Thank you for your bug report! I'll be sure to fix the issue. This is the first time I've heard a bug that concerns the Sensor item...
You could try moving the Sensor in-and-out of the Body-grid to see if it fixes itself!
I am truly sorry to hear that you're experiencing performance issues!
Are there any noticeable frame drops while you're doing certain actions?
You could mitigate some of the performance issues by destroying Disposable Biocells; as I've discovered a few days ago that they impact performance drastically!
Again, thanks for the feedback (both here, and in the form you submitted!)
Thank you for your comment! and yes! the full game has more content
You can automate the "go to location -> farm ->go to location" gameplay-loop with prestige points later on, for example (which is not available in the demo, due to the prestige being locked)
There will also be tasks, more items/synergies, as well as more story content in the full-game!
Thank you so much for your detailed comments and lovely praises!
The cables do actually get neatened/visually repaired once you do internal-wiring repairs! the sparks you get stop as well! I'm afraid, due to the limited time I've set myself (to no ones fault, but my own), I have to prioritize meaningful and more impactful features...
As for the tutorial, I try to keep it as minimal as possible, the "RIGHT CLICK TO UPGRADE" popup was added last minute because some players just didn't know how to speed-up progress, I did add a Blue-box with control hints that appear, but I suppose it's very out of the way; so not many people notice it... I'm in the middle of trying to touch up the UI to make it friendlier to players.
Also, thanks for the suggestions! (albeit there's no guarantee whether I'll implement them or not)
Thank you for the comment!
Reactors and Spires are intended to be one of the main ways to gain "prestige" points, which is why they might feel useless in the demo...
The Demo is designed to be played actively, since there is no offline-progress; which is why you might feel OP after leaving the game open for 8 hours. Although, thanks for sharing your thoughts on the balance!
As for the Disposable Biocells, I kinda forgot to add a number% display in the tooltip, will fix that in the full game!
Again, thanks for writing the comment and taking so much of your time to play the game, really appreciate it!
Thank you for your in-depth review, as well as spending so much time playing the demo!
Point #1 and #2 are quirks of the demo, because without the Augment progression (prestige) can hit a brick wall at a certain point, the full game will hopefully have those issues/exploit be resolved!
As for #3, it's not really an issue; as long as you don't accidentally click on "Discard" while you have your important items in the scavenge screen... which has unfortunately happened to some players (lol). I'd say it's intended by me for resourceful players to use the scavenge-screen as a temporary inventory. Which is why there's not really a "Back" button to go back from the scavenge-screen, to prevent exploits.
for #4, it is planned to have an Auto-biocell of sorts that automatically fills itself back up when empty, so look forward to that!
Again, thanks for taking the time to write all this out!
Thank you for your feedback, noted on the UI for consumables!
As for why you can only store 1 material type per storage container, it's a matter of game complexity both for the player and for the developer (me). But I'll try to see if it's possible to have storage-containers handle multiple item types at the same time!
Again, thanks for the feedback and compliments!
Thank you for your bug report! I'll investigate the biomass-barter issues!
As for the 2x2 batteries, each POIs have their own loot-pools! between version 1.0.2 and 1.1.0 I've altered the loot-pool for POIs to favor spawning more Scrap and Carcasses. 2x2 Batteries have a spawn chance of 3% in Wrecks, and 4% in ruins...
I apologize if the balance change affected your experience!
Thank you for your feedback, I've recently made Harvesters and Salvagers cheaper to upgrade in response to similar feedback I've received.
A lvl 30 Harvester/Salvager will net you 1 resource a second so it's not a bug, I'll make sure to adjust the balance in the full-release so that Harvesters/Salvagers are worthwhile to have in your arsenal!
Thank you for your bug-report! I'll try to investigate what causes the resource jump!
By any chance, do you recall what items you have equipped in your body-grid when the metal jumped and dropped?
EDIT: Found and discovered the bug, I will update the web-demo as soon as I can to fix this, as well as other feedback from other players; again, thank you so much for the help!
EDIT-2: fixed the bug, should no longer happen!
Great game, I can definitely see it doing numbers with more bug-spray; spent 8 minutes playing it and found 2 major soft-locks
in Arena #1, if I do not place anything into the arena; and press "FIGHT" the game soft locks, also a small nitpick: the "FIGHT" button melds with the Gate entrance a bit too much; would love the FIGHT button to be completely solid and identifiable instead of having transparent space in the center!
in Arena #2, when facing the crocodiles; if you place walls and barbarians near the north entrance, there is a possibility the crocodiles (Alligators?) get knocked back into the gate, and get stuck behind the wall (I could see their snouts clipping through though), them being stuck causes a soft-lock (the round doesn't progress)
Again, great game! just needs more bug-spray!
it's so satisfying when the tickets all chain together and you get ridiculous amount of bullets!

The game would have benefited a lot from more sound effects! the lever animation and interaction is well done too; the clink-clanks it makes as well as the animation; much prefer pulling it with my mouse than pressing SPACE bar (but probably will get old after an hour)