Wait till you learn to roll pounce >:)
rippercussion
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hey, at least not totally blind! But I hear ya. the game doesn't exactly teach players to use glowplants, light bulbs, Emissive crystals, lanterns, headlamps, and flashlights. and doesn't even mention you can use any light source as a flare. I'm assuming since it wouldn't make sense to throw away your only OP flashlight. But it could be that this game doesn't hold your hand, even in the darkest of times.
Well, I gotta say, you bandaged really well. I don't think I got anything out of order where I wasn't supposed to. I was most impressed with the picture of the dog, which you can read again in case you forget the code.
I'm looking forward to trying the next update for sure! and by that I mean take your time. you'll release faster than GTA 6, right?
Very intriguing game indeed.
I'm genuinely interested to see what happens next.
Now though, I think I should let you in on my experience, since there were a couple of things we could perhaps work out.
My first issue is with the Scarecrow puzzle.
I really liked Silent hill 1, loved Silent hill 2, am yet to play 3.
But the riddles... they sucked. I hated those... every time.
Probably that's just me, since I don't hear others talking about them.
The next problem would be with the QR Puzzle. I really liked how the player essentially creates the shape of the solution, and since this is web-based, it doesn't break immersion as much, but at the time, I was unwilling to get my phone to scan it, so instead I took a screenshot, sent it to a site and it didn't recognize it as QR, so I had to use editing software to apply high contrast filters to get me through with this one. It's not so much of an issue as it is "Was all that intended?"
Next up, Reloading! it's nostalgia of course, I liked that. Until I remembered how it was always an unnecessary mechanic since game pauses while you INSTA-reload. But if you're lazy like me, it does make you run from more monsters since you don't wanna go to menu again just to reload.
By the way, I really loved shotgun! it's definitely the best gun :D
Now let's see what more do I have. oh!
10:26, 22, 0, 0 apparently scored me an S on the second run I performed for this comment. with an addition *Mech mode is unlocked* or so I think it was written.
Well, that's interesting, BUT!
There's an issue with it. You see, the menu doesn't show up properly as you click away the result screen. Depending on your mouse position, it's either full black or about half of screen is glitching black and the other half is fine. This is fixed by the time that new game is initiated of course, but then, the next big issue begins.
Game is not even reset...
"Did you say you killed just about everything? Well, that's the game for you buddy :p" -Game
Besides, I don't even know what Mech mode actually does? Like, I saw a shapeshifter that was crawling with a different animation I think, but that was it.
At last, I must ask, Bug or feature? :P

I'm not entirely sure, I wish I had recorded footage.
I remember at the very beginning I started a new game and thought to myself "Where are my gamer manners?" pressed Alt+F4, launch the game again and oh... there's no options menu. I was actually really impressed by how seamlessly full screen the game looked by just maximizing the window.
I would say at that point I pressed new game again, and pretty sure I saw the radar's shake effect, but I thought it was just some visual flare. that's the likely explanation.
The Performance:
On an RTX 3050, which I'll have upgraded soon, I can't recall any lags or stutters.
The game was butter smooth, which made it feel disappointing when I reached the end of the map. It seemed rather small for how much further we could go.
This is some surprising optimization for a 2025 game.
A lack of unnecessary detail and particle effects that plague most games really helped a ton here. And the game doesn't look visually noisy ++
If I were to ask for anything, it'd be quality of life improvements.
- Ability to build O2 tanks further. as far as 2 more tiles away.
- Allowing us to actually preview the O2 Tanks and Radar coverage without needing to build them first.
That's it, as for the balancing, I'd say make Radar maintenance cheaper.
Maybe remove 2 human resources, making it unmanned.
At least for a short term test to see if people find it worth building again.
Generally speaking, even on normal, there's a lack of lucky seabeds.
The main issue that plagues the playing meta is the Idling/Banking move where you just AFK for 100/200 days, come back, and only now expand.
It is going to be very hard to balance the meta, so I'd say don't bother with that part just yet. First, lets see if we can make radars actually useful.
Alright, I figured out what kind of blindness was haunting me.
Apparently radars do a quick earthquake which leads you towards the black egg.
Frankly, I had seen this before. I just thought it was earthquake and I built my radar just in time, and after some time, I registered it as some random visual flare that happens when you build radars.
Frankly, the tooltip saying POINTS really makes you think of a more subtle effect.
Yeah, I'm blaming that, I'm not blind after all :D
Anyway, I also caught a bug while playing organically.
I shall call it "The Ghost Buildings"
Reproduction steps:
1. Destroy any Structure.
2. Build a structure at the same position while the smoke cloud effect is playing. (Less than a second)
The buildings are there, but never rendered unless you destroy and build another.
