too.
The dev actually broke it from skills to individual actions. The reason for this is if you apply a limited number of skills to all the actions in the game, it becomes harder to balance all the timers as they add new stuff to it.
No problem. That's why I took the time to explain it. Increased understanding of a developers intentions and actions tend to make for better support for the dev.
Been having a lot of fun exploring and getting a little bit farther every time! Still playing through it but please keep up the good work and looking forward to seeing more!
I believe it's not yet implemented - you can get to the place where you will in the future be able to do it, but you get a "to be continued" message the first time you get there and perform the sticky (blue) action.
I'm surprised to hear you're having balance issues, especially with the new non-skill system. It's a game, and it's not like you have to have a perfect solution. I had to repeat a segment an extra time or two due to a combination of my own goofs and just getting a measure of (and reduction to) various time/resource costs.
And because of the nature of the game, I feel that was effort well spent. If a later element is less of a struggle because I needed a few extra trips to Santorini, I feel vindicated, not robbed of... what, opportunity to struggle?
Make it work, make it fun... not just for us. You deserve to enjoy making the thing too. Don't go burning out on advanced calculations just because you think this point in the story should have us sweat out half our last water bottle. Plus, I think you've already solved that with some stages of the drilling draining water faster.
It's a cool playground you're building with text and menus. ^_^
The issue with balance is more along the lines of "ok, player just reached a new facility, and I want to give them X upgrade. I/my testers now need to check to see if getting that first instead of last trivialises the rest of the game." Or, to give a more recent example, I wanted to add an upgrade which fit with the story, and once you unlocked it, you could get it from the start of each loop. But I couldn't because I didn't know what effect it'd have on anything, and didn't have time to test.
This tool is specifically so that I can have fun, adding what I want when I want without having to stress about what it's doing to the game because I'll already know.
I really appreciate your message though, and don't worry - doing a different type of calculations for a while will be a nice break from hitting my head against bugs which don't want to be found :D
No matter what, I love this game, it's a story, it's kind of addictive nature. And it's active development status. I like the subtle increase in automation but not to a point where you only need to click a single button and let the game play itself; not only in terms of mechanics but also in the story, with the dialog subtly changing over time. In the end, I quite enjoyed my 34 loops, and I am determined to see the game improve. And I can't even wait to see the story expand; even though I am not that big of a reader myself, I enjoyed reading through every single line of the log.
TL;DR: 9/10 - Addicting, fun, and still lacks a point for the unfinished story, which hopefully changes in the future.
I would appreciate a 2x or 4x speed button / or something, you can chain all the beginning actions together. Otherwise, it takes a bit of time to do everything again all the time.
If you loop enough times, the beginning goes by faster. I think it makes narrative sense, like things become muscle memory for the character, and for you. It really only takes a minute or two per loop to clear Talos.
It's not, (maybe it could be through grinding, but i don't think it's worth it) but you can go straight from the starter area to Santorini and save time for exploring the new area.
The tunnel benefits from time reduction when used both ways, and there's one less step where you don't have to first drive away from Laurion before setting course. Since from Talos it's one button press.
In other words, the road has less traffic lights and is smoother /higher speed limit. And, narratively, the route taken by the crew didn't have the benefit of cheaty time loop hax to perfect it.
Love this game! Really enjoying playing it. The new content is interesting, I'm enjoying sinking my teeth into it. I would really like it, though, if the log could reflect the player's actions even if they've done them 10000 times. It gets easy to forget what I've done so far, so even like. "You install the power generator in the rover," each time you do that would be nice. Maybe ones that repeat themselves a lot could be collapsed (ie "'You grab a water pouch' x5")
I noticed that the loop after hacking the admin door I was no longer able to get my protein bars from the admin room. Unlock admin door or force admin door never showed up. UPDATE: It eventually showed up but only after repairing the rover hull. Not sure why
It's because unlocking the door becomes a part of the repair the rover action. hit the dropdown arrow to see the component actions. Opening the admin door is "Fully repair rover -> Repair Rover Power System -> Open Admin Door"
The new update fixes most of the issues I've had with the original skill progression system. Still wish there was only 1 action to do all the starting actions with fewer clicks, but that's a small issue. New content is good. Love that it makes you go to the older locations to find new stuff. Wish there was just a bit more "permanent" upgrades. Such as optional actions in locations that you can only know about if you actually read the action log that get you lower resource consumption. Wouldn't replace the main progression, but would give more player agency to make the progression feel a little faster even if it actually isn't.
