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Cylun

8
Posts
A member registered Jul 06, 2025

Recent community posts

Once cost reduction effects get high enough, the cost of everything becomes negative and your power generation can quickly spiral into infinity.

This seems good at first, until you prestige enough times  for  your Energy  Cap to begin NEGATIVE and prevent any further progress. 

the RTS element of realms is definitely frustrating, to the point that I feel it needs rebalancing. 
It should not be possible for players to sink half an hour into micromanaging their run, only for a shielded enemy vine tower  to decide  to lock off the path to the objective for the rest of the map  and render it entirely unwinnable. It should be possible to damage the impediments it creates, or cause the terrain to  return to normal once it's gone, or for the AI to avoid  locking out the last tile required to get to the location.

It looks like using merges can wipe legendary items out of inventory without giving you any benefits. Oops.

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I feel like overflow damage from a stat should get counted, albeit at a discount, towards damage from other stats.  Say you've damaged a monster's power down to 0. Why not  allow further power-based damage to deal, say, 50% damage to  the monster's Mind or Agility defense? 

 Alternatively, the player needs easier access to Mind cards, whether it's from a change to the starting deck, or a change to the purchasable cards in the store. 

The starting deck is HEAVILY biased in favor of power, and the game promptly throws us against a bunch of monsters that  have very high Mind stats.  Your ability to deal mind damage is largely dependent on how many times you draw the guild battlemage (who, incidentally, is likely the best card in the game by virtue of having a free card draw, dealing mind damage when virtually  no one else does, and costing a very low price in the shop).


Diagetically, it does not make much sense for enemies to require the player  deal Mind, Agility, and Power to them in order to win.   It is very odd to see a guild of 7+ party members wailing on a monster, but being completely ineffectual because they don't have the right color on their card.

It appears that aquifer isn't properly upgrading ores that get bonuses when upgraded.  I used an aquifer on ore corite and I only got +1 to it

This does seem to be a lot more balanced than the previous version,  and the lower difficulties make it a lot more accessible.  Previous versions were almost 
completely dominated by decks that revolved  around wrenches(IIRC) , but the introduction of 0-cost cantrip ores and 0-cost cantrip upgraders gives ores a fighting chance.

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there appears to be a glitch with singularities: If you carry a combo into the start of singularity (maybe it's only singularity BH?) You can keep the combo even though the buff has been removed. And since the buff has been removed, the  combo cannot be broke on because the drawback of the buff is no longer applied This allows for radically strengthened progress into singularity. not sure if this was intended.

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You unlock T5 a lot earlier than you get the ability to clear it.    You have to consider the things you can still use to make yourself stronger. Namely, infinity points, equipment, and the passive enemy-weakening effect ascension shards grant you (thanks to the Ascension Affect, which is part of Rebirth).


You will want   to unlock the strengthened equipment from Dimension 8 and the radically reduced stage scaling from Dimension 3 (which can be completed back-to-back to radically reduce tiers 2-10 ) to allow yourself easy ascension shard farming. You'll want about 2.5k Infinity points, too. 


Basically, you want to complete everything prior to Dimension 9 other than Dimension 1, which you should be close to completing anyway.

Once you've beaten T5, you're already ready to beat T6.