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leifenberg

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A member registered 28 days ago · View creator page →

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Confirmed — that's was a real bug, and a bad one because it soft-locks the run. Thanks for reporting!

Fix is out now.

The Relay Tower's "you've launched before" check was wrongly tied to a per-planet 

counter that the reset zeroes out — even though your actual colony history (and Stellar Knowledge) was still intact. It now checks your colony history directly, which survives reset.                                          

What this means for you: just update to v2.5.88 and reload your existing save. As soon as your colony comes back online, the next game tick will detect that you've already established colonies and the Relay Tower will appear in your build menu (the moment you reach Tier 1, which on a reset run is very early). From there you can build it,  unlock Tier 9, build the Signal Transmitter, and launch normally. No save migration needed — your stuck save will  just start working.                                          

Thanks again — that was a real bug and a save-stranding one. Sorry it cost you the run. 

Sorry about that — just pushed a fix. Reload the page and the Auto sub-tab should be back under Planet. If it's still missing, try a hard refresh (Ctrl+Shift+R /Cmd+Shift+R).

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The Auto sub-tab is inside the Planet tab (same tab as your actions and building). Tap Planet → Auto and you'll see a toggle for the Assembler — switch it off to stop it crafting entirely.                                          

Alternatively, if you want to keep the assembler running but just switch what it makes, go to Planet → Craft and tap a different recipe to set it as the active one. 

Good luck on your journey :)

Hey, thanks for flagging this — great catch!                                                                                                                  

The errors were caused by your save file containing a resource (kindling) that was removed from the game in a recent update. The  

game was hitting it on every tick and crashing. Just pushed a fix (v2.5.24) that strips out any leftover resource keys from old   

 saves on load, so it won't happen again even as the game evolves.                                                                 

To clear it: hard-refresh the page (Cmd+Shift+R on Mac, Ctrl+Shift+R on Windows) and the errors should be gone. Your save is      

 untouched — nothing was lost.                                                                                                                            

  On the desktop layout — noted, and agreed. The game was originally designed mobile-first but a wider canvas and side-by-side      

  panels for desktop is something I want to do properly. It's on the roadmap.


  Glad you're enjoying it — Day 321 with SK:11 is serious commitment! 

Not quite — crafting circuit boards doesn't automatically do anything to the Research Desk. "Install Circuit Board" is a one-time  action that shows up in your Actions tab once you hit Tier 5 (Electronics). It costs 4 Circuits and permanently upgrades the  Research Desk from 0.2 research/s per level to 0.3/s — so you do need to craft the circuits first, but then you actively trigger the upgrade yourself.       

 If you're at Tier 5 and have 4 Circuits in stock, check the Actions tab — it should be there. If it's not showing, that would be a bug worth knowing about.

Thanks for the detailed feedback, really helpful!                         

 Brave battery saver — good catch, I wasn't aware it's on by default on PC. The game uses delta-time clamping so gameplay stays  correct, but the visual tick rate will stutter when the browser throttles background timers. I'll look into using the Page Visibility API to pause/resume more gracefully.

Tier timer counting fast — that's a real bug, thanks for flagging it. The timer is likely displaying in game-time units instead of real seconds. I'll track it down and fix the display.                                           

 Power/fuel display — you didn't miss a tutorial, it's just not explained well enough. I'll add a clearer label or hint near the  power row so the fuel→generator→power chain is obvious before you experience it for the first time.

Fire progress bar — love this idea. A 5-level segmented indicator would make the fire urgency much more readable at a glance.  Adding it to the list.

Once again.  thanks again for playing and for taking the time to write this up — this kind of feedback is exactly what I need and I hope you will play and help with the sequel as well and help me make it better!   

Thanks for taking the time to write this up, really appreciate the detail!                            

Cancel queue — you're not imagining it, it's a real bug. The button can shift position mid-render when the queue updates, so your click lands on nothing. Looking into it.  

Generator warning — fair point. The alert fires too close to actual shutdown to be useful. Going to add an earlier low-fuel  warning so you have actual time to react.      

Fire indicator — you're right that it loses meaning once the slope and log cutter are running. The intent was early-game survival tension, but I haven't figured out a good way to gracefully retire it once it's no longer relevant. Something to think about.                                                                                                      

Power display — curious what specifically confused you there, if you remember. Always trying to improve that area.   

Waiting 10–25 minutes between tiers — that one stings to hear :) but it's useful. The late research gap is somewhat intentional  (you're supposed to feel the grind before propulsion) but 20+ minutes is probably too long, especially if you've already maxed everything else. Going to look at the research rate in that window.     

Battery save — it should be defaulting ON for mobile and OFF for PC automatically, so you shouldn't need to find it. If it was on  by default for you on PC that's a detection bug worth knowing about — what browser/device were you on?

Glad the atmosphere landed. 

Feedback like this is genuinely what keeps me going. I'm actively working on improving the game and  already deep into planning the sequel. 

More updates coming!

This one's fixed in the latest build . The intercept button had the same click-registration issue as the other buttons, now patched. Let me know if works for you or not.

On the crafting button flicker and missed clicks — the x1/x5/x10 buttons are a known issue. A fix was just shipped for the action buttons (same root cause: UI rebuilding while you're mid-click), but the crafting buttons weren't covered by that  fix yet. It's next in line. The intercept button is likely the same problem.

