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Intravenous Software

A member registered Feb 01, 2017 · View creator page →


Recent community posts

I like that idea about throwing things. I'll keep that in mind when designing future replicons.

At first I thought you meant replicons that shoot things, like bullets, but I'm trying to avoid that because it would feel frustrating to be shot from off screen while zoomed in with the camera. Throwing crystals and junk at you, or just randomly throwing them around, is a neat idea though. 


Hidden inside bases are planned for Act 3. That's been on my planned list for a long time.  These will belong to the mysterious new Archic race. though not the Replicons.

The new Rask replicons already cut your ropes when they spin. You can only grapple them for about one second. They jump and spin constantly. The Rasks are the alien dragonfly spinning things. They are deadly and kill me so often. They can jump massive distances and only need to touch Bob for a split second to destroy half his health. Fighting 2-3 of them at once is super dangerous. 

Enemies that can throw things? I've considered that too, and it still might happen, but I'm leaning towards a flying enemy that throws itself. Maybe something that attacks like an eagle.   We already have plants that throw things in build 0.7. The new purple planets have a seed that they launch if they detect the player. This bounces around before exploding. 

"Mess with cargo"? I'm not sure what you mean by that, but trying to figure it out gave me some good new ideas.

New DevLog Update on 9th Sept 2017 : https://paul-intravenous.itch.io/space-bob-vs-the-replicons/devlog/9996/a-quick-...

Includes a video of version 0.7

(Edited 1 time)

"Can I buy the game in advance?"

Yes. If you buy the game here on itch.io, and pay $10 or more for it, you will get the final game for free. Think of it as a pre-order. I'm expecting the 1.0 version to cost $15 and be released in Feb/Apr 2018. 

There's also another way to support development. Space Bob is not my first game. My first one was NeonXSZ, and you can buy that on Steam. It's a very different game, that took 4 years to make,  but if you like the look of it you can buy that one to help support development of Space Bob. 

"I think, planets and asteroids must have vary parameter of gravity for transporting differences. "

I thought the same thing when I first implemented gravity. The game already allows for different gravity per planet but it was not fun to play. It makes the game inconsistent, confusing, and sometimes even annoying. Maybe it will be used on special bosses only if it feels okay.

 "Not only replicons, lava and acid drops is enemy (in addition to knocking myself to death)."

Agreed. I'm now adding lots of new content and the latest build already has new dangers. There's a plant that spits seeds that bounce around and explode. There's also a cactus that explodes it's spikes everywhere. Some objects are also now radioactive. Expect plenty more hazards like these in the final game.

"Maybe weather conditions too"

I've been thinking about weather recently. Maybe acid rain or radioactive weather. It's something I'd like to add if there is time.


Thanks for the ideas, keep them coming. 

(Edited 1 time)

Dev Update - May 22nd 2017:

Firstly, thanks so much everyone who downloaded the game over the last few months. It was great fun showing this early slice of the game to you all and your feedback and encouragement was invaluable. The very high conversion rate from page views to downloads also showed that the game is on the right track which is fantastic. This was one of the primary reasons for releasing this alpha preview, to gauge overall interest, and it was a huge success.

Unfortunately, the free updates have now come to an end. The current build of the game (version 0.510) will remain here on itch.io, and will always be free, but no further updates will be made to it. You'll have to wait for the final release now. Yeah, I know, it sucks, but the game couldn't remain free forever. I have to put food on the table somehow. 

Development will now focus on massively expanding the game's content with a planned final release scheduled for early 2018.  Some form of beta is also planned for late 2017. If you would like to follow development then keep checking back here on itch.io. It will be periodically updated with news about the games development, the beta test, and the eventual release date once it's finalized. 

The next phase of development will be to add plenty of new planets but more importantly to add lots of new stuff to discover and interact with on those planets. Exploring all the new planets isn't much fun if the only difference between them is in visual variation so I've already got a huge list of weird and wonderful objects that will be added to reward exploration in numerous different ways. The goal is to make every playthrough different depending on which planets the player visits. 

New bosses are planned along with new enemy types. Secret bosses are also planned that may require the player to find rare items to allow them access to those bosses. However, combat and beating the bosses will be semi-optional in the final game. If you prefer exploring, collecting and salvaging loot then that will be a perfectly viable way to play. 