My final verdict:
You guys sure did a phenomenon job with this.
There are only a handful of issues:
The game doesn't feel very intuitive at first. It's quite hard to grasp at the different mechanics and get a feel for the economical exchanges. It took me longer than I'd like to admit just to figure out how O2 tanks actually work, and the radars' "pointing to the goal" effect at first seemed to communicate their area of protection or suggest that an earthquake was coming this way. It wasn't till my 3rd try that I figured I had to follow the shakes.
I think a simple arrow attached to the radar would probably do a better job.
And I really like the visual effect, I know you've spent some real time on that, but it's just hard to grasp.
The game feels really good once you realize how to effectively convert your resources. The problem is that O2 tanks and Radars together cost way too much, and the map (Normal difficulty) is a desolate wasteland on the outside and doesn't give you more lucky seabeds or soil to further grow your human resources. At some point you reach +20/30/40 on every resource which feels very empowering but as soon as you build radars, you go back into the negatives, which feels extremely regressive. The game simply doesn't want you to use radars and the earthquake's never as destructive as radar is economically.
And I'm not suggesting to buff the earthquakes, no! Buff the earthquakes, so they hinder the players without radars but also nerf the INFINITE COST of radars and O2 tanks, or give 'em more coverage.
It's a diminishing tactic to even approach radars as of moment.
As for the Hard difficulty.
I'm never playing on hard, since it's basically an "Idle till you bank 3k of every resource, and then go explore" mode, while hoping you don't run out. it feels outstandingly sluggish to do anything on hard.
Also, can we please have actual Vision range and Scouting? it just feels bad while I'm building a bridge of O2 tanks just to be able to place one on the EFFICIENT location (often 4 of them in shape of a Rhombus) and now I have to figure out which ones are the extras and delete them one by one.
With all those out of the way, I declare this an engaging journey of retrieving ... a black egg?
The radars fooled me D:
So, did I take too long and they broke or am I supposed to chase the goal somewhere else (where I obviously don't understand)?
Also, maybe I'm playing this wrong, but radars seem to be totally not worth it.
Like every time an earthquake's gonna happen and I don't have a radar there, I just pause, setup a radar, then demolish the radar, and or rebuild whatever the earthquake destroyed.
Definitely not gonna bother with the radars and go into negatives again...
Quite an intriguing experience through and through.
I can split the game into 3 acts.
The introduction:
Acts as a tutorial, teaches you the mechanics patiently and lets you know that you need to pay attention to the details and look for the obvious.
- This is my second favorite part of the game alright.
Then we have The Hotel section.
- Without a doubt, my favorite.
If you haven't played this, beware, minor spoilers are ahead. The game's only roughly 25 mins long and totally worth it.
You simply put your learning into practice here.
The game does not seem to want to hold your hand, is quick to display the dreadful scenery which looms over your head, and you know it's asking you to keep a mental note on everything you're getting through.
Although the Race and Age part are basically guesswork, race because I only know the suspect is not Black, age cause ...
But generally speaking, this section fuels you for the next one.
At last we have the Interrogation and Suspension section.
- This is my least favorite.
At first, we're provided half a dozen suspect IDs to review through. we don't know anyone of them, and we have no reason to believe in or defy each being guilty.
Initially I thought that the guy had an outburst that perhaps accidentally caused the death and looked up the medical info, but of course the answer was occupation.
Why? "Because Hat, remember that?" This wasn't a moment of "But of course!", it was more or less like "okay?..."
It didn't exactly help either that half of the cases were either held captive, oversees, hospitalized, or DEAD. "Why am doing the system's fitchwork?" I asked myself.
Then we get to the interrogation room.
This didn't look like we were gathering information to tackle the "PRIME SUSPECT" when he least expects it.
You're really just matching the relevant image to the description. "Oh did you say you had a heart attack? we have an image of the scan that proves you didn't. haha!", or "Did you say you drive? well, yeah, I suppose that's true, but we're still holding that against you. haha!"... this isn't the game but the feeling I got out of playing that section. Artistically though, still a banger.
Finally we're here, THE END, of our story.
The system actually dares asking me the occupation of the mastermind behind it all, and it already has the data, I'm literally asking the SYSTEM for the man's information and the occupation is right freakin' there. "another fitchwork..." I guess. The ending feels mechanically shallow. We went from tutorial enemies to elite enemies to weakened elite enemies to DA BOSS! who is? a less-than-a-tutorial enemy. It can't be this simple now, the game's gonna reveal Hotel room 2.0, but it never arrives. leaving me asking for more.
