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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.