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A member registered Mar 25, 2018 · View creator page →

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Thanks for the report! I never tried using that item on the boss actually because I either never carried it that far or didn't think it would work. We're releasing a big new patch today but there won't be time to fix that for it. I will put it on the list for the next content patch though.  

Thank you for giving the game a whirl! You can get automated updates via the launcher here :

Do note also that progress is saved in the app data folder separate from the game’s so even if you overwrite the game folder the save files should still be intact. 

Thanks for the report! We are aware of the Continue overlap after opening the options for the first time, I haven't seen the Codex bug though. I'd guess it's because you haven't discovered anything since you didn't play yet and it caused an error opening it. We'll try to replicate it and fix it soon. 

Sorry you had a crash there repeatedly! We've had a couple players mention a crash on the Level 5 beam puzzles but I haven't run into it myself. What you described with the beams can help us fix it maybe or prevent it from happening so easily. When the prisms get hit by a beam and 2 are pointing at eachother they get stuck in an endless loop where they power eachother, so I think when you added the main beam back on top of that it was crashing for you. We can probably set it to disable when two are powering eachother like that or at least turn the prism so it doesn't happen by default. 

Patch 2.8 should be releasing in a few weeks and will include Level 6, so you will be able to complete the first ending then. Patch 3.0 a few months later will include more endings and more Act 2 bosses. 

Steam does do some weird things with controllers, but I haven't heard of it being that aggressive before especially when you weren't even playing the game through Steam. We'll see if we can do something to fix it, but I'm not sure how much control we have over it. It may also be something that only happens with 360 controller. 

Patch 2.7 released today and we were able to fix the keybindings not saving outside of your current session. It should have been saving by default even with Apply disappearing, but if a keybind was placed onto your Mouse it wasn't correctly saved. 

Yeah we are aware of the keybinds not persisting over multiple play sessions currently. We're releasing patch 2.7 soon but I don't think that fix will make it in in time. It will be a high priority for 2.71 though. 

If I understand correctly, that is working as intended in 2.63. When a controller is plugged in, mouse and keyboard will be disabled and the controller will take complete priority. You can either toggle the Disable Gamepad option in Controls, or unplug the controller and it will give you control with mouse and keyboard. We will eventually make it so you can at least use the mouse to toggle options and disable the gamepad while a controller is plugged in, but for now if you don't unplug you need to navigate there with the controller to disable it while it's active. 

If you get a chance can you send us the log file generated after opening the game when the options is broken and trying to click on a dropdown? There might be an error there that could help us fix the issue. 

Here's where the log is located:

Local Disk (C:)/Users/(User)/AppData/LocalLow/Monothetic/Beacon/Player.log

Here's a few things that might be able to help us figure out why it's not working:

  • What mouse and keyboard do you use?
  • Do you have a controller plugged in? 
  • Do you have any 3rd party controller drivers installed? 
  • Double check that the latest patch has installed, itch doesn't auto update unless you use the app. The patch number in the bottom left of the Main Menu should change when updated. 

Thanks for giving Beacon a whirl, if you have any feedback or bugs to report feel free to drop into our discord any time :)

I did hear about this spot from another player too, I will remove that blockade for the next patch. 

I agree but it was a bit too difficult to balance the Radiation damage on enemies vs. the player, and getting stunlocked by your own bullets was never fun. When shots are reflected at you they will still deal the base shot damage, just the stuns and debuffs won't be applied from your ammo mods. 

Yes that's correct, too many people bought the bundle for us to generate enough keys and Itch also wanted to disable Steam Keys from the bundle to prevent key resellers buying it. 

The new Unity Input System we implemented in 2.62 is probably causing that, sorry. If you open your options can you navigate to the Controls tab, then de-select Use Gamepad.  

If Use Gamepad isn't appearing or you aren't able to navigate it we'll try to fix it in one of the upcoming patches. Until then the only suggestion I have is to disable vjoy or uninstall it, but I understand that's probably a hassle if you play other games with your joystick setup. 

Thank you! Unfortunately we just had to revert this patch back to 2.61 because of a freeze bug caused by DNA Mods being saved and a few other issues, but we'll re-release it in a few days with more fixes added on. 