I'm honestly not even mad about losing the skills in the update. I see where the dev is coming from where it will cause balance issues while incorporating timers in the late game when you have all these maxed out skills. So far, the familiarity system they incorporated instead has been great. I do feel like breaking doors should kinda be a true to each other type of thing (each door broken in a loop will make it easier to break all doors in every loop. I understand it probably will never be like that because it would be a pain in the backside to code into the game.
I somehow triggered a bug (don't really know how) that makes the air gain of powering up laurion work forever, after loops, anywhere and I don't know how to fix it
Tremendously fun! I like incremental games and I LOVE this one - it's got me totally hooked. Need to know what happens next! Want to explore so much more! Where do I give you money for a full version? Would absolutely preorder, 100/10, well done :)
I am LOVING this. Can't resist a good time loop and optimisation challenge. I picture my character stumbling around at first, then later executing a swift and elegant dance around desks and machinery.
edit: never mind - thought I'd found an issue but misremembered the numbers involved.
i was able to do it by installing the generator in the rover, going straight to santorini, installing the motor from the mining machine in santorini, using the energy cells you find there and loading up with as much water as i can (small water bottle + water pouch + water bottle full)
You can completely skip that if you go straight to Santorini from Talos and charge the rover there. The upgraded motor will help you get there faster but eats a lot more energy. The 3 energy cells you find at Santorini will be more than enough. You really only need 1 of them once you've unlocked the route.
I'm a little confused... I never needed to load the generator onto the Rover before... but after the latest loop, now I suddenly can't leave Talos without loading a generator onto it? Now it requires power? Where did that come from? Nothing in the logs explain why that wasn't a thing but now it is?
There is a log explaining it. You see it while you're exploring Laurion and your character realises that you need some way to generate power. You don't need to load it into the rover though. It's purely optional. Your rover actually always has power, and always uses power, but it doesn't show you until you need to know about power. Since the rover has more than enough power to reach Laurion, you don't need to know until you find other uses for power (or somewhere further away to go).
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What a great game! Increlution is my favorite kind of idle game by a long shot. I enjoy making story progression way more than just seeing numbers get big. Of course, this kind of game does require a lot of effort in writing and plot, so it makes sense there aren't many titles that do it. This is a very fun take on the mechanics. I look forward to seeing new chapters.
For the action of "Ride Tram to Santorini," does it not benefit from repeat completions? (I could see the tram as having a fixed speed. There is only so much experience can offer!)
Correct. This action will be changed in future versions so it's a short "start the tram" action, which triggers a fixed time event. So it'll be more obvious that it doesn't benefit from familiarity (and why).
So minor bug I've noticed is the combined action of "Drive to Astrape" only completes half the action before it stops and you have to manually do the other half.
Seems like there are several combined actions that don't complete fully. They all seem to have travel as the final action of the group. Maybe something funky is going on there?
I looped when the "Congratulations" message popped up and just decided to wait on the cryopod, i was expecting a funny text, and that's exactly what i got.
Maybe tomorrow, the fact that it treats it as just falling asleep because of the constant time loop is wild.
Oh cool, I fell to my death!
Great game! I enjoyed each new area. Creating a sense of urgency for a quasi-immortal character is a neat, narrative trick.
My feature requests are (1) to allow refilling all water bottles when one has access to working facilities and (2) to allow the character to "top off" hydration (drink from the water fountain?) rather than requiring waiting to be efficient in filling that last bottle.
Thanks, really glad you're enjoying it!
I assume with (1) you mean that you want to be able to refill small bottles, regular bottles and water pouches, rather than only getting one type from each source? If so, then while I agree it would make logical sense, it would also completely destroy the balance of the game. I'd likely have to heavily reduce how much water you get in general to compensate, so it'd be a lot of work to end up in basically the same place.
(2) Is already done. You can double click an item in your inventory to consume it immediately (if it's not on cooldown)
Ah, so that's the reason for forced consumption. Now I feel silly. I think it's because I didn't use a mouse (I had a track pad), so using the features were not as immediate or intuitive. Great game and thank you for taking the time to respond!
What's the difference between the play button and the button to the right of it? They seem to do the same thing
The button to the right of it is to queue an action, quite helpful actually
To clarify - the play button (Start Action) puts it at the front of the queue, so you start on it immediately. The second button (Queue action) adds it to the back of the queue, so you'll start it when you finish all the other actions in your queue.
