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Jack Chance

42
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A member registered Jun 28, 2025

Creator of

Recent community posts

Found the issue, 0.40.1 has the fix

Well, that timing actually destroys most of my ideas about what might have been going wrong. Having a name certainly isn't worth orphaning people's games. Thanks again for all the testing you did with this, and glad I could get you back into the game.

Next patch is going to remove the pop up entirely and function on an opt-in system instead. If you're still having issues then we'll know it's completely unrelated to the name system, and if the opt-in causes issues you can skip it entirely.

Thanks for checking on that. Current version also has disabled background processes while the Handle dialogue is up so if it was a signal storm situation that should fix it. I'll keep poking, because I don't like not understanding, but I'm running low on ideas of why this might be happening. 

Out of curiosity how long have you let the screen sit before giving up on it? I'm wondering if it's just loading save state data and some conflict is making the page slow, not actually crashing. It'd be good diagnostic data to have

That's a pretty important clue and indicates it has something to do with loading a game, possibly with the "while you were away" summary popup trying to compete for the same space. 0.39.4 coming shortly to handle this

0.39.3 should at least help narrow down where the issue is actually occurring with DDG. The expectation is that you'll be able to set a random name at least.

Change is a good thing though! I'll see if I can sus out what the delta is between the two browsers. I suspect its a permission issue as duckduckgo tends to be more restrictive about that than most.

0.39.1 or 0.39.2? 0.39.2 has the latest fix for it.

Have I mentioned yet how much I appreciate all the feedback you've given? It really does mean the world to me. I think I understand where I went wrong and how to fix it, updating coming out shortly to address the issue.

This one is borne from my inexperience as a mobile developer. I think I have a fix coming out in 0.39.1 that will enable a virtual keyboard on mobile devices, but in case it doesn't work there's also a random button that uses the same method as the random mercenary names. I'm very interested in hearing back on this one as to whether the virtual keyboard works or not.

Well that's certainly a critical error. On it.

Found and fixed. Not browser or platform specific, just a regression introduced through a wild chain of events on the backend.

Into the bug tracker it goes. And I'm incredibly glad you're enjoying it; I doubt someone who didn't like it so much would put in the time and effort to make so many bug reports! They've been incredibly useful to me.

Strange. In my local build I'm able to buy the same skill bonus priv multiple times. I'll put some testing around this to figure out if it's an edge case, limited to specific skill bonus type or platform specific. It's fully intended that you be able to buy as many levels in any skill bonus you'd like, though.

This one is because the furniture hasn't been updated to fit with the rest of the changes I've been making to systems - next patch will have entirely new furniture and effects.

Found the bug, dates back to when I assumed Merchant would never be a mission skill. Next update will have the fix. Great job spotting that one.

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There's a bit of randomness involved in the opponent's skills, but after the Meat Heads (first opponent) it shouldn't be possible for skills to hit 1 anymore as of 0.36.3, and if it is then there's probably a bug. I'll dig a bit deeper and make sure everything is working as expected.

EDIT: The changes that make that impossible are in the current build, not 0.36.3 so it's fully possible for the first two enemies to spawn with 1 in a skill and the 3rd could spawn with 2. I'll still be investigating, just in case something was miswired. 

Definitely a bug. Exfil should only be available as a final option. I'll get this fixed asa

Added to bug tracker, thanks!

Excellent idea. Give me a few minutes, I'm sticking that into the release that's about to hit.

Yeah, the current build has a bug where street thugs are being generated for even high end jobs that I've solved in the latest build, but I can't release until I finish making Projects functional without unwinding everything I did there. The fix was incidental to the new project territory system that is coming.

Root cause is street thugs have a max combat skill because I didn't want the world to feel like it just infinitely scaled with you - I wanted players to know that when they got better things that might have been a challenge in the past are now cake walks. But the higher level corporate enemies do scale infinitely because they have the same access to training, gear and cybernetics you do plus the advantage of a patron so they should always feel like a challenge. And there was just a typo in a data file that was making street thugs the default for a bunch of opponents.

Update is scheduled for release either late today (in about 17ish hours) or early tomorrow, and I'd love your feedback on how the balance feels when it comes out.

Adding this to the bug tracker, and I'll try to hit it later today. Thank you for the bug report!

And the fix is made. Missed wiring up a signal in the new mission system for it. It will start working again next update though you'll likely need to defeat Hegemony again to trigger it.

I'd rather have bugs come in through any possible channel than try to enforce "github only", so thanks for putting it in.

There should have been no change, so this is some sort of regression. The Talents tab might allow you to earn TP still without the Become Legend button appearing, Retire button never gave TP, but that would be at best a workaround the issue if it still works.

This is going into the bug tracker and will be a high priority.

The issue was both larger than I thought and easier to fix. New version is out with both the button and projects now autosaving every step of progress properly.

Projects specifically have been a problem point in the past. I'll take a more in-depth look at the save structure and figure out what the problem there is. And I've added a backlog item for a manual save button. Even if everything works flawlessly there's no reason not to give you one.

The Meta tab has an export button if you're concerned with maintaining state, but it should save after virtually every operation. What sort of data have you lost? It'd be worth looking into on my side.

Issue has been fixed. Now you'll hire them through the Connections > Mercenaries tab (as you have been) and when you start a mission you'll choose which to bring along at the bottom of the page.

The issue has been identified and the next patch will contain a fix for it.

That should never happen, and I'm investigating the issue now.

Mercenaries are currently broken and being updated to work with the new combat system. I should at least put a warning in there - apologies for not doing that pre-emptively.

Thank you for the feedback. You're absolutely correct in  that the difficulty curve has shifted too far and that there isn't enough decision making with missions currently. I'm testing a patch now that will give more decision making power to the player pre-mission and should demystify the systems at play a bit. Part of my goal is to make missions more strategic and less tactical, to better fit the genre, but as this effort towards 1.0 continues I'll be bringing mercenaries back and giving you more tools on how to approach missions in general.

Because I don't want to have a conversation about my game on someone else's comment section, and i can't find a way to DM you, and it is killing me that the feature you mentioned actually already exists but isn't well explained I'm replying here: You earn TP based on the maximum reputation of your best run during that legend loop. Every 150 max reputation gives you 1 TP with no upper limit (diminishing returns through the natural difficulty curve of higher rep resulting in harder missions).

My major take-away from your comment is that I need to put some work into explaining mechanics in game, and it's been put on my backlog to address!

Difficulty curve is a bit harsh at the start, especially if you want to do anything other than a STR build since the tutorial locks in your first skill point, but I aspire to make games half this good someday. 

I know it's been a hot minute since you last made this post but as of the last update there is an option for building reputation, to a limit, through medical assistance.

The Mastery system definitely helped smooth out the experience.  Nice little romp

This is a remarkably uplifting and encouraging review. Thank you for your kindness. You've already spotted the direction I want to take the community building aspects in the future - fixing the dystopic elements (through struggle, of course) to build a better world, or exacerbating them to make a worse world where you benefit more. It means a lot to me that my vision for the game is coming through in the mechanics clearly enough that strangers can pick up on them.

Not yet, but there times on missions when being able to heal client, or target, is the difference between failure and payday.

Glad I can help! Stay tuned, I'm working on getting it into the Google play store so you can have it on your phone too (if you use android).