v0.3.0 - Santorini [Major Content Update]


The March content update is here! This ended up being a lot more time spent on features (again) than I expected, but I think the game is definitely in a much better place because of it. With per-action familiarity replacing skills, the progression is much closer to how I'd like it to be, though it does still need some more work in the future. Lots of QoL and stability improvements will hopefully make the game less frustrating for everyone. But still a decent amount of new content added! I'm afraid this chapter isn't quite as dramatic as the last, but it's setting up a lot for future content to work from.

This is also the first major version I've actually had other people test before the public release. So huge thank you to all my wonderful testers on Discord for helping me get this update (hopefully at least mostly) bug-free and balanced. 

I've also set up a Ko-Fi. Turns out that a much higher percentage of the money you donate actually reaches me if you donate there compared to here on Itch. So while any donations are of course massively appreciated, please do use Ko-Fi where possible.

Hope you all enjoy the new features and content!

Content

  • Added the second chapter of story (~10k words of logs), covering the Santorini facility and starting to branch into multiple future directions
  • Added light hints/suggestions in known difficult areas
  •  Minor additions, changes and balances to the previous content

Features

  • Replaced skills with per-action familiarity (Details on Trello)
  • Rewrote the resource drain/gain system for reliability and visibility (Details on Trello)
  • Proper support for combined actions with collapsible sub-actions (Details on Trello)
  • Consumption priority selection, unlocked when you leave Talos after reaching content where priority is useful
  • General 'Wait' button, unlocked once you reach content where waiting is useful
  • Double click on resource items to manually consume them
  • Disabled/Locked actions which are visible but cannot be performed, with the reason for why on the tooltip
  • Effects may now be triggered at a certain percentage of an action, rather than only at its completion
  • New hover tip on the Personal Resources title showing which resource will expire first
  • Hover tips how show breakdowns of their modifiers
  • Improved mobile support
  • Downloadable version

Changes

  • Lots of minor UI improvements
  • Pickup actions now list the items they give
  • Importing a save overwrites last action/checkpoint save
  • Events are now only visible in the area(s) they apply to
  • Completing any travel action will reset progress on all other travel actions

Bugfixes

  • Lots of typos
  • Death messages are more reliably correct now
  • Export/Import saves between languages work now (, vs . decimal point)
  • Actions draining resources now updates resource hover tips
  • Player draining resources from area supply now updates resource hover tips
  • Event effects no longer applied multiple times if you save/load

Files

Terraformental_Desktop_v0.3.0.12.zip 27 MB
15 days ago
Terraformental_Web_v0.3.0.12.zip 5.8 MB
15 days ago

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Comments

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(2 edits)

got to the dam. the narrative text says it’s broadcasting an estimate when it’ll next be closed, but there is no event timer showing when it will be passable, and i don’t have any other pertinent-seeming actions.

edit: okay, the dam timer shows up in the NEXT run. i think it should be displayed as soon as you get there, as then i’d’ve known to just hit ‘loop now’

Most likely you reached the dam after it had reopened (as it only stays closed for a few minutes). The logs in the current version don't really account for that possibility, but I'll be releasing an update shortly which (among other things) adds several variations of messages in that area for arriving under different conditions. Hopefully that'll make it much easier to understand what's going on and why.

sounds good. thanks for the prompt reply!

How is it possible for Ko-Fi to have a better revshare than itch? I thought itch lets you set the revshare to anything you want including 0%. Is it the difference in transaction fees or something?

Apologies for focussing on the money portion of the post. It just interests me as a game dev myself. I really love the game too😅

(+3)

You're correct that you can set the revshare to anything (defaults to 10%). But beyond that it gives literally 0 information, so I can only assume it's transation fees. With the revshare at 10%, I was only receiving ~60%. I tried searching for info on this, but the best I could find was that the payment providers may take a flat amount and/or a %age, and that there may be a flat fee which Itch takes from your first few payments. But I couldn't find anything that would add up to that big a difference.

Meanwhile, on Ko-Fi, without changing anything I get 90%. I'd honestly not be too bothered by getting less on Itch if I just knew where it was all going...

Anyway, glad you're enjoying the game :)

(+1)

Thanks a lot for the detailed answer. Those numbers are very helpful. I read a bit more about it in itch's FAQ and it definitely gets complicated quickly with VAT, US withholding taxes, individual tax treaties and such. Transaction fees are only a small part of the puzzle.

(+1)

Just FYI - I just did my first transfer of funds from Itch to Paypal (they hold the funds for a minimum of 7 days, then you can transfer it to Paypal if you have at least $5 waiting). It turns out that when you do this, they actually give you way more information... and that information doesn't line up with the limited information they give you until that point.

Before I did the transfer, it said I was getting ~60% of what had been paid. On the transfer details screen, that went up to ~80%. I have no idea why these two values are so different, or if/how you can see the accurate value before doing a transfer. But it gets there in the end...

That sounds a lot more reasonable! Its a big tax puzzle. I guess the itch staff (or automatic systems) do the brunt of the work of applying the correct tax cuts, but they don't want to show any of that before the actual payout just to be sure.

(-1)

I actually really liked the Skills system. :(

(+3)

One of the downsides of a skill system is that mid to late game, you'll be carrying your beefed up skills to do task in new unexplored areas, which unless their base value is put extremely high, would be done in milliseconds. Where at the start you get couplers in 15 seconds, to make your initial interactions with future couplers, they would have to be multiple base minutes.

With Familiarity, similar actions in later parts of the game can still be similar in base time and not zip by. 

I don't disagree, though I feel like there could have been a median compromise. Slight benefit from skills, but larger benefit from familiarity, for instance.

Exactly what I was thinking. Decent benefit for repeating the same action, much smaller benefit from similar actions.