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leifenberg

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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!