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Shadowsand

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A member registered Dec 04, 2024 · View creator page →

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My thoughts of that and a number of other things relating to automation are on the  "Maybe someday" part of the roadmap: https://trello.com/c/VuYstcev

You're not supposed to force that door. That action only exists to teach players not to blindly attempt every action.

I'm not sure what you mean by the "action indicators"?

It unlocks certain actions (usually allowing you to do things for farther away) and doubles the speed of actions which require a transceiver (following and detecting signals). It's purely optional, but does make some parts of the game considerably faster.

You have to get the climbing gear from Pneuma, then drive to the crater after Santorini is destroyed.

Fixed for vNext, hopefully releasing in a few hours. Thanks for the report!

Currently yes. This will be fixed in future.

Once you have over 97% completion, you should see a button below the percentage which let's you see what actions you've missed.

1) Yep, that's on the list to sort at some point. Some minor locations (like the dam and Strabo's buildings) already have them. The issue is the actions for the tunnel and lost rover  aren't in their areas. You never leave the rover there, and the actions are actually inside the rover. So it'll take a bit of work to shuffle those around, but I will sort it.

2) Yeah, I've tried playing around with the wording of that in different places. I think some places say it better than others now, so I may have to check for ones which are less obvious and update them.

Glad you're enjoying the update!

The game suggests that the propeller could fit through the portal. It makes no mention of where you might want the portal to be.

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I think that may be one of the issues which v0.6 fixes - the tram didn't have great messages if you did things in unexpected orders.

In order to preserve the puzzle of getting to the plateau for the first time, you can no longer remotely unblock the tram until you've gone to Astrape, unblocked it there and reached the plateau. There's a new blue action there which unlocks remote unblocking.

No problem. Sadly, Itch doesn't have any cloud saves/method of saving data to your account, so all Itch games will be using some variation of cookies/browser storage etc.

Unfortunately, so long as you play the web version, that's entirely down to the browser and your device. I recommend either manually exporting/downloading your save using the options provided, or playing the desktop version of the game. Also, if you'd like a head start on a new game, there's a save-bank channel with a variety of saves at different points in the game.

The free version is on v0.5.1, while the Steam demo is v0.4.5. Saves can  be imported into newer versions, but not older ones.

I'd be hesitent to make an android build because the UI isn't really built for mobile. It works but it's far from ideal, and I'm not sure how I'd improve it. There just isn't enough screenspace on a phone for it to be very practical (and I'm not very familiar with mobile game UI design).

I consider it a bug, because I very much want all the text to be consistent regardless of what order actions are done in, but an inconsistency is probably more accurate. That being said, I believe this has already been resolved in the paid version. The free version will be updating to match once I resolve the last few bugs. But thanks for the report!

For now, yes. Updates will still come to the free version, just delayed from the paid version. As the game approaches the final release, I may change that policy, but for now it will be free in time.

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Agreed. I'd originally thought I could gate the web version, but only by creating a 2nd copy of the game. So Itch would have "Terraformental" and "Terraformental - Free Version" as separate games. Which already wasn't ideal, but I was willing to deal with the clunkiness of it. But apparently it's just not supported at all >.<

Hi, thank you for the offer, but I'd rather not participate in any bundles until my game is complete. Thanks again, and I hope the bundle goes well!

There's a line early on about how it's a limitation of your nano storage. But we all know it's just for gameplay balance.

You used to have to do a long action to scavenge for food every loop. Which didn't really make sense. Now you do a long persistent action once to find the food. On later loops you just have the short, non persistent action to collect the food you've already found.

That is an unrelated bug, but also fixed for vNext. Thanks!

Yep, that bug has been fixed for vNext. Thanks for the report though, and glad you're enjoying the game!

For a year, perhaps. But you also have to consider that I'd have to buy a Mac which raises the cost considerably, and the time/effort cost of me learning how the process, then repeating that process for every update.

I don't have any current plans for a dedicated android build, but that may change in future.

That's because I wont pay Apple $100/year for a dev license. You can either run a console command to disable the check, or run the game via the Itch launcher.

