Thank you for playing and flagging typos, you move to the top of the typos leaderboard!
These have been corrected in my version which will be live very soon.
First of all thank you for playing and taking the time to write such elaborate feedback!
Indeed, there are more scenes planed with Jane Green, Molly Simon will get her own storyline as personal notes left in the system. Other characters are still to be added as well.
A tutorial is in the works tho I kind of like the idea of players figuring things out on the job.
Good catch on the harvester description! It is was a relic from an earlier version in which placement mattered, they now work on their own floor. Fixed!
Data points double research speed, basically, a game tick at speed 40 consumes 40 DP and advances research by 80 (before other modifiers). I'll go over the code to check but the depletion/income should be balanced for any speed.
I get what you're saying about balance, available information and the ability to optimize gameplay. I feel it comes down to setting video game expectations on something that is more of a story delivery device, which is absolutely on me.
Failing is the only possible ending so far and I am somewhat attached to keeping it that way so it only takes a single play-through to see most of the available content and get the full development. Weekly goals are balanced in a way which forces failure and prevents players from running out of new events (or creating stupidly large saves...) but I totally get that it seems unfair from a video game standpoint in which players expect and want to win.
Tho I will make the schedule clearer for sure and address the ending issue!
As far as saves are concerned they happen automatically at the end of each day which means you should never need to save manually during gameplay. With most of the content being linear there is no need to save before making X or Y choice in order to see both outcomes, which is something I really dislike with choice-based games.
Still a bunch of work to be done. Thank you for the kind words and valuable feedback!
First of all thank you for playing!
I've had the time to do some playtesting myself and tweaked goal progression. After a failure you were meant to get a week of respite but the game still applied multipliers which kind of defeats the purpose... this has been fixed.
A "drain all" button has been added to the production floor, which is basically a "cash in NT everywhere" button.
Currently, the only ending involves failing to meet production goals one too many times but I do plan to link game performance to the story (scene to erase a past failure, ending variations based on total progress).
Thank you for the outstanding flagging, you move to the top of the typo leaderboard! I did not expect anyone to read the research notes :p
These have been found and corrected in the latest patch (never realized "week-end" was the French spelling of weekend).
I've had a few discord friends submit their own typos, that's why there is an extra entry.
Thank you for playing and flagging typos, you move to the top of the typo leaderboard!
I can totally see the game progression feeling slow.
The words don't quite work? The letters are upside down?
Here is the place to report typos!
The game includes a typo-flagging utility:
Flagged typos appear in the "Typos" section of the office screen and can easily be exported from there :
Typo leaderboard :
An error popup appears while the game loop is running or when clicking something? Things don't work as they should or behave strangely?
Here is the place to report such bugs!
Clicking the "Copy" button in the top right of the error message box allows you to paste an error report which contains a serialized save. Feel free to post it in here, including the save means I can test from the same point you had reached.
Game saves do not contain any identifying information about the player's device or identity, only their in-game choices.

Things don't line up? Content spills out of its container or doesn't scroll properly?
Here is the place to report anything formatting and styling-related!
Disclaimer: Mobile support is another can of worms which may or may not get addressed eventually. Right now I am working on smoothing things out for computers first.
Horror survival game : Drake looking away
Hoe survival game : Drake pointing
The gameplay is a bit clunky but the models and environments are nice. The way movement and perspective are controlled independently make it feel like a Resident Evil game, which is a funny parallel.
Pretty impressive in ten days!