Skip to main content

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

heihiro

9
Posts
2
Followers
A member registered 23 days ago · View creator page →

Creator of

Recent community posts

Thanks for this write-up. Really useful.

The depth issue is fair -- the current version runs out of things to do after a few runs. The next update is redesigning this from the ground up: civilizations stop resetting and the world keeps growing instead, so each run layers onto the last rather than starting fresh. It should fix the repetitiveness you're describing.

The city-of-balance dominance is a known problem. Almost every run ends the same way in the data too. Fixing that is tied to the world redesign.

Two confirmed bugs from your report:

  • Japanese notifications on higher building upgrades: found the cause, will patch it.
  • Guidance of the Codex: the perk fires internally but the memory formula makes it invisible in practice. The description is misleading. Needs redesigning.

Mobile scroll in those panels is noted. Not officially supported but worth fixing.

Appreciate you going deep enough to find the rare cities.

Thanks! Just redid the whole art style -- glad it reads well.

You're right on both counts — there is a population cap, and the game did a poor job explaining it. Here's the deal: population is limited by your housing (each Hut/Tower adds capacity), with an overall ceiling on top. And population only boosts production up to a soft limit — past a few hundred, extra population is mostly cosmetic, so that hard wall at the top was mainly just confusing.

I've just changed it: instead of slamming into a wall, population now eases in and grows more gently as it nears the limit, so it feels natural rather than like an invisible brick wall. I'm also going to surface it on-screen (Population X / Y, with a hint that housing raises it) so it's never a mystery again. Thanks for the nudge — this is exactly the kind of feedback that makes the game better!

(1 edit)

Good catch, and you're right to expect more than that. The idea is that what you build should pull the city toward different identities, so "always balanced" is something I want to fix. Looking into it now.

(1 edit)

Thanks, this is really helpful and you're reading it right.

- I'm going to fix the buildings running off-screen so they wrap onto more rows.

- You're right that it's hard to tell how much things earn. I want to make each building's output clear so the choices feel meaningful.

- And yes, your instinct is correct: right now deeper runs don't really scale memory gain, so transmigrating as soon as you can is about optimal. Giving deep runs a real payoff is what I want to tackle next. Thanks for spelling it out so clearly

You're right, thanks for flagging this. I'm going to fix it so buildings wrap onto extra rows instead of running off-screen. Coming in an update soon.

Thank you so much — that really means a lot for a fresh release! 🌱 You're right that this is just the starting point: more discoveries, deeper branches, and more civilizations to crystallize into are on the way. Stick around and watch your town grow. 🙏

This is incredibly helpful feedback — thank you for taking the time. 🙏 You nailed something important: those discovery pop-ups are the heart of the game, so them vanishing before you can read them is exactly the kind of thing I need to fix. I'm working on it right now:

  • Notifications will stay up much longer and you'll be able to dismiss them yourself (OK / click) instead of them auto-vanishing.
  • I'm adding a message log so you can scroll back and re-read past discoveries.

Your "adjustable auto-skip delay" idea is noted for the settings too. Genuinely grateful — this kind of comment makes the game better. 

Thanks so much for playing and for the honest feedback — and for the follow! You're right: right now it's hard to feel like a game because what your resources and choices actually do isn't clear enough. That's exactly what I'm fixing next: clearer resource feedback and always-obvious actions. I'll ping you when the update is up — would love your take on it.