With all of that said, game development is not an exact science. New gameplay content and features may sound fantastic on paper but could prove to be the exact opposite in practice. As more content is added it may influence the game's direction in a new more interesting way so there is no way to know for sure what will and won't be part of the final release. Only time will tell. 

When the time comes, I'll likely be contacting those who offered the most useful feedback a chance to test the beta build of the game. It's not too late to get involved. Feedback is always incredibly useful so be sure to leave your comments here in the itch.io community section if you would like to be considered for the beta and then keep an eye on your itch.io inbox later in the year for an invite.   

If you would like to help support the game, there's no better way to do that than to tell others about it. One of the hardest jobs for a solo dev, on a tight budget, is getting news about the game out to the world. I can't thank you enough if you can help with this and it will ensure that the final release is a success that will in turn allow for plenty of post-release free content. 

Thanks again to everyone who got involved with this alpha test. I can't wait to show you the final game. 

(Edited 1 time)

That's an interesting find with grapple points on the spiders. Obviously it's not game-breaking so no need for an instant fix. I'll look into it next week.

I like the cute Replicon sounds. Spiders are cute!

Seriously though, I'll try giving wasps a slightly scarier sound, and then I'll make each new enemy type sound more menacing as they are added in the future. I think it makes sense to make the more dangerous enemies sound more scary. Did you notice that the Replicon drop ships have much deeper, scarier sounds especially when they first appear?

Ooops. We can't be having a bug like that.

A hotfix has already been deployed and is ready for download.

There was a previous bug that could allow the landing pad to descend out of the main ship and sit in empty space. The fix for that introduced this new bug. It's fixed now and the repair lasers work in build 0.501.

Thanks for letting me know so quickly. It would have been a shame to have a game-breaking bug like that at the start of the weekend.

"but I must not Replay, but Continue Training firstly, from Crystal chapter."

Oh. Yes. I know why that is happening. It's only going to happen for those players who completed the tutorial on previous builds. This new build records your place in the tutorial differently. If you complete the tutorial in this build, the 'Continue Replay' button will change to read 'Replay Tutorial' and it will start from the beginning again.

"I can sleep in the end of Training with Lander outside and wake up on ground of another asteroid."

Ooops! That happened to me too while testing. I meant to fix it and forgot all about it. I'll fix it for the next build.

The ability to restart training has been added to the latest build. Version 0.500.

Sneaky indeed. If it's super sneaky then it's not what I think it is.

I've seen this too, but I wasn't sure what caused it. I think you gave me the clue I needed. Thanks for your other feedback too.

Great feedback again Kastuk. Thanks.

That's a damn good score.

As for when the next build will arrive. I wish I knew. Audio work is extremely time consuming to get right and the game feels strange while some things have audio but most still don't. I'm hoping that in a week or so enough will be done to release something. Stay tuned.

That's great to hear. Thanks.

I love the idea of a long-term survival mode too. It's a fantastic idea and one that I seriously considered during the design phase.

There's plenty more planned than what you see now though. Beating the first boss will not be the end. It's just the beginning. It simply the first goal for the player and the section of the game that I'm focused on tuning and polishing during this free alpha version.

Many more bosses, secret bosses, more enemies, and dozens more planets with their own challenges are still to come.

(Edited 1 time)

Thanks for your ideas Victor. Don't worry about having to start again each time. It's designed and balanced to be played that way.

Each game is meant to last about 30-60 minutes. If you haven't escaped through the jump gate before that time, the Replicons will be all over the system and will likely kill you. Have fun exploring and trying out new things, and expect to die many times before you learn the skills required to escape.

Update 7 is now available and the bugs you found have been fixed. You'll be pleased to know that it's now possible to grapple replicons and other objects into and inside the refinery. This proved to take far more effort than expected. Bugs were cropping up everywhere once grapples were still allowed to be connected to objects being refined. It was worth the effort though and allows for lots of interesting new gameplay possibilities both now and in the future.

Let me know if you run into any problems. Everything should be fine though.

I like that you are testing out crazy ideas and finding new bugs while doing it. I'll look at fixing them today. Expect another update before the weekend.

(Edited 2 times)

Thanks for the feedback and suggestions. I'll be looking into solving the couple of glitches you mentioned this week.

Edit: Both bugs are now fixed in Update 6.

(Edited 5 times)

Space Bob vs. The Replicons was released here on itch.io on 3rd Feb 2017 as an alpha preview. The intention of releasing so early in development was to confirm player interest in the game's concept and gameplay. Initial results have been very positive.