This is a great game but I keep getting stuck when I get to Laurioin. I ned to power the generator with fuel cells but clearly the full power cells from the rover don't work. Where do I get fuel cells?
There are two fuel cells outside Laurion.
thanks lol i swear I'm always low on supplies when I get there so I focus on getting in and searching Laurion
This is very cool! Scratches the same itch as an incremental game, but with a neat narrative hook. There's a puzzle game quality to it, but you can brute force it to some extent, which I appreciate. Every time the repetitive tasks threaten to get tedious, you introduce an exciting new way to speed things up. (Though after reaching the end of the current content after 37 loops, I do wish for a big "do everything in Talos and leave" combined action!)
Definitely excited to see where this goes next.
Beat it in 32 loops and I agree that you should be able to make your own macros.
How am I supposed to mine into the 4th layer without dying of thirst? Because even if i pack a lot of water, the cooldown on drinking kills me.
You can take breaks, either by waiting or leaving to go get more supplies/do other things.
First, make sure you still have power while mining, otherwise you won't make much progress. Second, it will kill you a few times - it's permanent progression, so it's worth losing a few cycles to get it done.
But wait, is it important enough to dig it all out to progress on the game?
General consensus is that mining the obelisk before going elsewhere is currently the easiest/fastest route, though that is likely to change in future versions.
It nets you a perma-buff, so yes
Oooh, now i got a good reason to get to the final layer
Great game, very interested to see where you take it.
Not sure how I feel about the multipliers working differently now. Trying to force the door used to be a great way to level destruction, but now I don't even know why the action is available.
On the other hand, the multipliers aren't as important as they are in Increlution. Unlocks like persistent and combined actions are more important.
"Gather supplies from outside" doesn't work properly.
Thanks for the game, loving it so far.
There seems to be an issue with combined actions with a travel component (like gathering supplies), the travel action doesn't get triggered along with the rest
Incremental games are usually just a brainless way to pass time, and the mechanics accordingly 'meh' in nature - it's incredible how you've managed to take a playstyle so artificial and mechanical and yet weave it into a core of such a strong narrative!
This is such a fun game, I love how it combines the element of a 'rebirth' / soft reset bonus from completing tasks you've already done before (my favorite part of that one unfinished game from years ago, I think it was called Groundhog Life) with bonuses that allow you to bypass certain obstacles once you've gained knowledge or technology that trivializes them. It scratches just the right itch, and now that I've completed all of the available content I'll fs be following for updates :)
Anyone know the key to close the game?
Hit the back button on the address bar
it appears ctrl isn't working anymore? shift never worked for me but control worked but it isn't anymore.
Moin bonrs,
Also bei mir funktionieren beide Tasten einwandfrei. Hast du schon überprüft, ob deine Tastatur gereinigt werden muss oder möglicherweise defekt ist? Es könnte auch ein Treiberproblem sein. Bevor man das Spiel dafür verantwortlich macht, sollte man erst sicherstellen, dass weder die Hardware noch die Software die Ursache ist. 😜
liebe Grüße
AThKORU
___________________________________________________________________________________________
Eng
Hey bonrs,
both keys work perfectly fine for me. Have you checked if your keyboard needs cleaning or if something might be wrong with it? It could also be a driver issue. Before blaming the game, it's best to rule out any hardware or software problems first. 😜
Greetings
AThKORU
nope. everything is working fine. but it could be a chrome thing.
also, there's no reason to be rude.
Moin bonrs,
ah, Chrome! Ja, das erklärt einiges 😄 Der Browser hat schon öfter mal ein Eigenleben, besonders wenn’s um Tastenkombis oder Erweiterungen geht. Ich würde dir empfehlen, das Ganze mal testweise in Firefox zu probieren – der zickt da deutlich seltener rum. Zumindest bei mir funktionieren sowohl STRG als auch SHIFT dort wie erwartet.
Was die „Unhöflichkeit“ betrifft – keine Sorge, war keinesfalls so gemeint. Ich versuch in solchen Fällen einfach, pragmatisch zu helfen. Vielleicht kam mein Augenzwinkern-Emoji nicht so gut rüber wie gedacht 😉 Ironie ist online eben so eine Sache...
Aber hey – no hard feelings! Hauptsache, das Problem löst sich bald.
Liebe Grüße
AThKORU
___________________________________________________________________________________________
ENG
Hey bonrs,
ah, Chrome! Well, that explains a lot 😄 That browser tends to have a mind of its own sometimes, especially when it comes to keyboard shortcuts or extensions. I'd suggest giving Firefox a quick try – CTRL and SHIFT work perfectly fine for me there.
