Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TimBirms

31
Posts
3
Following
A member registered Nov 27, 2025

Recent community posts

the new key-legend (ll main screen) uses up arrows to indicate shift. adding those to the lr, would use up space, but be unambig re 1/2 needing shift as well. (or use !/@ ?)

lag:  no issues for 30+k turns, then i entered a dungeon of yet another new type. on exit .. it lagged like hell. exited the app and restarted .. now it runs again. 

sorry to be so vague, but perhaps adding whatever info you might need to recreate a dungeon (like a seed) to the stairs-down hint could help recreate the sit?

sorry to be spamming you 'live' with all this; just figuring i'd share 

seeing that they attack without getting attacked when on def, i bot another pigeon but find it impossible (dont have a stable/homestead yet, still looking for that t3 town) to get them both to be on 'def' since stances are disabled for non-combatants, at least 'somewhat'. Shift-O still cycles.

Discovering "Wood Types" made that section scroll. dyna-shring text?

if npc had been talking about t2/t3 towns, i must have completely missed that. almost 62k turns and still looking for a t3 town .. moving NE from thistlecrest now to check out those 2 rumored sites. - doing 20 dmg + 5 thorns, gave up camping at night, made enough money from the soldiers. keeping only legendaries. wondering what powers cheeses will give!

after crafting ... probably related to the code that doesnt stack newly cooked food.



small rendering issue. love the animal's name.

(1 edit)

equipped items do not get a mouseover hint (thus to see stats, one has to unequip them - and scroll to the last item to see details),

and, the mouseover hint of inventory items does not show the qty - making compact inv mode almost mandatory.

also, ll items are clickable, lr items are not.

(1 edit)



random campsite #512. "hearing hushed voices as spirits gather outside behind the walls" and flavor variations on the theme of being 'inside' have not once made sense in 57k turns. i'm sure they will eventually :-)

also.. eclipses are not night; the message 'Night - Beware' can not be trusted; got me a few times.

exploration (and exiting dungeons) would be much simpler if one could set a previously explored -- but not currently visible tile as a target.

also (not sure), no need to abort moving when non-hostile creatures are in the visible range.

changed my mind, it would be perfectly enough to change the player's mouseover hint to "You (36/37)" in order to communicate health.

note: changing weather at night changes the visibility radius to what the weather would have during the day .. letting you see farther in a bad weather night than in a good weather night.

--
went SE from the ft, through the mountains to the L2 town. bot 80 slots, kept moving S, then W to the next town.  arrived with ~40 items in my pack. trying to survey them I wound up with 3 slots locked by cursed items.

looked at the manual, searched for curse, found only a reference to '8 sanctuaries'. had no cheese to uncurse. damn. wound up crafting my first cheese from a venom-sack after almost rage-quitting. spent over an hour looking for and hunting spiders.  did 2 dungeons. 1 uncurse-cheese dropped while fighting during an eclipse.

love. it. have some spare venom sacks now -- hopefully enough to handle cursed newly picked up items.  took over a building in my final t2 town, built chests, sorted my loot. so i now have ~40 new pieces .. and maybe 3 of those will also be cursed. 

fun was had discovering the (very well done) fauna and flora in the new-to-me biomes. great level of detail.

also got a submerged dungeon which was also the first example of the game using another algo to partition the space.

--
what was learned?  


not only are nights spent with a home-campfire and a few active defense insanely profitable, having 5 lifesteal and 3 thorns is quite enough to feel perfectly safe at night (again.)  this is with 2 cursed items still.

have yet to camp the vendor again to buy more identify cheese. he restocks a tad to often, doesnt he?

--
oh .. and forests regrown in their entirety over night. that was a surprise. perhaps that should take mucho more time?

all is well. ty again!

15k for 80 slots!?!? my game is ruined, there's nothing more to 'game' now! how about 150..300k?

(and damn! i was hoping that the fort was a town not a pitstop to load up on water-bottles.  

having gotten to the fort and done a few quests in absolutely no time at all, raising my rep high enough to get the best goods.. makes me think that this too was a bit too easy - and not just because i was kinda prepared!)



very cool!

relax. nothing to be alarmed about ahead:

just this, reported frequently, consistently overlooked, 'the main reason open the inventory:' current health.



that's it in a nutshell; i have way more health than reckoned.





and because of that, and because the stats at the top of the screen don't show 

HP 61/62
HUNGER 83/100
THIRST 75/100

i keep opening the inv like a madman after every single encounter -- to check health.

later, as your systems get refined, i'm positive that super cheeses will allow me to eat and drink more than what is now '100%', thus showing/using the actual HP on the main screen would make great sense.

--
the map!!!  omg. Its soooo much better now that I can just tap 'M' to consult with it!  being able to make annotations and discover rumored locations along the way is just perfect.

