Simple idea but cool game! As always!
But can't go past HARD-8 25 crates. Its just stop spawning.
Restarting game or reloading page don't help.
May be switch from per weapon control to configurable weapon groups with fixed keys?
Its also give a way to set fire modes for weapon group. I think ripple fire for railgun will be really badass! (I tried to do this manually by distinct buttons and its looks cool, but feels too chore)
Also rocket launchers with possibility to lock on random targets in sight sounds like a dream sometimes...
I checked also DSP and Satisfactory modes.
FactoryTime original mode most interested as new and relative balanced.
DSP has best ratio=interesting*QOL/difficulty but too short. (I even see still locked building, but can't find way to unlock it) (But I barely played in original game and that can give additional interest)
Factory feels most completed but sometime boring and anxiety at same time.
Satisfactory I even don't finished, because I hate gathering biomass even at original, and incremental version get worse part of it for me. Besides this, its good.
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My wishlist of features and QOL in random order:
1) Show correct resource drain when partially no energy. (Or graph to analyze, maybe as upgrade)
2) 0-half-max assign controls.
3) Consolidate and make coherent info about resources. (Show isn't only active gains/drains, but possible candidates also with per dev per type magnitude)
4) Dev or user defined togglable flag, to mark resource as good when decreasing.
5) Possibility to hide unneeded old versions of devices. (in resources and recipes)
6) Manual rearrangement of recipe list. (maybe as upgrade like control panel shortcuts)
7) Possibility to lock info panel onto some res/dev to examine with hovering over tooltips.
8) Better tooltips with recipes etc.
9) Maybe crafting queue or at least craft x10 button. (Or better balance)
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Wishlisted on Steam, wait for new updates.
Factorio mod related feedback:
1) Looks like the pollution sink upgrade also buffs pollution generation or some other issue with them. (And sink also in prod. column with negative mag. at info panel)
I have anything positive except pollution which also good. Then buy buff and get negative seeds with relatvely same pollution ratio.
2) It's good to have some way to assign 0 or max machines like ctrl-click or additional buttons.
3) Pollution panel very awkward with sing at bottom. Maybe good to add resource type flag (dev not player) to invert color for warnings and order of generators/consumers to these type of resurces.
In current state it is feels a bit cumbersome and lack of features. But as Factorio mods player it's expected results.
Playing in mod mode, I expected full research tree with simplified mechanics to compensate lack of spatial features.
Other mods modes on queue to check.
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And just thoughts:
I tried something like your game myself. Based on Satisfactorio resource loop but incremental.
With main idea in diff. locations to mine diff. resources with limited space to upgrade and may be one-dimensional travel like SpaceAge platforms to fight mobs (auto fighter like based on amount of turrets) as obstacle to other locations. With req. to craft guns and ammo to protect logistics.
I meant it's feels cool if possible to upgrade some buildings keeping ratios, but it's mostly kills current gameplay.
But maybe if you like this idea with places, it's can be good as per location feature because main focus shifted to exploration and cross-location logistics. But I understand, it's far from current game idea.
I don't think time limit is bad itself. Only without possibility to reset. (At least for me) But yes, some people for example, my wife mostly dislikes time limits.
I tried other modes many months ago and it's barely accurate for current version. I maybe replay it tomorrow or at the weekend and write here if I have significant notes...
Thank You. To clarify how useful or not my feedback I write a bit info about myself before it. And sorry for my poor and lazy English...
I am a dev related to web myself. (Also tried to make games incremental and FPS, but with no success) I'm a 10+ years Factorio and his mods enjoyer, Satisfactorio, ThePlanetCrafter etc. But I also love to procrastinate with a couple and _mostly browser_ incrementals/idles as side-screen to work. I think that's what makes me _only partially_ your target audience. And I'm mostly disliking time based games that relies on resettable progression.
If the game didn't catch me enough I mostly quit fast if theres a time limit more than one minute and it's impossible to reset it at the same time. I like the new feature, but for me its feels most necessary at first runs but instead it's gated to 30+ real-time minutes.
I know its a relatively-early proto etc. But a feature to pause the game also feels necessary. (If you don't want to give to the player time to read and plan, maybe just hide anything while paused) I can't find pause, and I used quit to menu and continue to make a tea... But it feels a bit uneasy because I feared to lose some progress and save(export more conventional name for this) throwed file to my face instead of just SAVE the game.
And even more, I play this game before, and no need time to examine UI and read researches. I do it before time limit. But at the current state the first-time expr. be like: Hmm, interesting... How does its work? Hmm... Research, craft, TIME? I spent too long to read this all. Now I know. Where is reset? 0_o I must wait 10+ minutes to try again? Or do reset save and lose current progress? No thanks, I know better ways to spend my time...
I like your idea and implementation besides this, and maybe my point of view is far from your TA or plan, I just tried to show you how some relative small detail can ruin the exp. for players like me.
I love hacking themed games, but as IRL dev and ex unix admin I can be too critical to terminal QOL.
And sorry for my English...
Some feedback:
1) command like home to return back to own server must have.
2) you have limited commands make server names also autocomplete or use shortcuts also looks must have for me.
3) game feels too slow for current number of features.
4) If You added "IRL" camera to game. It's cool if its shows activity for currently mining server. (or its already implemented and I just missing?)
Try first steps in BitBurner if you don't.
Terminal good in first place for his scripting features and modern terminals also good for hotkeys and autocomplete. If You don't implement any of it buttons looks better.
I played around hour+ and bug with placing parts looks gone. (I tried slopes, legs and anything what I doing before)
Railguns <3
And a bit of new reports and questions:
1) When scrolling hardened wedge scrolling down work as expected when scrolling up cycles another parts...
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2) This guy invulnerable or I just can't find how to handle with him? Projectiles just fly through...

3) And this guy receiving damage, but even multiple railguns don't kill him.

As I mentioned earlier(sorry if too vague), I saw exactly moment when last bug was happened.
It occurs inside editor when I moved mouse over horizonal face when mouse vector and face almost parallel.
I see no other causes related to zone or something else but new part position and facing calculation based on face normals. I scry it caused by Tan and too large precision error in formula.
Sorry if my English some times too obscure.
I got it again. It happened when I moved mouse to bottom of vehicle with low level camera and high slope angle. Maybe its related to NaN or infinity in math related to place normal calculation. (I got troubles like this in my voxel game couple weeks ago and to fix that just added checking and returns upd: 1,0,0 vector if its bad)
Looks like this bug also occurs in win-build or this is another bug.
All my notes in this thread relate to current win version downloaded on 2025-11-13. (the latest, unless I missed a second update on that day)
When its happened I tried to toggle build mode, menu, inventory and switch parts. Nothing had fix it.
Thanks!
I haven't played much yet, but I like the changes and new weapons, especially angler.
And that even medium enemies are respawning now.
Also I found bug when I trying to align terra leg right(fast and multiple add/remove), I lost ability to place/remove blocks. It selects but the cursor looks like system and blocks can't be placed/removed/picked.
And caterpillars sometimes get stuck sticky to the ground and I have to enter building mode or even rebuild to make it work again.
Sometimes UI numpad disappeared, but customers still waits. It's can be fixed easy by keyboard input.
But also once I get cash payment with zero change. I triesd 0, backspace, click on diff. coins. Nothing help.
Also once when I went on trip at daytime I closed shop door, and when returned back old customers just stay in front of shop, and block new customers. Only reload game helps.