As for the "rude" part – no worries, that wasn’t my intention at all. I just try to be helpful in these cases. Maybe my cheeky little wink emoji didn’t come across the way I meant it 😉 You know how tricky tone can be online...
No hard feelings, though – fingers crossed the issue sorts itself out soon!
Cheers
AThKORU
understandable. yeah i switched back to chrome bc some extensions didn't have a firefox version, but i think i'll check back today and see if all the extensions i have can transfer over, especially since they've done a mass purge of extensions on chrome.
thank you for the advice!
I dont like how the consumption is often made frustratingly frequent. Like I am consuming the supply while I fill a limited space with supplies. This guaratees death even after the first death? I stacked my backpack full and I still dies. Especially water, this chad hydrates like 10 second per bottle.
Like I get the point of loops making things faster, but its not like I am going to use the same skill of doing a hyper specific thing faster later in the game. Its like really punishing.
Perhaps catagorise certain action as belong to the same skill? It would be easy to prevent skill farming too.
The dev actually broke it from skills to individual actions. The reason for this is if you apply a limited number of skills to all the actions in the game, it becomes harder to balance all the timers as they add new stuff to it.
Oh I didnt know that was the case
No problem. That's why I took the time to explain it. Increased understanding of a developers intentions and actions tend to make for better support for the dev.
Been having a lot of fun exploring and getting a little bit farther every time! Still playing through it but please keep up the good work and looking forward to seeing more!
How doth one prevent the imminent destruction of Santorini?
I believe it's not yet implemented - you can get to the place where you will in the future be able to do it, but you get a "to be continued" message the first time you get there and perform the sticky (blue) action.
Hey! Super fun game! I'm hooked to the story and the loop mechanics. Keep the good work!
I'm surprised to hear you're having balance issues, especially with the new non-skill system. It's a game, and it's not like you have to have a perfect solution. I had to repeat a segment an extra time or two due to a combination of my own goofs and just getting a measure of (and reduction to) various time/resource costs.
And because of the nature of the game, I feel that was effort well spent. If a later element is less of a struggle because I needed a few extra trips to Santorini, I feel vindicated, not robbed of... what, opportunity to struggle?
Make it work, make it fun... not just for us. You deserve to enjoy making the thing too. Don't go burning out on advanced calculations just because you think this point in the story should have us sweat out half our last water bottle. Plus, I think you've already solved that with some stages of the drilling draining water faster.
It's a cool playground you're building with text and menus. ^_^
The issue with balance is more along the lines of "ok, player just reached a new facility, and I want to give them X upgrade. I/my testers now need to check to see if getting that first instead of last trivialises the rest of the game." Or, to give a more recent example, I wanted to add an upgrade which fit with the story, and once you unlocked it, you could get it from the start of each loop. But I couldn't because I didn't know what effect it'd have on anything, and didn't have time to test.
This tool is specifically so that I can have fun, adding what I want when I want without having to stress about what it's doing to the game because I'll already know.
I really appreciate your message though, and don't worry - doing a different type of calculations for a while will be a nice break from hitting my head against bugs which don't want to be found :D
Good luck! ^_^
No matter what, I love this game, it's a story, it's kind of addictive nature. And it's active development status. I like the subtle increase in automation but not to a point where you only need to click a single button and let the game play itself; not only in terms of mechanics but also in the story, with the dialog subtly changing over time. In the end, I quite enjoyed my 34 loops, and I am determined to see the game improve. And I can't even wait to see the story expand; even though I am not that big of a reader myself, I enjoyed reading through every single line of the log.
TL;DR: 9/10 - Addicting, fun, and still lacks a point for the unfinished story, which hopefully changes in the future.
I would appreciate a 2x or 4x speed button / or something, you can chain all the beginning actions together. Otherwise, it takes a bit of time to do everything again all the time.
If you loop enough times, the beginning goes by faster. I think it makes narrative sense, like things become muscle memory for the character, and for you. It really only takes a minute or two per loop to clear Talos.
I lost all of my progress I was 11 loops in and then my computer died so I charged it and then got back on now my progress is gone
Don't worry about it, you'll be looping hundreds of times again as long as the computer doesn't die too often.
Why is it faster to go back from Laurion and then go to Santorino then go straight to Santorino? I don't get this.
It's not, (maybe it could be through grinding, but i don't think it's worth it) but you can go straight from the starter area to Santorini and save time for exploring the new area.
