Hi. As of the time of writing, upgrades do not save on the Android version between sessions. I'm on the fourth upgrade mission(3 upgrades done) and the upgrades for max power and Very Fine upgrading efficiency(along with the first upgrade I forgot about) did not save between my two main sessions.
MattSpeedy
Recent community posts
There is a blueprint pre-baked into every strike drone when placed down, for some reason.
I haven't touched the item defaults at all since downloading the world.
Consider removing the item defaults(which may have been left over) in the next update to the world.
(unsure if that's how that works; I might be way in over my head, though fellow newcomers to world creation shouldn't have to deal with this in the first place)

NOTICE: This wasn't a bug, it was me being a dingus. Please clear your item defaults before doing the Canvas Trial.

This bug report applies for the Canvas Trial custom world, on version Gamma 1.4.0 of Beyond our Worlds.
I tried to place Strike Drones(as instructed by the custom world), and instead I got some really odd cores.
To recreate, place down Strike Drones and set their faction to Crimson Infected, then test the world.
(I genuinely have no goshdanged clue how or why this happened, and not even the console had anything to say about it.)
The following is a full-screen screenshot of the Canvas Editor at standard 1080p resolution on the latest version at the time of reporting. (1.4.0)
The import/export buttons are nowhere to be found. In addition, the menu appears to be improperly scaled for 1080p screens, as the "New" button to the left of the canvas type is not visible.
Listed as major because you cannot import/export canvases

When more than three types of weapons, skills, spawns or passives are present, the icons past the third slot turn blurry.
Examples below are shown with the Skills menu, and shows the differences between high quality icons and low quality icons.


Example images are taken from the Classic custom world on the latest version of SCCBoW.
Consider adding VSync. Despite being a 2D game, it is making my GPU temperature(normally at 35C at ~20C room temp) skyrocket on the title screen. Same issue as with Voyager-19.

Moving forward, please, add VSync, either as an option or otherwise, by default to all of your future(heck, even current) games. Your games are really cool, and I don't mean any offense by this.
how in the actual hell did this game make my GTX 1650's temperature rise to 71C(base is usually 30-35C) despite having very simplistic graphics
please, please please optimize the game!
even Buckshot Roulette runs with better temps than this!(max 50C)
game and concept's really cool and I bought it on launch, though I only played it for ~2 minutes(3 planets into the first mission) before I got worried, as no other indie game(or game I own, for that matter) has made my gpu heat up this much and I didn't wanna risk severe overheating
game ran just fine at 60fps otherwise
if you update and optimise the game I'll happily change the review to something actually related to the game instead of me complaining about temperature issues
sorry :(
a few small issues that are easily overlooked:
- arm cuts off where the taskbar should be, in full-screen apps
- can't hide the mouse (the actual one, to access the settings, though this is understandable)
otherwise a fantastic app great software that I couldn't wait for the release of
give this guy your 3 dollars
It is incredibly difficult to absorb gas from smaller vortexes(vorteces?) (the big ones in the Deadzones are fine, this is about the smaller ones outside of them) as a larger core, as the vortex kills you instantly if you reach its center, which is easy to do as a large ship.
Vortexes(?) smaller than your current Core should perhaps deal damage over time instead. This may be difficult to implement. If it has to be a huge amount of it, so be it, though if people are looking at the map as they're moving, dying to a random small vortex they couldn't see, dying instantly and losing 100 gas is a bit annoying, if not a bit of a pain.

The game feels better with the update! (image above relates to slight issue below)
High level enemies actually take quite a bit of firepower to take down now, which is good. The UI update is also a plus! While I didn't really have a problem with it before, it is much sleeker now.
My only issue now is that nowhere in the game does it mention what the two(technically three) unmarked UI parts are, which represent the durability of your weapon(orange square around weapon), durability(not health,that's the blue ring around the HP bar for people other than the developer reading) of your equipped shields(bottom orange, right), and durability of your repair kit(?)(top left, green).
I assume these parts are left for the player to figure out on their own.
I can't wait to see more of your work, whether it be on this game or elsewhere! Great job with the update!
TL;DR: Buy this. It costs as much as a bag of chips, and you won't regret it.
This may be the first comment in English on this page, and I'd like to leave a proper review(as I've reached level 15 in the game).
The lore is interesting, though one of the logs you can find in the game is addressed as being written by someone of the opposite faction(UI says Vanguard, log says Empyrean).
That visual bug aside, the game is quite fun to play, and it feels so good when you finally get an engine that isn't a mining engine(Please save up for an engine first, they don't decay like everything else!). Scrolling to control ship speed is odd, but it makes sense.
The boosting mechanic doesn't feel like it makes you a whole lot faster, and it uses a boatload of fuel.
Enough complaining for a bit, time for some actual good stuff! It's fun to actually explore the place(it is randomly generated, and you may sometimes see some goofy nonsense like two suns spawning very close to a planet(this actually happened.), or a vendor spawning where you just were about a minute ago), and you getting stronger actually feels like it! Don't get dissuaded by higher enemy levels, they don't make much of a difference. Just circle the enemy as best you can and whoop 'em. Only disappointing thing is that the giant flagships are so huge, yet they don't drop a lot.
The game does begin to get boring after about four hours or so, since there's nothing you're really working towards--besides the obvious: become incredibly powerful...and I just have. A laser repeater and plasma repeater is all you need. Couple that with a few weapon upgrades and every single enemy will go down in a few seconds, with a bit of give or take.
For $1, it's definetly worth the buy, though I'd appreciate even a slight amount of story-related quest work and especially something to encounter the dark, pitch-black force that even the Empyreans seem to be struggling with.
Feels like a mix of Mega Man(mainly in part due to the awesome soundtrack) and 2D ULTRAKILL(perhaps a terrible analogy). Every level past 1 and 2 on my first few tries have shown my skill issue, but even then it's a really fun game.
Speaking of which, any plans to make the soundtrack available? Character select theme gets me pumped up.
LAST EDIT: 4/23/24, RELEASE 0.0.0
I just wanted to leave my review here after finishing my latest playthrough.
Great game, I love what you're doing with my beloved childhood Flash game, and the added challenge really makes people think what strategy they can use for their next objective. The story, the friends along the way, the extra customization!
Maybe it's just my skill issue, but the latter parts of Chapter 3 (involving some Defected-filled Battlezones) are very unreasonable to say the least! You're gonna need a well balanced ship that can attack both air and ground(especially ground, Lasers won't work) from a good distance, or else the Ground base's Ion weapons will shred you to bits and turn the battle into an impasse.
The other Battlezone's even worse, with Cores too big to defend against!
There's also several optional areas from the last Beta version missing(One of which was teased in dialogue, and shown later in Episode 3!!!), which I found really cool, and I'm sad they got removed.
If you're utterly bored, having trouble choosing your next indie game to play as a content creator, or you just clicked on this out of morbid curiosity, I welcome you (back) to ShellCore Command.