Tech tier unlock sound — noted, will replace it.                                                                           

"Insert Circuit Board" — Could you say which tier  you're on and what building or tab you saw it mentioned in? Circuits are crafted items (Assembler or manual crafting queue) rather than a manual action — it's possible something is referencing it in a tooltip or goal text that isn't matching the actual recipe name, which would be a bug worth tracking down.

Working on a fix will be available soon.

Thanks for the detailed breakdown, this is genuinely useful!                                                                                                                

 On the lag and click registration  that's a known bug that's actually just been patched. Multiple clicks needed was a race condition between the UI updating and the click event firing. Should be fixed in the current build.                                                           

Crafting button flash on hover  -noted, will look at that.  

Wood Slope timing — you're right that dropping to 20 before it kicks in is too loose. The threshold should be higher so it catches the fire earlier. Adding that to the fix list.                                                                                                           

 Fuel warning - fair point. A low-fuel indicator near the generator or in the top bar is on the to-do list.   

 Warning indicators shifting layout - completely agree, that's bad UX. They should overlay or animate in without pushing  buttons around.                

Action slots + auto-repeat - the multi-slot penalty when auto fills all slots is a tension we're aware of. The idea behind it is "manual focus beats automation" but it lands as punishing rather than meaningful when you just want to set it and forget it. Worth rethinking.                                                                                                                                

Tech tab auto-unlock- the manual click is intentional as a moment of progression, but if it's purely linear with no real  decision attached, your point stands. Might work better as a notification that pulls you there rather than a required  click.                                                                                                 

  Appreciate you taking the time, especially twice. Keep the feedback coming!

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Glad you got there :) That confusion between Kindling and Wood is actually useful feedback, the naming probably isn't clear

enough that they're two separate resources doing two different jobs. Good luck with the run.

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Thanks for the detailed report, and fair poin,  battery saving should absolutely be a toggle, not forced on. I'll make that happen. The lag you're describing (getting worse as more things move) isn't something that should be happening on that hardware regardless of settings a Ryzen + 4060 should run this without breaking a sweat. That pattern of progressive slowdown sounds more like a rendering bug than a settings issue, so I'll dig into it.
Appreciate the honest feedback, and glad the game itself is holding up despite the technical frustration. 

Thanks for the idea! Offline progress was a deliberate design choice, the game runs in the background so you come back to resources accumulated, not a "catch-up" session. A speed mechanic would effectively let players skip the pacing, which breaks the tension the game is built around (fire going out, raids hitting when you're away, resource caps forcing decisions). That said, I hear the frustration, if the offline catch-up feels too slow, it's more likely a cap or production balance issue. Worth noting for future tuning!                                                                

You can still gather Wood even with the fire out it's just slower. That's the way out of the loop: gather Wood with fire out, then use it to light the fire again (Search for Kindling first if you need it, then Light a Fire, then Feed Fire).    

 Stone searching unlocks after you've fed the fire a couple of times once you've done that you'll see "Search for Stone" appear in the Actions tab. So the sequence is: gather Wood → light fire → feed fire a few times → stone search unlocks →  gather Stone → build Fire Circle.                                             

It's a tight early loop but once the Fire Circle is up the fire stays lit long enough that it stops being a constant crisis.

Hope that helps.

Thank you :) really glad it's hitting the marks! The visual feedback point is well taken, the early stages feel punchy because each building is a big jump from nothing, but once the camp is dense it's harder to notice what changed. Something to think about for future updates. 

Enjoy the rest of the run!

That's a fair point and a real tension in the design. Offline progress is capped the game won't simulate more than a few minutes of catch-up time when you reload, so threat can't spiral to 100% overnight. But you're right that even a moderate threat bump while you're away feels unfair when you had no chance to respond to it.            

One thing that helps: turrets keep defending raids even while you're offline, so if you're set up defensively before you close the game you're in a reasonable position when you come back. That said, I hear the feedback, offline time accruing  threat with no way to prepare for it is worth revisiting. 

Appreciate you flagging it.

 That's amazing, thank you so much! The launch is worth the wait. Second run will feel different too, you'll carry over a  permanent production bonus that makes things move faster, and you'll land on a new planet with different conditions to adapt to, some new mechanics and surprises! 

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Thanks for the feedback! A couple of things that might help right now: you can tap a running action to cancel it mid-way,  it won't refund the time spent but it stops further resource use immediately. For the lag, the game throttles rendering to   save battery so there can be a slight delay between tapping and the UI responding, especially on older devices.                                                                                                                         

  The pause idea is noted — a full time-pause is tricky in an idle game (the whole genre is built around time passing), but a  quick "cancel current action" button that's more prominent is a fair ask and something I'll look at for a future update.  

Appreciate the detailed feedback!

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Hey :)  The fire drains over time and needs to be fed , tap Feed Fire (in the Actions tab) with Wood a couple of times to top  it up and gather stone. Once you have enough Stone, build the Fire Circle in the Build tab — it significantly slows the drain so it stays lit much longer without constant attention. Early on, keeping a small stock of Wood on hand for feeding is key!