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Hello.

Okay, I do not see any update, but I appreciate your response.

There is no 'crash.log' file. The err.log file after another crash is here:

warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
Exception in thread "LWJGL Application" java.lang.NullPointerException
 at com.solarlune.gearend.objects.interactables.Treadmill.main(Treadmill.java:49)
 at com.nilunder.bdx.Scene.runObjectLogic(Scene.java:865)
 at com.nilunder.bdx.Scene.update(Scene.java:923)
 at com.nilunder.bdx.Bdx.main(Bdx.java:339)
 at com.solarlune.gearend.BdxApp.render(BdxApp.java:44)
 at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)
 at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)

Attempting to get the game running a bit smoother to make it easier to reproduce the crash, I turned off advanced lighting, and it crashed again when trying to start the game. Again, no crash.log, but this is the err.log:

warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.OutOfMemoryError: GC overhead limit exceeded
  at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:131)
Caused by: java.lang.OutOfMemoryError: GC overhead limit exceeded
  at com.bulletphysics.linearmath.Transform.<init>(Transform.java:52)
  at com.bulletphysics.collision.shapes.TriangleMeshShape$SupportVertexCallback.<init>(TriangleMeshShape.java:185)
 at com.bulletphysics.collision.shapes.TriangleMeshShape.localGetSupportingVertex(TriangleMeshShape.java:67)
 at com.bulletphysics.collision.shapes.TriangleMeshShape.recalcLocalAabb(TriangleMeshShape.java:94)
 at com.bulletphysics.collision.shapes.BvhTriangleMeshShape.<init>(BvhTriangleMeshShape.java:91)
 at com.bulletphysics.collision.shapes.BvhTriangleMeshShape.<init>(BvhTriangleMeshShape.java:70)
 at com.nilunder.bdx.utils.Bullet.makeShape(Bullet.java:108)
 at com.nilunder.bdx.utils.Bullet.cloneBody(Bullet.java:210)
 at com.nilunder.bdx.Scene.cloneNoChildren(Scene.java:497)
 at com.nilunder.bdx.Scene.clone(Scene.java:554)
 at com.nilunder.bdx.Scene.addInstances(Scene.java:473)
 at com.nilunder.bdx.Scene.init(Scene.java:387)
 at com.nilunder.bdx.Bdx$ArrayListScenes.add(Bdx.java:127)
 at com.nilunder.bdx.Bdx$ArrayListScenes.set(Bdx.java:141)
 at com.solarlune.gearend.system.mainmenu.MainMenuCursor.main(MainMenuCursor.java:232)
 at com.nilunder.bdx.Scene.runObjectLogic(Scene.java:865)
 at com.nilunder.bdx.Scene.update(Scene.java:923)
 at com.nilunder.bdx.Bdx.main(Bdx.java:339)
 at com.solarlune.gearend.BdxApp.render(BdxApp.java:44)
 at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)
 at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)

I tried re-downloading it, this time through the Itch.io app. Saving is still broken. This may be a red herring, but this time it no longer goes into a loop on death. Instead, it restarts from the very beginning. regardless of where the game was saved. The gun and the upgrade chips are not in the inventory, but they're no longer in the game, either, making it impossible to advance past the first save. Restarting still doesn't show any option to 'continue' or similar. 

Hope that helps.