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A member registered Aug 12, 2017

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Although the pixel art did make things hard to see sometimes, I am gonna miss that aesthetic.

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Do you have plans for any future updates?

Also, does the pub with a key on it have any relation with the Society of the Key?

Also, by your own calculations, what do you think is the best strategy for increasing wood? Like, what's the recommended ratio of woodcutting centers and tree plantations?

Also, can multiple labs increase the production of a single indoor farm/eco farm/tree plantation? And if we have a bunch of farms interwoven with labs, how do we compromise this with the fact that by-product recycler building needing to be in contact with a farm?

Also, are eco farms a straight upgrade to indoor farms, or is there any advantage to indoor farms besides it being cheaper?

Also, what upgrades do improve production in community houses?

Also, what is the advantage of Cutting-Edge houses over something like a fully-upgraded spacious house? And what's the gain of a Penthouse over a Villa? Like, I see that most of each house can have their advantages and disadvantages.

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I've only discovered this game for like a week, but I'm seriously hooked!

Only complaints that I have is that the icons for the planet types in the research menu tooltips are hard to tell what planet type they are. It's also generally more difficult to distinguish xeno planets from jungle planets. Maybe make the xeno planets purple to help distinguish them from jungle planets and earth-like planets?

Also, it'd be great if you had some kind of guide or wiki to keep track of what structures we can build on what types of planets, and also distinguishing which structures can be built on which planets with which upgrade.

And like other people have said, an endless mode, or maybe a sandbox mode, would be amazing for this game!

Another thing, although this is less about general game design, it makes me kinda sad that you're moving this project to 3D. You have all this beautiful pixel art and animation, so going to 3D feels like putting it to waste. But I'm not discouraging you from going to 3D if you think it makes the game better. I understand it's your game, and you're free to make it however it pleases you.

You can play it on the mobile site. If you have a tablet computer like an iPad, you should try visiting this site on mobile browser.

I think it might be interesting to know, but I tried visiting this webpage on Safari on my iPad and the game works! The click, drag and hold controls work and mouse-over windows stayed wherever I clicked, but I couldn't zoom in and out. Obviously, without the keyboard, I couldn't select the people and I can't enter numbers into the job screen. Also, sometimes, the music would get messed up. The full screen button didn't work and the screenshot button soft-locked me.

This is just in case if you're interested in seeing how to game feels on mobile. A couple of things not working right, but for the most part, I would say is a solid experience! It feels so much more satisfying placing these buildings with a touch. I haven't taken a look at it extensively, but I hope this information can be helpful.

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Just saw that you also have the game on Kongregate and that you updated it. Is the version still updated?

Edit: Also, how in the world am I supposed to get 1000 wood in one day?! I built up a huge criss-cross tower of labs with the tree gas upgrade and tree plantations next to a big swath of woodcutting centers and prioritized the jobs to go to the labs, plantations and centers, and happiness is at ~75 because I don't have enough population to fulfill every job, but the speed is still x1.5, but I still can't even get 600 wood a day.

Edit: Nvm

Question. How exactly do I unlock the secret order house thing?

Very creative design. Reminds me of this old video game I played when I was a kid and I was writing down a list of all the materials that I needed to collect to craft a bunch of necessary items in a complex crafting tree.

This game is an amazing step up from the first one! I got addicted just after some time!

You should definitely make sprites of connected buildings for every building!

Speaking of which, there needs to be better differentiation between buildings. Some of them look too similar and could be confusing if we happen to put them near each other.

But I still feel that wood is vastly underused in the late game and easily piles up, just sitting there, especially since some important late-game structures passively use up stone, whereas does not seem to be the case with wood.

There's one mechanic that I found significantly interesting was the ability to control the birth rates. It feels like a feature that is possibly more powerful than any other mechanic or structure in the game. Like, set it too low for too long, and you could end up dealing with underpopulation. If you don't exactly want careful management to be a factor here, I think you should create some kind of warning when there's an estimate that you're gonna lose too much population if the existing trend of low births rates continues.

Also, I think it's a little annoying that we can only make blocks over empty space only if both sides of the blocks are connected to another block. It's a welcome addition that building blocks over empty spaces was at least added, though.

Another tool that could definitely be useful is perhaps graphs that can show us some details on change in happiness, population, and various resources.

Also, perhaps allow us to tear alien ruins down when they're fully explored.

I think you should also add some kind of unlockable sandbox mode where we're not bound by resources to build.

And you NEED to allow us to pan around the map with the arrow keys. Zooming out from side and zooming into the opposite side is killing me!

This game already has a really good concept. The game could easily be remade into a compelling political endless dropdown game with high scores.

Hmm...32 days since the last update. What's the next feature?

Could we possibly get a car with its own storage? And vehicles  that bots can use?

Of course. We're gonna see an amazing game come out with the next update.

I'm hyped.I love system-based games like Factorio, Oxygen Not Included, Rimworld, Prison Architect, so I get excited for a game like this. I hope the next update will be free, or at least the last free version.

It’s weird seeing animals enter the buildings of their own volition and then also come out of it.

Finally, an update!

This may become irrelevant once the next update comes around. It reworks the bot-building system and adds stuff like growing zone designation.

When's the next feature gonna be posted? It's been a while since you posted to the development log. I'm guessing it's either a big feature or a difficult-to-implement-but-necessary feature.

Certain buildings will require a metal flooring?

I've been really anticipating for the next update of the game. Any idea when it will come out?

Next few weeks? Next month?

Also, how are you guys gonna get more exposure brought to the game again once the next update is released? A lot of the original fans probably left and forgot about this game by now.