I think this might be because of the new Input System in 2.62. We'll take a look at it and try to get a fix out for it soon! 

We've released patch 2.62 which replaces the Input System entirely! Hopefully this will fix the issue you were having, let us know if you are still having trouble. You can view the patch notes here.

We've released patch 2.62 which replaces the Input System entirely! Hopefully this will fix the issue you were having, let us know if you are still having trouble. You can view the patch notes here.

We've released patch 2.62 which replaces the Input System entirely! Hopefully this will fix the issue you were having, let us know if you are still having trouble. You can view the patch notes here.

This is an issue some players are having with the input system in the game. We're completely replacing the input system in a patch coming out this week, hopefully that will fix the issue for you! 

I think I've seen one other person mention this crate causing that, it should be fixed in the patch coming out this week! 

Thank you! Art has been one of our biggest focuses on the project from the beginning and we are glad to hear it is resonating with all of the new players. We put a lot of effort into building the visual languages of each faction and using that to tie together the enemies and their environments. Level 6 will be releasing with Patch 3.0 later this year when the game is fully released. Hopefully you will like the theme, it's very unique compared to the previous levels. 

I have noticed the joystick jerking back to an incorrect position after moving it as you described a few times while playing but I often use the aimlock so it wasn't as common. We can try to get that fixed by patch 3.0. 

We're releasing a new patch next week that will completely replace the input system to fix issues some players have been having with their input not registering. Hopefully that doesn't break your dinput! 

I will fix the items spawning in those loot areas not being pick-uppable, that item in your screenshot shouldn't have been dropped in that area. 

The Telemite Hooves causing you to fall when teleported into a wall is the currently intended behavior, but we're considering changes how it works when you teleport through a wall rather than a barrier or other secret area. 

The levels are generated randomly every time you die and restart, that is common part of the Roguelike game structure. Your objective is to complete each level and get to the end of level 6 to find your Beacon to escape the planet. Each level has extra loot objectives like Stockpiles that spawn Weapons and Caches that will give you Passive Items, and secrets where you can get bonus loot. Beacon is unique in the genre because of the Cloning system that allows you to apply DNA and gain Mutations after each death, giving you bonus stats and abilities for multiple lives. 

Let us know if you have any other questions! 

We've been getting reports with all of the new users of inputs not registering from some players. We're completely replacing our input system for the patch that should release next week, I'll post back here when it is released and hopefully it will fix your issue! 

Thank you for the mention! We're super happy you like the game and definitely hope you'll be sticking around for our future updates! 

The Radiation debuff is definitely a bit too punishing right now when applied to the player, there will be a tweak to it in the next update. The only way it can apply to you is if one of your own bullets with radiation is reflected back at you, so if you collect that ammo mod just try to be careful when firing at Holoshields or barriers for now. 

Also I'm not sure where you are describing with "purple grass barriers", my best guess is you meant the Solus quill areas with the purple sacks littered around. If one of the quill gates blocked you, usually there is a Quill Nest nearby that needs to be destroyed to open the gate. It's possible you rolled behind a loot gate though and it didn't lower to let you out after skipping it. If you get stuck again try to take a screenshot where it was and it will be easier for us to locate and fix it. 

I haven't heard about that crash before, I will take a look and see if I can replicate it. If you're talking about the beam puzzles in Level 5, you are nearly at the end of the current build anyway. Once we leave Early Access with patch 3.0 later this year Level 6 will be added to progress to after the beam puzzle is completed. 

We're looking into issues with input caused by controllers like that and will have an update in the next few weeks. For now you might need to use a normal mouse/keyboard. One player that had a Razer Orbweaver said that if they plugged it in after the game was launched it worked correctly so perhaps you could try that until we have the other fix implemented. 

That is unfortunate, you were about to kill it too. This seems to be a pretty rare bug but we'll take a look at it and try to fix it. Do you remember what ammo mods you had? I think your own shot exploding near the droid stunned you and stacked up, and that might have also been what caused the boss to freeze there. I would guess it was Sonic Ammo or Concussive Ammo. 

Patch 2.61 was released a couple of days ago as well but it shouldn't affect this bug. We added the first pass on a Minimap though that you might be interested in. 