Here's some conversion rate data:

  • Over 1000 players downloaded the game in the first week with a conversion rate of 29.7% between page views and downloads. The concept of the game clearly appealed to a significant percentage of players.
  • The conversion rate improved to 34.6% over the following two weeks during development of Update 3.
  • During the week following the release of Update 3 (the liquid simulation update), the conversion rate jumped to a whopping 66%. It has climbed a little higher to 68% since the recent release of Update 4.

These figures are highly encouraging and confirm a strong player interest in the game's concept and current direction.

The intention moving forward is to continue with updates to refine and evolve the game's core concept and gameplay while listening to and acting on player feedback.

This will likely continue for the next month or two before development switches focus towards content creation. The back-end systems have been developed with rapid content creation in mind so the final release is expected to have approximately fifty planets to explore. Ideally, every planet in the system map will be unique before final release, combined with new enemies, new bosses, improvements to existing biomes and totally new biomes added.

The expected price for the final release will be $10-$15.

Thanks so much to everyone who has taken part so far.

(Edited 1 time)

A quick update about the incoming liquids update. I mentioned both here and on r/SpaceBob that I've been working on some new far more advanced liquid tech than currently exists in the game. Here's a quick gif of how things looked at the end of last week:


Lots more work has been done on the tech since then. All the various types of liquid are now working: Water, Lava, Mud and Quicksand. Geysers are also now implemented along with bubbles and full interaction with the various other objects in the game. Splash effects have been improved, and everything is generated automatically so that the tech is super quick to add to new planets. Moving through the various liquids now slows objects down depending on liquid density.

A pool of liquid can now be set up in just a few seconds, with all of the above effects being generated automatically. This type of automated generation is essential for the future as we plan to add dozens of new planetoids.

The video options panel now also has a Liquid Quality setting which controls the resolution of the liquid simulation or it can disable the dynamic effects entirely so as to enable potatoes to still run the game without issue.

There's still more to be done though. I'm planning to add some underwater effects for the geysers and possibly bubbles streaming off objects as they enter and move through liquid.

Once that's all done I'll be looking to make some tweaks like lander aerodynamics and fix a couple of bugs that have been reported. It's going to be a bit of a squeeze, and there's no guarantee, but the plan is to get the update released before the weekend.

No. I'm guessing they damage the lander. I'll remove that. It's not intentional.

Wow. That's ingenious. That gives me some ideas for future secrets.

Thanks for the info on the connection bug with the drop pod legs. I'll take a look at why that is happening and sort out a fix.

I've run into grapple connections that become unselectable too. It's super rare so I've yet to find the cause. If you find any way to recreate that bug please let me know because then it's easy to fix.

Water is going to have a quality setting in the video options panel. On the lowest setting you will be able to disable it's dynamic surface, and then the performance hit is negligible.

Enemy drop pods do give something if you destroy them but I never expected anyone to try and lift an entire pod to the refinery ship. Is that even possible? Does it even fit into the refinery area?

(Edited 1 time)

You like to experiment with what is possible I see. It's great that you do. I'm sure you'll let me know if you run into bugs while testing all this stuff out.

You'll have something new to play around with soon - hopefully by the end of next week. I've been working on a new liquid simulation to add water and even oceans to the game. It will also allow simulations of stuff like thick mud and will replace the current lava implementation that I was never fully happy with. It can also simulate stuff like quicksand that I'm planning to use on a desert biome in the future.

Here's a sneak look at progress so far: https://gfycat.com/AngelicAfraidAlaskankleekai

Did you run out of fuel?

(Edited 5 times)

That third pic.http://imgur.com/KA7VYxF lol. Just hanging around...Such a great bug pic.

I tested again on that planet. Everything works fine for me. I even tried to make it happen and failed. I wonder what's going on.

(Edited 2 times)

No, that's far from normal. Gravity should always pull everything towards the center of the planet no matter where you are on it.

I have seen this bug happen once before though. I was watching someone play on Twitch. They got out of their lander and fell away from the planet for no obvious reason.

It's one of those rare bugs that makes no sense. It should never happen. I imagine it's caused by some unusual combination of actions.

So don't worry. You should be able to go to the other side of the planet and not fall off.

" I enjoyed playing ... on the upper side of the planet." - Lol.