If you're referring to the fact that the Steam version doesn't have a dedicated Mac build, I've stated in a few places that I intend to upload a Mac build to Steam soon. If you're referring to the fact that the Itch Mac build doesn't run on Mac, that's because of Apples security declaring that any software that doesn't pay an annual fee is "damaged" and can't be run. You have to either run it through the Itch launcher, or use a console command to disable the security check.

They don't use more power for the distance you travel. 50% more speed for 50% extra power per second, so you're still spending 1.5 power for 1.5 progress. Whereas the mining motors cost 2.5 power for 2.0 progress (25% more power).

I have tweaked some of the wording to make this more apparent, but it may need some more work once more of the bugs are out of the way.

Are you playing the free (v0.4.5 in the bottom left of the main menu) or paid (v0.5.0) version? The paid version should have this fixed. The free version will catch up with content in about a month, though if I get time I may look into a "mid-step" version which has all the bug fixes and UI improvements.

Very much this. My testers go to great lengths not only finding bugs, but debating balance changes, suggesting tweaks/improvements and even doing entire runs in deliberately "odd" orders to try and find variations of logs I've forgotten or don't work.

But I'm really glad you've enjoyed the game and the update!

As explained on the Dev Log, since Itch doesn't support browser content being paid-only, the paid version is currently only available as a download, and since I've not yet made a dedicated mobile build, this means it's sadly unavailable for mobile for now.

Oh, my apologies. Which other creators have I forgotten to credit?

The only part which is planned to significantly change at some point is the obelisk at Laurion. That's planned to be made considerably harder/take longer, but have more items/upgrades you can get from other facilities to make the process easier. So that it becomes more of a balanced choice between grinding to get it as soon as you get there, or exploring elsewhere to find all the shortcuts.

Other than that, any changes are likely to be minor. Even Astrape in this version - I called it a rework because it affected balance quite heavily. But realistically very little actual content changed beyond a few small-medium bits. That being said, if inspiration strikes and I think of a really cool way to rewrite a facility, I'll do it if I think the game overall will benefit from the change. But it is unlikely.

Apologies for that - the issue appeared for one person during beta testing, but after clearing that folder we were unable to ever reproduce it. Someone on the Discord has now provided a save which they claim will cause the issue if you put it in an otherwise empty save folder, so hopefully I'll be able to fix the issue soon!

I initially did that to try and figure out where the money was going, and I still got less from Itch than I did from Ko-Fi, and the breakdown doesn't tell me where it's going. It just says "User paid X, you get Y". I've since set the Itch portion back to 10% because I want to support the platform with those who buy the game, but if someone's specifically donating to me, Ko-Fi seems to be the better route.

At the end of the day, I'm not that bothered either way. I only added that sentance because people kept occasionally asking.

I do plan to put the Mac version on Steam, I just find their admin UI very unintuitive, so I didn't want to complicate the initial launch by trying to release both simultaneously. I'll look into putting the Steam Mac version up as soon as the post-update rush dies down!

Steam take 30%, while Itch takes ~5-10% (and most of that is payment processor fees etc). So Itch is more beneficial to me, but Steam has cloud saves and achievements, and I can't (yet) guarantee whether I'll be able to give Steam keys to people who buy on Itch. That's next on the list to figure out.

So I completely understand if you'd rather buy it on Steam for now :D

Yeah, I wrote that months ago, and will update it when the game enters early access. the early access release will coincide with the next facility for those who have bought the game. The free version will lag behind.

Yes, at least for now, but the free version will lag behind the paid version. So if you buy it on Itch, it'll be v0.5 from the same time as it's released on Steam. The free web version won't update untill later.

Apologies, I thought I had replied to this when it was posted. At the time, I had no Mac available to test on, and had no clue why it would've stopped working as I hadn't changed anything. So I didn't even know what version did work.

Turns out - it's nothing I did. Apple just altered their old "this file doesn't have a certificate and may be dangerous, do you want to run it anyway" message to "this file is damaged, do you want us to delete it?" The only way anyone has found to resolve this is to:

  • Have me buy a Mac and a dev license for $100/year, which isn't going to happen.
  • Manually run a script to disable the certificate check before running the game.
  • Possibly running the Steam version might let it use Steam's certificate.

When the next version is out, the Mac download will include instructions on how to disable the certificate check for those who want to.