But hey! I know now where to get more :D and all in all, really loved the experience.
I think Ecafymtoohs is talking about "Hydraulics" & "Other".
Frankly, both start a bit too energetic as opposed to "DEEP" which is pretty self contained in comparison and introduces a much slower start and a ton of anticipation.
Personally, I hate all 3 equally :D
I actually like the new unlisted track that you've added which I mistook with "It's Chilly in Here" at first.
But again, pretty sure that's unfamiliarity biased. I can't recall the last time I played a game and didn't nag about the title ost not belonging to the title screen.
OH MY, I am most grateful!
Words CAN NOT do this justice!
Your generosity is out of this world!
Neural booster has absolutely no right to be this powerful, but on top of that, you allowed it to be STACKED!?! Although, frankly speaking, I find it to be a pretty dangerous recipe because I don't think I can now play the game without it :D
Screw Jetpack, this is my new obsession!
"and then breaking the rubber at the top, the steak will not spawn."
I argue that's intentional of course!
DISCIPLINE will now carry onto your next run :D
As for the crafting system, I actually agree that it feels overwhelming and to be perfectly honest, I only really use the following 3 recipes as of yet: (might get a fourth one day)
- Dressing
- Ripped Bandage (Get 2 and convert to Dressing)
- Bruise Kit
And why? if I may say so myself:
A Good recipe is = an EZ recipe + an actually useful outcome
You got a good recipe? Please let me know!
"so its water under the bridge I guess"
Yeah, sorry for late reply.
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Broken glass will always be there for everyone.
I've personally grown used to them and just don't feel threatened all that much anymore.
I mean you bleed hard at first but the shrapnel itself doesn't really do anything if you know what I mean.
It just keeps you from treating other problems, so it's a good idea remove it sooner than later, but realistically, I do it whenever my character's not already in any pain.
EDIT: Did I also ever tell you how OP jetpack is?
It is now nerfed to the ground :P
I'll still use it to see how badly, but I don't think it's SS++++ tier anymore...
Well, my note is that we either just head on keep it or remove it.
Cause it's going to make drastic differences to how the game plays.
Why do I say we should remove it?
1. It's bandaging, and not fixing:
So, basically it's good because items now don't run away from player right?
THAT IS ABSOLUTELY TRUE! I like that I don't have to keep chasing for items. BUT there are other ways to address this issue, such as:
- Making item movement physics less jittery, so they move less overall, and WATER/OIL don't blast them off as if someone launched them from a cannon.
- Next up, the COLLISION SYSTEM.
in previous versions at least, since I haven't tested demo 3 yet, items could literally move through blocks with enough velocity. mostly conducted by Old machinery, (sometimes if player falls down and loses consciousness, you'll find your items inside the blocks just bellow or next to you.)
- Items (for whatever reason it is) always feel too stiff when picking up.
idk how to address this one without causing more problems, but basically whenever you right-click on an item that's moving ever so slightly and slowly, it feels like you're fighting yourself not to pick it up. Sometimes it just feels so hard to grab things while they're on ground, and this has been an issue since demo v1, and it's a hard one to polish as well.
2. It's changing the FEEL of the game:
So, the main reason I was interested in this game is not because it's the Darksouls of survival games, and I wouldn't even call this a survival game to begin with. In fact, the difficulty is not even the main point of the game. It's more about how you gradually learn all these different things, traps, enemies, mechanics that killed you before, and get past them with mastery! That's the engaging gameplay here, and games that are like this often burn out the players before those players make enough progress to feel confident while playing the game.
The ATMOSPHERE is often what keeps players hooked in. Without it, and I'll be honest now, your game looks and feels just like any other and players WILL feel the urge to go play that other thing.
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As for the RED FLASH attack indicator, I know I will get used to it, but that first impression will feel rather gamy and lazy than a real artistic choice that was done because it was needed. and I mean this, because the game doesn't really need it, it already feels satisfying when you hit something and hear the Sound that is associated with it. the Red flash just feels extra.
Is it just me or it looks abit more polished now?
And is that a good thing?
I'm either too used to items running away from me or this looks too accessible now, whereas it felt grim back in last 2 demos.
Frankly, the items being dropped situation was pretty decent in v1. it got worse in v2 because WATER/OIL got carried away pushing everyone and everything around.
idk, but this feels too gamy now compared to the more realistic and pessimistic prior feel of the game, just with that one change.
And the RED flashing whenever you attack things, I wish we at least get an option to disable it. better yet, enable if we have trouble telling things that we're attacking apart.
Be honest guys, most of the time the sound alone gives it away.
