As stated on the dev log here and the announcements channel on Discord: The next update will be the Steam release in January. The update will also be available here, but initially only the download version and paid-only.
Shadowsand
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While I'm not entirely against the idea of a simple notepad in the game, it's very low priority, and honestly unlikely to actually happen. In particular, if I did add it, it likely wouldn't be enabled on the browser version, since browsers have very strict size limits on how much data you're allowed to store in them.
This is deliberate. Originally, the timer for the dam closing was removed as soon as you got the codes to close it whenever you want (since there's no longer a need to time your arrival at the dam). However, it was pointed out that since you don't get the time limit for Santorini exploding until you've seen it explode twice, it'd be nice to keep the dam timer until you get the Santorini timer. Once you have the Santorini timer, there's no use for the dam closing timer anymore. The dam opening timer remains, since that can still affect you (if you're part way across the dam when it reopens).
In principle, yes, until you consider that the log for witnessing the explosion is already one of the top 3 most complex logs in the entire game (alongside the rover out of power and drinking the first water bottle logs). There are I think ~16 different variants for witnessing it from different locations/distances, while travelling in different ways, and if/how many times you've witnessed/died to it before.
The actual of adding a new log for witnessing it from one side or the other, and tracking that with a flag would be incredibly simple. Making sure that none of the existing logs get shown when one of the new ones does, and that neither of the new ones overlaps with any of the old ones will be a significant task.
That save string is 6169 characters long. All Base64-encoded strings have to be a multiple of 4 characters long, so the closest it should be is either 6168 or 6172 characters. I tried writing a quick test which runs through the entire string, removing each character and testing if that makes it valid, but no luck there. So either you accidentally deleted/didn't copy 3 or more characters, or at least 5 characters were accidentally added.
FWIW, the discord link is set to never expire, and still works for me. I have had people have issues with it before though. I believe if you open discord, click the + button at the bottom of the server list, then "Join a Server" at the bottom and paste the link it, then it should work. Among other things, the discord has a save bank. It doesn't cover everything, but if you don't have any other saves backed up, it should get you close to where you were.
Interactions which refer to the PDA have different text for if you don't have it. There are also minor gameplay differences, such as being unable to perform certain actions, or see certain information if you don't have the PDA. It's nothing major (for now) but not taking the PDA is basically planned to be a form of optional challenge run.
Really glad you enjoyed the game!
While I have played (and loved) Outer Wilds, the similar timing is very much a coincidence. In fact, when Santorini was first added, I believe it was closer to 25 minutes, but it got brought forward for balance reasons.
The contrast of the red test was brought up before, and I did adjust it. Though it has just occurred to me that there are at least two bits of text which can be coloured red, and only one of them may have been adjusted. So I'll check on the other one.
If you follow the game on Itch, I always post an announcement with major content patches, so you should get notified of those.
The quick filter not being installable in Astrape is intended. It specifies that you have to be able to "get at the internals of the recycler" to install the quick filter. This means you can only install it on mobile recyclers (the ones found at Laurion or Santorini which can be loaded on the rover), and not on recyclers which are built into a facility.
The coordinates you go to near the tunnel are a one -time visit to check out what was there. You learned some info which will be useful in future content, which you can review in the Notes section of your PDA. Once you've been there, the only reason to return to the tunnel is to get the power cells from the rover.
The expected price for the steam version will be £5.
The difficulty is that every site uses different formatting, and it takes a long time to manually convert large patch notes from one site to another.
For now though, I've also been posting the full notes on the Steam forums, since I can't seem to send out Steam announcements for the demo. Once the early access version releases in January, I'll swap to use announcements.
There's literally nothing there. The energy wave vaporises matter, so nothing can survive.
Also, to get into the crater, you'd need to climb down a 30-40+ metre sheer cliff, then walk the remaining distance to Santorini to reach the centre. Even if you had climbing gear to get down in the first place, you'd run out of resources long before you got there. I'll tweak the wording of the logs to make that more clear in vNext.
Mmm, you're definitely correct about why it showed more time than you had. It's not easy to tell whether on cooldown items should be counted. If they always weren't, the time would bounce up/down each time you consume something. I suppose if every items cool down is longer than the non-inventory time left, then they can all be ignored at least...
The game is supposed to migrate things like that (including the recyclers - it's complicated, but stuff with them changed in the background), but it seems there may have been an issue with some of the migration from 0.4.1 to 0.4.5. I've put a fix into the next update (v0.4.5.11, should be coming out tomorrow) which should sort the recycler issue. I'll need to look into the Take Food/Water problem.
Ooo, definitely like those two suggestions. I'll add them to the list.
I definitely didn't change anything with the X's specifically... Though I did fix a bug where Display settings (such as UI Scale) weren't being applied properly. So the game might now be rendering slightly smaller than it used to. You can change the UI Scale or disable it entirely in the options.
Depending how long ago you last played, the early game may have already changed. It's never been possible to go straight for the facility on the first loop, so you must have not had enough supplies. That being said, early versions were much harsher on how well you had to play in order to survive. At this point, it's relatively difficult to die on loop 1 unless you make a lot of bad decisions. Also, if you do die on the first loop, there is nothing more to it. Without the first artifact, you are just dead and have to load/start again. I guess I could tell players that "if you got a bit further, you'd have unlocked this new feature", but that feels unecessary and spoilery.
The topic of automation has come up many times, and has been discussed in many directions. Most of my thoughts on the matter are on the Trello Roadmap. Short version is that if I do add automation, it'll likely be along the lines of what you described. But the people who want automation are in the minority, so it's not a high priority feature for now.
Fast forwarding the queue also occasionally gets requested, and that's just not going to happen. At least, not in the form of a "go faster button". It'd mess with the pacing of the game, frequency of messages etc. That being said, I am constantly working on ways of reducing the frustration of that aspect of the game with features like Combined Actions and Time Dilation which make it run faster without upsetting the balance or pacing of the game. In the next major update, I plan to introduce a new form of time dilation which is applied to all long actions (including long combined actions), effectively giving you auto speedup on the long journies and heavily repeated sections like Talos.
Similar actions have to manually setup by me. So as a general rule, yes, I tend to make actions for taking identical items be similar, so long as the method for taking them is also the same. E.g. Take Protein Bar should be similar everywhere, but Take Water Bottle and Fill Water Bottle are not.
The 1.2x multiplier of combined actions does stack, for as many times as they are nested.
The button which typically says either "Auto Paused" or "Running" is a visible pause button. But since it has 3 states, it shows the current state rather than its purpose. I won't put controls in the description, as that won't help people playing on Steam once it releases there, but I will add a (P) suffix to the button to indicate the hotkey, and consider adding a tooltip to give a more detailed description of it.
Just like the derelict rover, the option to go to the mining wing is removed once you've done everything there. But that includes going back once after completing it and looping, to see what (if anything) has changed.
It's not exactly intentional, but it is expected. The only reason to unload the generator is to load something else instead, so I never really expected players to change their mind and want to load it back on again.
That being said, recent improvements have made it much easier for me to add actions like this. Previously, I'd have to make a Load and and Unload action for each location you can unload it at. Now I can just make one action, and it'll use that same action for every location. So I will be adding this soon. Possibly not next update, since it'll be out very soon, but definitely the one after.