I went to fix the fuel bug you mentioned Almis, but couldn't recreate it at all. I've also never seen it. Fuel levels are stored to 4 decimal places internally, and they didn't move at all. I'm happy you're enjoying the game though. That's great and thanks for letting me know. It's important to hear both positive and negative feedback to properly balance a game

(Edited 1 time)

Thanks for the feedback. The tutorial has had some significant updates and now includes checkpoints and a speed-up hotkey that can be used to skip through the messages. I also took on board your suggestion to speed up the gun's reload time and you were dead right. It feels much better now even though it technically does no additional damage per second.

Maybe you could download again and let me know if this solved your issues and I'll keep in mind your other points of feedback for later updates.

Update 1 & 2 Notes: https://itch.io/t/60660/updates-1-2-released-update-notes

Created a new topic All Patch Notes
(Edited 19 times)

Update 14 - Version 0.510 - 4 May 2017

  • Tutorial altered to ensure that Bob is inside his lander, while docked on the landing pad, before it starts the 'ship tour' sequence.
  • Audio added to upgrade dispensers
  • Audio added to the landing bay, and conveyor belt, warning lights while active.
  • Audio added when entering, or ejecting from, the lander.
  • Audio added when shrinking and extending grapple lines.
  • Audio added to underwater bubble spouts.
  • Collision and footsteps audio added to crystal bases.
  • Collision and footsteps audio added to illmenite bases.
  • Fixed a bug that could cause the shrink/extend grapple line ghost effect to remain visible when swapping away from the grapple gun.

Update 13 - Version 0.500 - 28 April 2017

  • Dave now has an audio effect while talking to the player. A new system was added to allow the tone of the effect to change, on a per-word basis, to match what Dave is saying.
  • All of Dave's messages have been manually updated to work with this new system and include tweaks to the wording of many of those messages.
  • Volume levels have been tweaked on dozens of audio effects. The overall audio balance is significantly improved in this build.
  • Updated tutorial planet audio. Planet collision sounds, footsteps, and skid sounds have been updated. Additional audio effects added to various events. Audio now fades as expected during both sleep sequences without affecting Dave's new communication audio. Slight tweaks to some of Dave's tutorial messages.
  • A 'Replay Tutorial' button has been added to the main menu. This only appears after having completed the tutorial for the first time.
  • Audio added to refinery ship conveyor belt.
  • Audio added while refining salvage.
  • The forced delay between Dave's messages has been reduced from 10 to 5 seconds.
  • Fixed a bug that could cause the refinery ship's landing platform to get stuck in it's high position.

Update 12 - Version 0.497 - 25 April 2017

  • Collision audio added to Replicons
  • Replicons now audibly communicate and tell each other what they can see or what they are doing.
  • Both Replicon drop ships now have audio.
  • Gun bullet air-fizz sound effect redesigned.
  • Boss smoke stacks now have audio
  • Boss lasers now have impact audio
  • The ammount of crystals and the chance that they are hyperfuel crystals reduced on small asteroids.
  • Fixed a bug that could cause the GrappleGun to stop working.
  • Fixed a bug that could cause the landing platform to descend too far under rare circumstances.
  • Fixed a cause for the door locks on the boss to move out of position

Update 11 - Version 0.495 - 21 April 2017

  • Sound effect volumes tweaked for better balance.
  • Laser Pistol gun volume lowered.
  • Crystal collision volume lowered
  • Lander main thruster volume lowered
  • Reverb in boss rooms lowered.
  • Boss core effects volumes increased.
  • Bullet sound redesigned. Each gun now has it's own bullet volume.
  • Replicon explosion sound replaced with a new one.
  • Drips now make sounds upon collision
  • Geysers now have ambient bubbling sound
  • Geysers now have audio when firing.
  • Ambient wind effect added around planet surfaces.
  • Dynamic range compressor added to all audio. This reduces the volume of loud sounds and amplifies quiet ones for improved overall balance.
  • Fixed a bug that could cause replicon shock effects not to display when shot.

