Try moving the formation around. Potential has no hidden effects. You *can* brute force your way forward as you're doing, but it isn't required.
grogathar_games
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Hey, thanks for playing! The amount of time for a forge to complete is whatever the stated time is, with a multiplier coming off of the Patience skill. I like the way that the time ticks down faster than expected, but am thinking of adding an option in the settings for the "real" time. What size screen are you playing on? I'm trying to make the UI dynamic, which is a bigger undertaking than I expected.
Thanks for playing! Right now, I'm in the "add all the mechanics" phase, so things are going to be messy for a while. The arrange rounders/reset buttons options are mostly just to help people who somehow lost things offscreen. There'll be a better implementation when I come back to polish things. There's more to do with screen sizing as well. It's apparently pretty bad on high resolution screens, so there's UI scaling to get into. That'll be an absolute bear, because I have things crawling over the UI whose sizes affect things.
As for your storage concerns, there are plans in the works! You've definitely hit endgame, but that'll change in the next few updates.
Alright, I got to the bottom of it. There was a bug with how very fast tasks were being timed, which is now fixed. The issue you were seeing above wasn't related, it's a math thing.
The speed a task is done at isn't linear, it's exponential based on the skill level. That means that the first 10/25/50% of the task takes a lot longer than the last 10/25/50%, because your level went up while doing it.
Taking off 10% of the work to be done can be thought of as taking it off of the end, when the task is being done the fastest. That explains why there isn't a 1:1 conversion of work required:time taken.
Either way, it's still worth it to build keystones. Thanks for pointing it out, I got to bust out the old Excel sheets!
Thanks for playing! Good point on the playtime. There is a way to move skills now, it was added with the last update.
The rounders that can be militarized are the ones that have the same title in the Greek and NATO alphabet.
Background management is planned, it's an absolute bear.
I'm not happy with how the asteroid is handled yet.
The "merge with nothing" bug is fixed now. It was a result of the dragged item attempting to merge with the faded shadow where it used to be.
Thanks for the in-depth review! A lot of your UI bits are spot-on, and are on my list. We've got to get right-click hover icons and things like that in. There's so much that we've come to expect in an interface that all has to be put in manually! I tried out like 5 different ways of doing drag-and-drop before settling on this one. UI developers have my respect.
I have some thoughts on the cost scaling, but adjusting that is further down on the list than needed QoL changes.
The different NPC contact items will have more uses later on.
The military parts aren't very flushed-out right now. That update should come in the next few days (2025-09-05). The costs on those are meant to scale up, but there's another item coming in later to help with that. I may disable the scaling until that update is in.
The bug with the formation smasher has been fixed for the next update, it should work with any formation you put rounders into, so that you can see how it works with different rounders.
I appreciate your time, thank you so much for playing! There's more to come and I'm working to make the experience less frustrating while still keeping the puzzling aspects.