The tunnel benefits from time reduction when used both ways, and there's one less step where you don't have to first drive away from Laurion before setting course. Since from Talos it's one button press.
In other words, the road has less traffic lights and is smoother /higher speed limit. And, narratively, the route taken by the crew didn't have the benefit of cheaty time loop hax to perfect it.
Welp, stuck waiting for new content (Astrape, and Strabo (Hopefully both are in the next update)
Discord link seems dead ;_;
The link is set to never expire, and many new people are joining each day. Just in case though, here's a new link which will last 7 days: Discord
Love this game! Really enjoying playing it. The new content is interesting, I'm enjoying sinking my teeth into it. I would really like it, though, if the log could reflect the player's actions even if they've done them 10000 times. It gets easy to forget what I've done so far, so even like. "You install the power generator in the rover," each time you do that would be nice. Maybe ones that repeat themselves a lot could be collapsed (ie "'You grab a water pouch' x5")
Keep up the great work <3
I noticed that the loop after hacking the admin door I was no longer able to get my protein bars from the admin room. Unlock admin door or force admin door never showed up. UPDATE: It eventually showed up but only after repairing the rover hull. Not sure why
It's because unlocking the door becomes a part of the repair the rover action. hit the dropdown arrow to see the component actions. Opening the admin door is "Fully repair rover -> Repair Rover Power System -> Open Admin Door"
The new update fixes most of the issues I've had with the original skill progression system. Still wish there was only 1 action to do all the starting actions with fewer clicks, but that's a small issue. New content is good. Love that it makes you go to the older locations to find new stuff. Wish there was just a bit more "permanent" upgrades. Such as optional actions in locations that you can only know about if you actually read the action log that get you lower resource consumption. Wouldn't replace the main progression, but would give more player agency to make the progression feel a little faster even if it actually isn't.
9/10 update
I'm honestly not even mad about losing the skills in the update. I see where the dev is coming from where it will cause balance issues while incorporating timers in the late game when you have all these maxed out skills. So far, the familiarity system they incorporated instead has been great. I do feel like breaking doors should kinda be a true to each other type of thing (each door broken in a loop will make it easier to break all doors in every loop. I understand it probably will never be like that because it would be a pain in the backside to code into the game.
I just lost my save all my progresss :sob:
I somehow triggered a bug (don't really know how) that makes the air gain of powering up laurion work forever, after loops, anywhere and I don't know how to fix it
If you export your save and send it in a bug report on discord then I should be able to figure out what's happened.
Thank you
Will you be abel fix the terraformingequipmanet to terraform the planet later?
Tremendously fun! I like incremental games and I LOVE this one - it's got me totally hooked. Need to know what happens next! Want to explore so much more! Where do I give you money for a full version? Would absolutely preorder, 100/10, well done :)
I am LOVING this. Can't resist a good time loop and optimisation challenge. I picture my character stumbling around at first, then later executing a swift and elegant dance around desks and machinery.
edit: never mind - thought I'd found an issue but misremembered the numbers involved.
Managed to complete what's there - just barely.
Loving what's there so far, looking forward to more!
how do I get to Astrape? I've tried many times but either I die of thirst or I run out of energy and have to start again :´(
best game i played in the last month
i was able to do it by installing the generator in the rover, going straight to santorini, installing the motor from the mining machine in santorini, using the energy cells you find there and loading up with as much water as i can (small water bottle + water pouch + water bottle full)
There is another way, remember that the lost rover has some batteries too :)
You can completely skip that if you go straight to Santorini from Talos and charge the rover there. The upgraded motor will help you get there faster but eats a lot more energy. The 3 energy cells you find at Santorini will be more than enough. You really only need 1 of them once you've unlocked the route.
In Santori you find 3 fuel cells, in the rover you find 2 empty energy cells. All i said is that there are several ways to approach it :)
I'm a little confused... I never needed to load the generator onto the Rover before... but after the latest loop, now I suddenly can't leave Talos without loading a generator onto it? Now it requires power? Where did that come from? Nothing in the logs explain why that wasn't a thing but now it is?
There is a log explaining it. You see it while you're exploring Laurion and your character realises that you need some way to generate power. You don't need to load it into the rover though. It's purely optional. Your rover actually always has power, and always uses power, but it doesn't show you until you need to know about power. Since the rover has more than enough power to reach Laurion, you don't need to know until you find other uses for power (or somewhere further away to go).