Update 10 - Version 0.490 - 19 April 2017

  • Audio effects added to the Main Menu and all UI Panels (Video, Controls, etc).
  • Audio effects added to the interactive system map and crafting screen UI's.
  • The Audio panel now allows the player to set Master, Effects and UI volumes independently.
  • Bob's skid sound effects redesigned and replaced for the refinery ship and all planet surfaces.
  • Updated Bob's primary gun sound effect.
  • Fixed the large volcano planet not having surface collision sounds or echoes inside caves.
  • Fixed footsteps sounds against crystals being far too loud.
  • Fixed a bug on the crafting screen that could cause the controller to lose focus if clicking on the message stating no more upgrades of that type are available.
  • Fixed a bug on the crafting screen that could make it impossible to craft jump fuel under very specific rare circumstances.

Update 9 - Version 0.480 - 14 April 2017

The First Audio Update:

Okay, finally. Phew! It's time to give you guys a preview of the new audio systems.

Approximately 60% of the planned audio work is now done so there's plenty still to do but the time-consuming back-end audio management systems are now up and running which makes it easy and fast to add new sounds.

That means that you can expect frequent updates over the next few weeks as missing effects are added and the existing ones get fine-tuned and polished.

It's worth clarifying that the UI still has no sound. This is a relatively quick job and is planned for next week.

Have fun, share your thoughts in the community section below, and pop back next week for another update or two.

Update 8 - Version 0.460 - 17th March 2017

  • The maximum planet size has been nearly doubled.
  • A new planet has been added. This is the largest planet yet with surface volcanoes and cave networks large enough to fly the lander through.
  • Accessible space around planets has been increased.
  • Further tweaks and improvements added to the dynamic ballast and rotational thrusters systems, on the player's lander, for more precise control.

Update 7 - Version 0.450 - 10th March 2017

  • Dave's conversations during regular gameplay have been updated or rewritten. If you would like to reset Dave, to hear the new dialog, Hold 'F7' for two seconds at the main menu.
  • Fixed a bug that caused Dave to repeat himself after many games. Dave should never repeat himself.
  • Replicon spiders and wasps can now be salvaged while alive. Good luck with that.
  • Replicon spiders, wasps, and their parts now contain additional salvage materials.
  • An additional item, previously in the game, can now be salvaged. It's a secret.
  • The crafting recipes for the plasma gun and the enhanced jetpack have been altered. It is now possible to craft these before reaching the anomaly.
  • Grapple connections no longer automatically detach while entering the refinery ship unless they are attached to the lander.
  • Grapple connections no longer automatically detach when detected inside the refining bay.
  • Many fixes and updates implemented to allow for the grapple changes inside the refinery ship.
  • Spider drop-ships can now be damaged by the rocket pistol and all explosions.
  • Replicon spiders now jump higher and have further improved their ability to navigate over irregular shaped objects.
  • The lander's rotational thrusters reach maximum thrust faster. This specifically improves the responsiveness of controls when dealing with heavy off-center loads.
  • The Upgrade Dispenser's button placement has been lowered and the button interaction range increased.
  • Liquid bubbles now pop with a visual effect.
  • Fixed the possiblity that the player could get trapped under a piece of machinery in the anomaly.
  • Salvage parts should no longer get trapped behind destroyed anomaly machinery.
  • Spider drop-ships now correctly clean up their grapple line when destroyed.
  • Grappling the ramps on replicon drop-ships no longer causes the player to stutter for a frame.
  • Dave is now classed as dead if the player dies inside his lander when it explodes. This prevents him from making a comment about the players death.
  • The upgrade panel no longer shows lander upgrades if the lander has been destroyed.

Update 6 - Version 0.440 - 7th March 2017

  • The color palette for Space Salvage Corp equipment has been redesigned. This includes various changes to the look of the player's weapons, upgrades, lander, and refinery ship.
  • The average number of crystals spawned on most planets has been reduced by 20%
  • Jellyfish can now spawn in large bodies of water .
  • Loot dispensers are now more common on large planets than small ones.
  • Minor modifications made to widen the right entrance into the refinery. This prevents the lander from getting stuck if it falls in.
  • Fixed a rare bug that could make some player created grapple connections unselectable.
  • Double tapping Esc. no longer causes the player to get stuck at the crafting panel or system map screens.
  • Fixed a bug that could cause the player's current game score to overwrite their Total Score when escaping via the jump gate.

Update 5 - Version 0.431 - 4th March 2017

  • The player's weapons have had their damage increased. (For example, the basic gun now kills a Replicon spider in 3 hits rather than 4.)
  • Impact force for the player's basic gun and plasma gun increased. Crystals break free slightly faster.
  • Upgrade Dispenser spawn rates increased.
  • Fixed object placement bugs on the Anomaly
  • Fixed a bug that caused the penalty score to be added to overall score rather than subracted.
  • Increased the speed that the lander's rotational thrusters reach their maximum thrust.
  • The lander's dynamic ballast system at low speeds has been tweaked to allow for improved horizontal drifting.