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I really like this game, but it's clear that it's still in development because after a few days of it's most hectic session, it's just the dealing with the same three promotions and the usage limits.

It's also glaringly obvious that anyone that's using a promotion is going to be within their usage limits to prevent confusion for the player.

But it's very clear how complex this game can get, dealing with various promotions, prohibited services, etc. especially when these categories intersect, like disconnecting Bronze users for using any services besides browsing.


How about this, you can have multiple decision criteria be true at once (i.e. using a promotion, but over their limit) and use the numbered list on the Company Policy email as a decision priority list. So on some days, throttling people who reached their limit will be more important than promotions, and vice versa on some other days.

Also, add more services like social media as separate from browsing, maybe even have news as separate, too. You could also add GPS services and things like that.

Adding scenarios involving news and information sites, as well as maintaining where users are, like in that South America scenario, can add a serious political element to the game to build on it's central anti-corporatism theme.

Okay, for quite some time, I've noticed that, quite often, trying to start the game just leads to an empty black screen. I've noticed that deleting and extracting the files from the zip file will fix it, but even after a couple of minutes after getting it working, closing the game and trying to run it again will lead to the black screen again!

I think the only reason why I haven't really noticed it is because I don't play often enough before the next update.

But it's becoming an issue.

This just happened right now:

I try to start the game, see black screen, close screen, try in windowed mode (with windowed mode just to be sure it's not some weird issue with full screen), see black screen, close game, delete .exe and Autonauts_Data, extract files from .zip again, run the game, it works, close the game, run the game in full screen mode, load my save, try something out for 2 mins to test for a bug, close the game and write something on the forum, 2 mins later start the game up again (this time for a prolonged play session), see black screen again!

Hmmm. When trying to reproduce the problem, for some reason, destroying and building new clay furnaces fixed the problem. But it was lighting up a sort of wide "square" area in front of the furnace, fading as it got further away, and it flickered like crazy. Maybe part of the reason was because there were two furnaces near each other and their lighting effects were interfering?

Firstly, my pumpkins still only appear in the corner of the map. I never got around to farming pumpkins in the last version of the game, so maybe that had something to do with it.

Also the lighting with the clay furnaces is weird.

Just use a name badge. And I personally prefer this than having to remember who does what until repeat names come out.

Buddy, this thread is from over two months ago.

I don't think the Kickstarter will get funded in time. It seems the game's already received its intial influx of backers and is only slowly progressing.

It still needs more mainstream attention. In my opinion, it COULD be possible to talk with, or even sponsor videos for, more mainstream YouTube gamers to have them play it. I know how that usually brings a lot of attention to some games, although it might be expensive (I wouldn't know). And you'll probably need a robust tutorial and wiki to help with introducing the game to new people.

Doing a YouTube search, I find that there were only 2 YouTubers on the first page that broke 1 Million Subscribers: MattShea [1.7M subs] and Blitz [1.1M subs]. Everyone else I could see didn't even break 500,000 subs.

I would recommend:

Not just because I'm subbed to Mark, Jack and Ethan, but because these guys are relatively well known YouTubers (mostly Pewds, Mark and Jack) and if any one of them plays it and likes it, they'll probably tell each other and spread word of it, inviting the others to play, thereby spreading it to a wider audience.

I'm pretty sure that others here can provide other well-known YouTubers who could play this game and bring it the popularity it deserves.

But take what I say with a grain of salt.
I'm just a fan of this game who knows that YouTube can help make stuff popular.

If you're talking about your character, the Autonaut, it runs on a tiny nuclear battery in it's heart. According to the source code, you actually DO have power like the workerbots (I think it's like 999). It just never runs down.

If you're talking about the workerbots, the Crude and Basic Workerbots are spring-powered, aka windup devices. Steam workerbots run on logs, although some people say they should run on charcoal. I think they should run on anything small and wooden (like sticks, planks, poles, etc.)

May I ask the logic behind why just about every cooking recipe requires a stick?

Dude, you DO realize that YOU'RE the Autonaut, and there's only 1 Autonaut: YOU! Everything else is a workerbot! Don't confuse people like this!

So far, the closest you can have as an objective is keeping as many of the Folk/Natives (the naked babies) simultaneously happy as possible.

Use mallet on a tree to make it drop sticks.

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Dude, just read the changelog:

Where should I start explaining?

I've been playing every update since update 5 myself.

Also, they even have a draft for a Kickstarter page here:

There, you can see some details of their later plans and stretch goals.

It's on their to-do list.

Will you also make it so that when using the < and > keys to cycle through your inventory that multiple similar objects in your inventory will come up as a stack in your hands.

Like, if I have 6 planks in my inventory, cycling to one of them will pull four out of your inventory and in your hands, and continuing will just skip all similar objects and go to the next object.

This game is way too early in development to make a tutorial. Watch some gameplay videos by Denki and look at the tutorial I made here:

It looks very appetizing. I'll watch it wriggle in my campfire.

They'll probably do something like that as a stretch goal.

Actually, they don't have a point. But, rather, they ARE the point. Their happiness is the point of the game. You're supposed to make as many of them as happy at once as possible.

I found out that Denki plan to implement train systems in the game, so maybe they'll take out that mechanic?

Dude. A Repeat command will loop as long as the condition is true. Once that condition is false, it will move on to the next step. Like, they were told to keep doing something until the storage filled. If they find that it isn't, they keep doing the task. If they do find that it's filled, they'll move on to the next step, which is nothing, which means they stop. They weren't told to keep checking after the condition was fulfilled.

You need to put the whole program into a forever repeat, then once the condition is reached once, it will go out to the forever repeat, and that will bring it back to the top and keep checking the condition until it's false.