It is not a bug.
It is a "How fast can you lose?" speed run.
I gave the demo a try.
I found a few bugs:
* A gater was standing at the place where a shooting range was built and thus got stuck inside it.
* The monthly ledger says "Expanses", I guess there should have stood "Expenses".
* A broken-down generator scheduled for fixing never got fixed, even if other broken-down generators got fixed.
There are more forest cards than any other terrain, so: Yes, forest give the most points.
But! You get exactly 26 (pair of) cards, so it is about using them as best as possible.
You have 11 Forests for 27 points, that is approximately 2½ point pr. forest.
You have 2 Mountains for 12 points, that is 6 points pr. mountain.
You have 1 Church for 10 points!
In reality it is about combining the terrain types so they give points, and here forest are slightly better due to there are more of them, and thus they are more chances to place forests so they generate points.
Seems it was (most of it?) something about the game messing up two identical items (Slightly worn Bone spears?) doing something with one of them affected the other in some way, and any further attempts with them caused the game to crash.
Yes, the game did load fine.
Yes, bugsplat did load, but I did not report anything. (I do assume that something that show up within the first few minutes, is already known.)
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I tried a second game, it was very short. Got killed during sleep. A bit disappointing to not wake up while being attacked, and it was from full health.
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A third try. Got quite quick through the first part, and then things stopped in a strange way. I was curious to see what happened when starving to death, which resulted in that there suddenly was no limit to stamina. I did try to sleep anyway, and death occurred during sleep.
But the in game time did keep running, and thus the numbers at the score screen kept changing! With the final score jumping up and going down - I did let it run for a little while, and over all it seems the score rises slowly while being dead.
What about making it possible to launch the landing module again?
(Something... A tech that allow the module to be launched? - Some other requirement.)
Then the game restart at a new planet.
This planet can then have a little less resources, this way the planets will become more and more challenging as the journey progresses.
I think roads need some redesign:
Roads are difficult to place.
When the cats decide whether to follow roads or just wander across the terrain is mysterious.
Starting out by spamming a lot of roads give a 5 star town in no time!
In the third mission it is possible to build roads out over the edge, and thus getting roads hovering above the lower terrain!
I have seen this too. Seems to happen when you place two or more blueprints, when at the placement there are not enough raw materials to build them.
If it is only one blueprint it seems that construction get started when the needed raw materials are produced.
But when two or more blueprints are waiting, then sometimes they are stuck never to start construction, no matter the amount of raw materials.
It is easy to recover from: Just delete the stuck blueprints and place them again, and they are good to go!
I have seen that too.
As far as I have figured, then it appears when clicking at the elevated terrain.
Sometimes it is unclear what is selected when doing so, and an yellow arrow is placed to point at what is selected, and it seems it try to place itself so it is freely visible which can result in that huge version of it. (Selecting something else make it disappear.)
When Planning a hut: Moving the circle indicating where to place the hut around, then collisions are calculated with it and animals!
Though it can be amusing to see how high up into the air an animal can be pushed, and to see them land nose down in water... But... Uhm...
And it is a bit hard to find suitable spots to place huts, but... Under water is Ok!?
Is this still alive?
At least I have two easy to implement ideas:
(1) Make a list of keyboard commands. (Perhaps as extra button, to it, between the "Play" and "Settings" buttons.)
(2) Make OnMouseOver descriptions for items in the inventory. (What they are, and what they are intended to be used to do.)
Two ideas:
Currently it seems walls and doors do not serve any purpose, except slowing people down.
I suggest to divide into "indoors" and "outside".
Thus areas fully enclosed by walls and doors become "indoors".
Everything have to be indoors to be used (With a few excepions like: Bio-Refiner, Water Pump, Storage Crate and the various Conduits).
I think Crop Fields are far too effective (to give a "we are on an Alien World" -feel).
I suggest they need to be supplied with both Water and Power (to give a "controlled environment" -feel).
And, perhaps, that they have to be adjacent to lamps (For the photosynthesis).
Reduce the output of a field to intitially be: One potato field produce what one person consume. (And add "Alien Environment Farming" -technologies to improve productivity later.)
Lemme see...
Most bugs I have seen have already been reported, but:
I once ordered the construction of a bed and then ordered the destuction of the blueprint, result: The one trying to construct the bed got stuck and eventually died. (Getting stuck is still possible.)
Using seed BUNNY for a 60x60 map generate a map without water. (An example of maps without water is still possible.)
When a botonist is harvesting the game still freezes for a few seconds.