Update 4 - Version 0.43 - 3rd March 2017

  • Upgrade Dispensers added.
  • New planet added with 'oceans' and underwater cave systems.
  • Water Density Reduced by 40%
  • Mud Density Reduced by 25%
  • Liquid bubble spouts can now appear inside water logged caves.
  • Reduced chance of HyperFuel crystals spawning deep inside earth-like biomes by 35%.
  • Replicon spiders now attempt to avoid all liquids.
  • Fixed issues with replicon spider movement after falling into liquid. They now work as expected in liquids.
  • The Replicon spiders ability to navigate over and around awkwardly shaped objects has been improved.
  • Underwater bubbles now collide with the player and his equipment.
  • The Ultra setting for Liquid Quality now allows additional objects to interact with liquid surfaces.
  • Shock waves from explosions now affect attached objects like crystals potentially breaking them free.
  • Rocket Pistol shock wave force reduced by 50%.
  • The rotational thrusters on the player's lander now ramp up in power over time to allow more precise control.
  • Anomaly generators and door locks now take damage from explosives.
  • Explosions now take into account the size of objects they hit to more accurately calculate damage based on distance from the explosion.
  • Splash damage range of explosions reduced by 15%
  • Splash damage range of rocket pistol reduced by 45%
  • Bug fixed that prevented Replicons from spawning on the first planet
  • Bug fixed that reduced Replicon spawn rates on some planets.

Update 3 - Version 0.42 - 24th Feb 2017

  • New dynamic ballast system added to the player's landing craft to dramatically improve stability.
  • New dynamic liquid simulation added. Water, Mud, Lava & Quicksand simulated.
  • Liquid Quality setting added to video options.
  • Replicon liquid avoidance checks added
  • Bug fixed that could cause Bob to be assigned the wrong gravity source.
  • Shock boots no longer damage the player's landing craft.

Update 2 - Version 4.15 - 7th Feb 2017

  • Check points have been added to the tutorial.
  • The text tip message on the Options/Audio panel has been reworded to avoid confusion.
  • The frequency and number of lush green planets, those with plenty of resources, has been reduced during system map creation.
  • Fixed a bug that could cause Bob's gun to show off centre when swapping weapons during a recoil animation.
  • Gun reload time, damage per bullet, and energy cost per bullet, reduced by 50%.

Update 1 - Version 4.10 - 6th Feb 2017

  • Message text default speed increased by 30%.
  • 'Speed Up' hotkey and on-screen prompt added to start of the tutorial
  • The tutorial is now considered complete during the second sleep sequence.
  • Lander physics tweaks:
    • Maximum rotational speed reduced by 50%. Reduces over spinning and allows for faster corrections.
    • Rotational drag increased so the lander will automatically stop rotating more quickly.
  • Fixed a bug that could cause the player to get stuck at the System Map or Crafting screens.
  • Initial impact damage for player and lander tripled.
  • Continuous contact damage (scraping damage) for player and lander reduced by 60%.
  • Max jump range increase to 220 from 200.
  • Jump Fuel required per unit of distance reduced from 6 to 4.6

This is great. Thanks for doing that shoutemout. If you need any assets to make it look nice let me know.

(Edited 5 times)
  • The game is trying to kill you.

Think of it a little like a rogue-like. You will initially die often in many unexpected ways but with practice they are all avoidable. Once you are more familiar with the game's mechanics, reaching the jump-gate becomes quite easy.

  • You can not save.

Again, this is borrowed from rogue-likes. You have one chance to survive. We are considering adding save points before each boss, to allow for 30 minute play sessions, but once a save is loaded it will be deleted.

  • There is currently no audio.

We are hoping to bring on board a professional audio designer in the near future. Great audio is fantastic for creating atmosphere but poor audio can have a negative overall effect.

  • You are not expected to unlock many upgrades in this build.

It's reasonable to attempt to upgrade to Titanium Armor for your suit and lander, and possibly also Shock Boots before taking on the first boss, but not much more. The remaining upgrades are there ready for taking on new bosses in later content.