Sorry about the issues with the beam puzzles. I double checked the Level 5 puzzles for the latest patch and they should all be solveable, some of them seem a bit too confusing for a lot of players to figure out though. We'll work on telegraphing the correct path of the beam better in an upcoming patch. I haven't heard of the beam damaging the player the way you described but we'll check into that too. 

Level 5 is the current end of the game so you didn't end up missing out on that much content. When we leave Early Access with Patch 3.0 Level 6 and the game endings will be added. 

Thanks for the thorough list of feedback! We'll go through it and add them to the upcoming tasks. Here's a couple of notes I had based on your feedback:

-Is there anything specifically you were hoping would have subtitles? The Tutorial VO is the first obvious answer, but in game there are rarely VO lines that we expected to require subtitles outside of a few Arena announcements. 

-We can consider adding something to notify the player position more clearly as an option, it isn't something we considered that much before because the player is always in the same position in the center of the screen. I thought the recent ammo wheel addition along with the aiming lines help make the player more obvious, but if you're requesting it I'm sure other players would appreciate the option to make it even more obvious. 

-I agree with the option to disable weather particles, but disabling the fog entirely would cause  the background to look broken with the way the levels are constructed and also remove most of the individual identity of the different weather types. 

-I definitely agree with the item pickup screen showing up being an option. You can always check the Index to see the items you currently have equipped but sometimes it would be simpler to just pick up the item and read it then even if you've looted it before. 

-We can consider changing the order of saving at the Beacon Locators but I'm not sure if it's possible for us to save for the following level before it's been generated. At the very least we can add a UI animation to show that the game has been saved once you load into the next level. 

We'll check it and get it fixed for the next patch! 

Sorry about that, we'll try to get it fixed soon if we can figure out what's causing it. I'll let you know if we need any other info that could help us fix it. 

Have you updated the game to Patch 2.61? There was an issue with the Bloated Gland acid projectile where it would reflect and duplicate infinitely off of those enemies that should be fixed now. 

Have you tried restarting the game after the first launch? That fixed the options for at least a few people. The control settings shouldn't be doubled either, if you can click on the Reset to Default button and it responds try that and it should fix it. 

(2 edits)

Hey! So there are two ways mutations can be removed. Firstly, they will naturally wear off after 3 generations of clones (it's the number in the top left of the locked piece below) 

Secondly, you can collect 'Remove Mutation' DNA mods, which are a bit rarer than other ones. Once you've slotted that in and sequenced your genome, it will remove it so it is freed up for the next time. You could also use the Recycle DNA button on the reconstitution screen if you have a lot spare, and if you're lucky you'll get that Mod!

Sorry you have had such a bad experience trying to play the game, I'll try to respond to your issues 1 by 1.

Accessibility settings are something we are definitely planning to improve in Patch 3.0 (The final release). We're still in early access and some of the final features and options aren't fully fleshed out yet. More control over audio sliders is something we've had requested a few times the last week and we'll probably get them added in one of the upcoming smaller patches. There have been a few issues with the options for some players as well, sometimes caused only on the first launch of the game. If you restart the game and reset keybinds to default hopefully everything should be working as normal. 

Enemy readability is something we're planning on improving as well. Yesterday we released a small patch that made enemies stand out against the background more, and we have a few other things we'll try for upcoming patches to improve that more. 

Performance is something we have been working on a lot lately and the 2.6 patch released this week increased performance by an average 30%. Most of my playthroughs I get an average 140-180 FPS on a 4 year old video card, but you definitely need a medium to high end card and processor to be able to play smoothly. I'm not sure if your laptop has a dedicated video card but if it's integrated graphics I'm not sure we'll ever be able to optimize enough for it to perform smooth enough. 

Controls are something we have also improved a lot recently, particularly on controller. Most of the comments you read on controller I'd assume are from before patch 2.51, but after the controller scheme overhaul we've heard a lot more positive opinions on the controls. If you have issues with the controls on PC you should be able to rebind your controls, but I think some of the issues you have with movement and aiming are more due to the low performance on your computer. 

If you were playing on patch 2.51 before maybe try to update to 2.61 and see if it's an improvement. Otherwise maybe try again when we release patch 3.0 later this year, but depending on your computer specs I'm not sure you'll be able to play it smoothly without a more powerful computer.