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First of all thank you for playing and taking the time to write such elaborate feedback!

Indeed, there are more scenes planed with Jane Green, Molly Simon will get her own storyline as personal notes left in the system. Other characters are still to be added as well.

A tutorial is in the works tho I kind of like the idea of players figuring things out on the job.

Good catch on the harvester description! It is was a relic from an earlier version in which placement mattered, they now work on their own floor. Fixed!

Data points double research speed, basically, a game tick at speed 40 consumes 40 DP and advances research by 80 (before other modifiers).  I'll go over the code to check but the depletion/income should be balanced for any speed.

I get what you're saying about balance, available information and the ability to optimize gameplay. I feel it comes down to setting video game expectations on something that is more of a story delivery device, which is absolutely on me. 

Failing is the only possible ending so far and I am somewhat attached to keeping it that way so it only takes a single play-through to see most of the available content and get the full development. Weekly goals are balanced in a way which forces failure and prevents players from running out of new events (or creating stupidly large saves...) but I totally get that it seems unfair from a video game standpoint in which players expect and want to win.

Tho I will make the schedule clearer for sure and address the ending issue!

As far as saves are concerned they happen automatically at the end of each day which means you should never need to save manually during gameplay. With most of the content being linear there is no need to save before making X or Y choice in order to see both outcomes, which is something I really dislike with choice-based games.

Still a bunch of work to be done. Thank you for the kind words and valuable feedback!