You will discover that destroying the machinery on the first boss will drop crafting materials you haven't previously seen. The idea is that you will use those materials to upgrade your kit to take on the second boss. The second boss and new enemies will drop materials to help you upgrade to take on the third boss.

Currently the game only has the first boss implemented.

Edit: Update 4 introduced 'Upgrade Dispensers'. These machines are semi-rare and appear randomly on planets. They dispense a random upgrade including all previously inaccessible upgrades.

  • The Replicons are meant to expand over the map as fast as they do.

This is designed to keep play sessions between 30-45 mins. It takes practice to improve your skills so that you can collect the resources you need in that time frame.

As a new player, expect to be too slow and die a lot. The more you play the easier it gets and the more things will make sense.

This will almost certainly change in later builds as additional content is added but for now, if you are not close to the jump gate after 30-40 minutes, then the Replicons should overwhelm all but the most experienced players.

  • High scrape damage is intentional.

Dragging your suit or lander along walls is intended to cause more damage than bumping into things. This appears to be counter-intuitive to many players but it's there to make navigating through tight caves more treacherous and risky. Some tweaks to these damage settings are expected though. Possibly a small reduction to scrape damage and an increase to bump damage.

Tip: If you roll your lander on it's side, don't use the main thruster while trying to get it back on it's feet. Use only the rotational thrusters and most of the time you can roll it back upright with only minimal damage by avoiding scrape damage.

Edit: Scrape damage has now been reduced in Update 1, and impact damage increased. Overall damage will likely remain about the same but the way the damage occurs should now be more intuitive and expected.

We've already made some changes to the game's description to better inform new players what they are getting themselves into and more changes are likely as we get more feedback.

Thanks so much to everyone who has offered feedback so far. You can expect some changes and an update to the game as soon as next week. The biggest gripe so far seems to be concerned with the length and unskippable nature of the tutorial messages. We'll be making some significant updates to the tutorial in the first update. (Edit: The planned tutorial changes are now live in Update 1)

If you would like to see any other changes, or if you find any bugs, let us know.

(Edited 2 times)

Ah ha. I ran into that bug the other day for the first time but didn't know what caused it. I'll fix that ASAP. Thanks. (Edit: It's now fixed)

Currently there's no way to save. I consider the game to be a rogue-like in that sense. The idea is that the game should last 30-45 mins with permadeath. You either escape or die trying. I am considering putting some limited save points in though, like immediately prior to each boss fight, but if you continue the save will be deleted. You have one chance.

I'm sure some save points will be required when I add more bosses. At that point a playthrough could take 2+ hours and offering a save point before each boss is probably the way I'll go.

I think that was some of the best feedback I've ever had in 5 years of game development. Thank you.

I'm not going to reply to each individual comment. There's no need. But...

Your tutorial comments were great. I found myself agreeing with you on most points.

As for controls. I must admit a great deal more time was spent testing and fine tuning the gamepad control scheme than mouse/keyboard. The game feels so much better with a controller. The Mouse/keyboard scheme feels clunky in comparison and you've highlighted the need to give it more attention. Imagine flying your ship with analogue thruster/rotate controls; it's a far superior experience

Your ideas for the camera are great, but also create a whole new set of problems if the camera isn't exactly where the player wants it to be. I did experiment with automated zooming, but manual control seemed better in far more situations. I also tried a combination of both but then things became confusing for the player through inconsistency. Zooming is also so much nicer and easier with a controller thumbstick than buttons. I'll look into ways to improve it with keyboard controls.

Damage and slopes. Velocity is already calculated into impact damage but it's lower than scrape damage. Scraping along a wall is meant to do a lot of damage. I'd be more inclined to increase impact damage than to reduce scrape damage. The rationale behind this is that the game is meant to feel like it's full of invisible traps. I wanted the feel of Spelunky where everything looks safe but it still kills you. Then you learn and don't die that way again.

I enjoyed all of your suggestions in the final section. Thanks for the great ideas. Some I already had planned, and you can expect a huge amount of diversity in cave designs later. Most of the work so far has been setting up all the systems so that I can create the content quickly so I'm expecting 30-40 unique planets before 1.0 release, and new biomes too. The game's tech is 90% done. Time for content now.

Thanks again for all that well thought out feedback. Hope you stick around. I'll be listening.

(Edited 1 time)

If you have something to say but it's not worth making a new topic about, drop it here.