EDIT: I'll be seeing if the traps and the stun mechanic are more accessible as well. cause those were the things that actually needed changing.
I have no idea what you mean by Fluid drain. your description matches that of Chest drain.
But I'm assuming you mean Space drain.
Which I had to go digging for the name. as you mentioned, pretty forgettable.
It is supposed to remove fluids around where it is used.
Actually useful if you're bound to sleep and have no energy drinks. The thing is, you have to drop into water and then use it to suck the last layer in, otherwise it tries to suck in at your body level which is always higher than water level, unless you're ragdolling... that could work too.
You're telling me that the game kept the best items from you for last? ;p
You see, my mentality with Landmines right now is as follows:
- NEVER drop inside a driedbush (eventhough it can be lifesaving to hop in)
- NEVER just walk through stoneplants, corpses, etc... JUMP OVER THEM INSTEAD
- NEVER touch the bottom of an oil ocean, lake, or a humble pond. (without excessive eyeballing first, easier said than done)
- NEVER dig a driedbush close by another driedbush, unless you can manage an insta flight response in the opposite direction.
- I'd say also never get stunned xD, but frankly, that counts for every trap in the game.
You do ALL THESE, PERFECTLY, ALL THE TIME, and you have 10% chance of a landmine ending your run anyway.
OH WAIT, I took too long and the new update dropped. Well, now it's all about seeing how the balancing is handledMan where have you been? Thank heavens I see someone finally agreeing that the game is not too dark all the time, And that the darkness is part of the challenge and the appeal.
For what I recall from my own experience, the game is at it's absolute most difficult in the first 10 hours of experience, that's about time you get a clue on how it actually works, then by 20th hour mark you finally feel confident.
As for item balancing, I believe that most tools require buffing, or players with enough experience will just grow out of even carrying them to begin with.
The great thing about the game is that it gives you all types of items from any source and makes it clear that it wants you to improvise and use everything the game has to offer. The real balancing should happen to how traps and hazards leave you saying "very little of that was actually my fault; if any at all."
Please stop with your infection propaganda, it doesn't need a buff whatsoever. The point of infection isn't in killing you, but keeping you in check. If you'd seen the same runs I have by now, painfully dying to infection, hunger, thirst, bleeding, brain damage, etc... you won't be asking for more trouble.
Although, I'd say that having to deal with different types of infection, poisoning, etc... can be quite fun, but I'd bite my tongue asking for more difficulty in that regard.
"I haven't really found a use for fluid drain"
Chest drain? My god, you're such a lucky one. Prey that you never will.
As for the enemies, yeah, more is always better, but that can be dropped as an after thought, As for weapons ... that actually needs to change the main gameplay loop, not sure if it's the best idea for this game. Also, is it just me or life support is pure trash? at some point it soothed my sanity to know I had that but now I can't seem to get a use out of it anymore.
Anyway, if I were to give criticism I'd say REMOVE THE FREAKING HAZARD STUN MECHANICS. COMPLETELY! like for real, oil drops on your head? well that's bad! cause now you drop into an endless chasm of death, then your half broken body conveniently ragdolls downwards and you casually land on a mine.
But isn't that rare? well, the better you get at dodging the traps, the more forced non-interactions like this appear in the game just to end your every run.
Ever been positioned between a cactus and a landmine inside a driedbush? Assuming you dig the driedbush first, where do you run to? The landmine! the cactus takes longer than ONE second to dig and if you even slightly touch it while in panic, you'll be stunned till you explode. it doesn't help also that driedbushes conveniently camouflage at least half of the landmines in the map.
Dynamite: actually ultimately needs buffing, not nerfing
Light: there's this SS++++ tier item in the game called Flashlight. that's it ... get one of those and you're forever good to go. Rose pedals are actually perfectly balanced with no exploits.
Crystals: These... I find the most balanced items in the whole game. In fact, the extreme weight is the only thing keeping them from being absolutely OP.
Terrain Scanner: frankly can't seem to find a right use for it, looks pretty inessential to me.
Apple Watch: That's the best boy in the whole game, right after flashlight and scaffolding pack of course.
Life support: You are correct, though I find the item pretty redundant to begin with. if its durability affected the outcome, I'd never carry any.
Bicycle helmet/Balaklava interaction: No comment :P
Jetpack: Oh that's the 3rd SS++++ tier item on my ranking list alright, but between you and me, I found it very intimidating at first. The thing is, people are not gonna learn how to use it if they find it even a bit more challenging. As is, it's an unreliable source of total domination in the game. the keyword being "unreliable", since I doubt you'll find another by the time it runs out of juice.
That was a heck of reading, glad to see people are passionate for projects filled with passion.



