Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

GalvanizedDreamer

11
Posts
2
Topics
3
Followers
39
Following
A member registered Jan 05, 2019 · View creator page →

Creator of

Recent community posts

Not sure if this will help, but iIf you're using the Flatpak version of Bottles, make sure you have the folder the file you're trying to play is in allowed to the program. You can do this via CLI, or with Flatseal.

If that's not it, I got no idea, but wish you the best.

(4 edits)

Solid update, but some feedback after going through the tutoiral for the new version:

Not a fan of the new precise placement keybinds, as it now requires precise timing between hitting R and RMB. Click RMB too slow and it will just place the item, but click RMB before you hit R and it just won't work. I see you can now increase the E/R hold delay, but I'd rather not do that.

Edit: Also not a fan of how, not sure the best way to put it... "treats you like an idiot" the new tutorial is. A part of the game's charm is the esoterica, the sense of learning on your own. Being yelled at not to take things out of their designated play area, getting teleported for wandering off, just really hurts the atmosphere.

Edit2: The fact that you can't even just sit and practice running through the motions of signals in the tutorial, as everything is disabled until explicitly enabled by the step instructions, also just seems like an odd choice.

Edit3: Similarly odd is the removal of the in-tutorial explanation on how to actually perform server maintinace. Simple as it may be (do basic math and answer the ones place), it's an odd removal given the idiot-proofing other sections of the tutorial have gotten. I can understand it to an extent given the new randomized minigames, but that should warrant expansion, not condension, should it not? Just my two cents

It works, but I've found it requires using Proton 9.0-4, Experimental and Hotfix crash for me. It does ask to install the C++ runtime. It does crash upon loading the Tutorial level the first time, but the second attempt it worked.

The game also works with Bottles, if you can get Bottles to work. I need to reinstall my GPU drivers, because it can't find them. But otherwise worked significantly better with Soda than standard Proton.

(1 edit)

Copying this over from Steam since I only checked out the demo just now, and i don't know if you are reading posts over there. Sorry, I can't spoiler stuff on Itch:

In short, nearing what I believe is the end of the demo, the entry to the cave that has Metro can bug out. Specifically, the alternative entrance near Crater.

This is performed after the nuke goes off and you go in the entrance before talking with all of the town leaders. After the sister character calls you out to talk to the remaining town leaders, disabling the map transition, it will never re-enable, even after closing and restarting the game program.

The first other map transition point near Oil Extraction still functions, but ice mechanics makes that route difficult if not impossible if you have a heavy load.

Fun game game, wildly unbalanced.

In general, blitz builds are pretty OP, but that is likely due to the random nature of opponent builds. Mana Potion + Fly Agaric + Spellbook + Damage x 3 usually kills on first turn. On the opposite side of things, spamming 5+ Chamomiles means you can just outlast until the turn decay gets into the double digits.

As for AI and enemies, them being randomly generated means I see stuff like a build of all single-uses and a Chamomile, which just dies.

As for items themselves: Scroll is objectively inferior to Sword. Tome is also objectively inferior to Sword. Non-Mana single use items often disappoint due to taking up space of a multi-use item, and Mana-only multi-use items become useless after all items enter play. Shield is also objectively superior to health, in that it stacks indefinitely, while health must be added with a combination of Max Health and Heal.

Again tho, fun little game, I'd like to see how it turns out after some updates.

If you find any obvious issues in the book, or things you find concerning, such as completely irreconcilable gameplay breakdown due to badly thought out rules, please post that here.

(1 edit)

Here is a list of known issues with the current version (v.05_16_2025), this will be updated as new issues are found, and reset upon new:

  • Kinetic damage calculations are wildly off, due to unintended behavior when interacting with high-energy substances and low-mass objects, while trying to balance with magic, resulting in a single portion of black powder being able to launch a single lead ball fast enough to deal 192 Blood damage, with a piercing of 21. This is enough to insta-kill any currently-designed enemy in the game.
  • In the subsection on Stun in the Talis sourcebook, Strength was used as the skill roll required. The correct skill roll for this is Exertion.
  • All documents need to be hit up by an editor for grammar and spelling mistakes, behind a WcDonalds, with a baseball bat.

Absolutely floored by the automated blend feature. Good stuff.

I've liked the difficult so far (only having played a small amount of 3.3.0a, which is also why I'm posting here), but one thing I did notice, is that it is very difficult to pick out enemy attacks. Due to a combination of enemies being much larger than you, and you usually getting swarmed by several at any given point, even if they do have a visual windup animation for their attack, it is difficult to see it through the multiple other enemies.

If the dev is explicitly wanting to go for parry-heavy gameplay, where you are specifically intended to always know when you are about to get hit, I would suggest adding a sound cue of some sort to enemy windups. Otherwise, I will state I am unsure what would actually be beneficial.

Well I wish you the best in solving them.

Very good little title you got here, I'm looking forward to it.

To reiterate what others have said, I agree that movement is a bit limited, as well a bit stiff. Up being the only consistently speedy direction you can go. I also had the issue of finding movement very slick, with it being very easy to slip off single-tile pillars, and the icy momentum the character has even on flat ground.

Something I noticed, is that using un-upgraded items was vastly more efficient than using the upgraded versions. Not only in fuel usage, but also in controllability, especially with the weapon, where the rifle wastes far more fuel in a single area where explosions will overlap. As such, that is what I reverted to after purchasing the upgrades, which is why I did not have the issues others brought up regarding not being able to break even with profits vs fuel usage.

Something I would personally suggest, is some way to tell depth other than ores. Due to the ability to see the skybox behind the character at all times, it feels you are perpetually near the surface, making vertical navigation somewhat surreal.

I must state however, as your Steam trailer shows a very different game compared to this demo, these are likely a moot points.

Best of luck on the final product.