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(+11)

I definitely agree that the game is starting to demand a lot from the player. I'm finding myself so busy with just daily tasks and repairs that I have little to no time for anything else. Also agree that five signals is a bit of an ask for the first day; especially given how long the process takes now. I have my day time set to maximum and I barely managed to scrape by with the first task.

I like the disk system, but the rng can make it a bit annoying when you're waiting for a satellite server to upload data and it just keeps pumping out "unexpected server error" ten thousand times. Also, found a bug where if the game saves while a floppy/zip disk is in a drive, if you load that save all data on the disk will be lost, and ejecting it will instead spit out one of those big red ERROR props.

I'm probably one of the few people who actually *doesn't* hate the new controls, but I agree the press E and hold E options should be switched- there's currently a bit of weirdness where pressing E on certain objects either doesn't grab the object, or it technically does but the object won't move, and you have to release E and press it again to get it to recognize it.

ATV I feel needs some balancing. Not only is the new ATV bulkier, less powerful, and less durable, but now you have to keep track of both battery life and durability for each individual wheel, and extra batteries/wheels are NOT cheap. I've actually been finding myself carefully avoiding every rock and log I see now, lest I return to base with only a sliver of durability remaining.

My biggest gripe so far is the CR towers. While I like the concept behind them, they are NOT very well implemented. These things will drain your time, your money, and your sanity. Each one is tied to one of the colored cursors needed for the new coordinates panel, and if one goes out, that cursor is unable to move, essentially rendering the entire panel useless. The only things keeping the towers from breaking down are these expensive "fuse" items that wear out over time, and can burn out in as soon as a DAY. Without fuses, the towers break down CONSTANTLY. The game was good enough to give each tower four free fuses at the start of the game, and one of the towers burned through all of them before the end of the first week, with the other two following a few days later. And with no fuses, I can maybe download 2 signals before *at least* one of the towers is down again (and I'm on maximum time length). It got so annoying that I went into the game options and turned off CR Tower decay- except IT DOESN'T WORK. Toggling the option off does NOT stop the towers from breaking down or burning through fuses. These things have made me lose all interest in continuing to try the new version, which is a shame because I was otherwise enjoying it.

(+3)

I agree with all of these points.  They really need to embrace the relaxing aspect of the game's overall vibe a bit more I think. Being rushed to finish objectives gives you no time to breathe and let your guard down, which lessens the impact of the creepy events when they occur imo.

I like all of the new minigames and added depth of the new features, though.  Just need some tweaking to make them a bit less punishing early game.

(+2)

Yeah, I know I have been having some issues with the Coordinate towers myself. I don't mind the fuse system and needing to replace a fuse when the tower deals with a power surge like if it were to get struck by lightning, but the decay system on the tower just makes the fuses decay WAY too quickly. I turned the decay setting off myself as well, only to find that even though I wouldn't hit Alt like some people said was left in that causes the tower fuses to break, my fuses would still wear out after only a couple days. The fuses costing 100 points and needing to buy them every few days just makes me lose a lot of the profit I would make on the dailies and whatever else I have built up to sell.

The rest of the update is really nice and I don't have any complaints with it. I get being frustrated with the disk system getting errors when trying to get the hash codes, but that mostly has to deal with the upgrades on that server. The more upgrades you have, the less likely it is to error out when getting the hash code, so it makes sense to me. What I didn't know though, is that you can use a single floppy disk for all the servers you need to get hash codes from. I don't know if I had missed it in the tutorial, but I thought it was 1 disk per server, like the floppy disks could only hold 1 hash code.

It would definitely be nice to see them add in an option like they do for the hold r/press r actions being swapped for the hold e/press e actions. I think it is a bit weird to add in the option for one and not the other.

I myself don't usually deal with the ATV since it isn't that bad to just run everywhere (in my opinion), but the issue I was dealing with it is that it would randomly disappear and reappear when in the garage which would cause it to take some minor damage. I have to keep an eye on where my ATV goes in the garage, or I will deal with an issue I dealt with early on where it would take so much damage from the random teleports that it would blow up and end up stuck in the outside wall of the garage. It ended up being stuck there for around 10 or so in game days and wouldn't get unstuck no matter what I tried. Since it was at low health, any time I tried to get on it, it would just blow up on me and using the hook on it to try and pull it out of the wall just didn't work. Thankfully it ended up bugging and doing the teleport glitch again which caused it to bug back out of the wall, but it was definitely frustrating. 

Still exciting to see the major update on the game and definitely looking forward to the hotfix for the 0.9 version to see if they were able to address a lot of the big complaints. And, you know, fixing the bug on the aliens that makes almost none of their events work or take place (like the picnic being bugged and not loading properly, or the treehouse not being built at all).