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(+2)

Iron is far too much of a bottleneck, ash execute and iron all have parts of their animation that are not shortened by the speed upgrades and this drastically slows them down later on (Ash for example, from 0.3 seconds, to what feels like about 0.7/0.8, significant when you can't automate ash)

Most of it seems ok, no saves is a royal thorn
And if the ash update hasn't fixed it already, you can shock your population again if it captures before the animation finishes- this will only give you the heat and ash of the last time you pushed shock - could sacrifice 400 people (300+100) and you will only get the latter 100 worth of sacrifice results

appreciate you play testing so much. Save updated planned to go live tomorrow. I’ll address the animation glitches and the ash/lightning room bug as well. I’ll also rebalance dark glass price for iron output 

Feel it could do with something to bump it up before the point of dark glass
Dark glass bottlenecks Iron
Ash bottlenecks Dark glass
Jail capacity bottlenecks Ash
Iron bottlenecks Jail capacity

-> Iron bottlenecks Iron
It needs help independent from Dark glass, maybe all the cost changes will have changed that, havent played since

you rule. Thank you for testing. Dave’s coming in a few hours. Will adjust some values but working on some updated mechanics for passive iron gen.