--
something changed to make it much easier to avoid fighting while traveling. that's awesome.

--
.. and the 2nd most overlooked, often reported item:

cooking 68 raw meat one at a time .. creates a new stack in the inventory which does not stack with the '5000' cooked meat i already have under the shortcut -- requiring that i drop both(?) stacks 'to reload'. its kinda minor -- balances the greatly improved/now perfect 'water refill'. :-)

--
did nights get less dangerous around my ever moving home camp-fire?  i think so. i guess i need only half the turrets etc now. 

--
80 inventory spots? wow. i'll be able to cross the map without resource/drink constraints. hmmm. seems excessive, i might never need to stash anything, worry about teleporting, use/breed/enjoy pack-animals if the cost doesnt scale fast/high enough!

'possible money earned from mobs killed by defenses at night' might be a pricing metric there.

--
andsomethingelseiforgot.  gtg, almost at that fort i've been meaning to get to!

omg. some would call this a 1.0
tyvm for sharing the work of your most excellent self once again! 

p.s. I saw that you 'They'd me in another reply. 

I appreciate the plural. It’s been ages since anyone treated me with the deference due to a monarch. You may continue your work, peasant.

:-)

(please don't break my cover again tyvm)

Love that you're actually enjoying the game yourself!

looking forward to 'cleaning up collapsed dungeon ceilings and leaving the world a better looking place' ;-)

since the defense reshuffle my loop has been to
rest near water, build just enough defenses to make a profit each night -- and actually sleep. i had not ever used the sleep before.

then, get up before day turns on, get going, clean up stragglers, keep moving while keeping an eye on the hp of wolves and wyverns. look at the loot once inv is full -- and you can see how there's no room to pick up flowers, shrooms, or to keep animal parts.

i aimed for lifesteal and eva over dmg and def, and began dumping all the set pieces i'd found because they could not compete with the randomish mix i'm using.

once the danger level is high enough for me to worry about groups of wyverns, i look for water and set up for the night. so far, on the path to the city, that has worked and i only needed the extra water bottle once, maybe twice. that is soooo much better than the 'thirst game' i was playing in earlier versions!

i notice with a touch of chagrin that 'my clever moves' to break line of sight and to keep it broken - to get away from wyverns - who i will sometimes miss 3..5 times in a row - rarely if ever work. i suspect you're tracking me 'by scent' for one more turn than my fingers would expect (4 turns rather than 3?) .. but that's ok, they drop loot and then i get to drop stacks.

i dont know under what 'policy' you clean up my old camps or dropped stacks, and i just want to say that .. unless i build and use storage at a site, i'd expect it to be gone (for memory and performance sake) after 2, maybe 3 nights. (i'd expect stuff i leave in dungeons to stay there though) (no idea what you'll do, as is, given that i generate money each night by sleeping and already have more than i'll ever need, it would not matter what happens in the wild)

as you wrote 'fixes', it sounds like the architecture is holding up -- and that is great!  good job man!  and ty for 'being here'.
all the best. later.

Hey, 

- oh dear, i apologize for making that -- of all links -- a restricted link; 'access granted' ;-)

- wrt to the messages, i have never seen the ui itch puts up for developers which means i can't really help you on that end. having posted them i can no longer see them, they go out via an interstitial page that tells me that posts (from this account) are subject to moderation. i have no idea why; i've written to itch about his thrice and think we can consider them lost.

- its a comedy of errors; not just that the early feedback got lost, or that i wound up sharing the save 'for authorized users' only, but that i also have another save where i'm stuck in a dungeon after having dropped loot right by the exit in ~ 0.3.2 when the game was still replacing tiles, and that i wound up with truly deadly lag after pushing to get somewhere fast!   

but its all ok.  I hope you got the file and can find a good abstraction for dealing with the many 'previously home' camp-fires i spammed on my journey (if those are what are getting in the way)

keep up the good work -- oh, and please consider using the now awesome looking dungeon floor tiles instead of soil or 'harvested bush' etc tiles when rendering those tiles in dungeons.  that would look clean and perhaps perhaps let one use them for loot storage once the map-waypoints can be named (or comments added to the dungeon names) -- i'm speaking from great ignorance about the rest of the game here, that is without ever having used the teleporting cheese or those waystones the docs hint at.

that's all for now, glad i caught you, going to sleep here.

Hey!  I'm glad we can at least chat in the release comments - and i'm glad to hear from you. 

yes, the danger in the wild and nights are good and great now. i've just spent 5 night travelling towards the fort sse from spawn, bypassing all dungeons and most loot just to get ahead.

i also started destroying things that i was picking up since the stacks got into the way of comparing the items i was interested in to those i had.  making it seem to me that with perhaps 20 inv slots, the somewhat annoying breaks would not be an issue.

after 5 nights .. mostly spent peacefully like this:

i had to exit the game as it suddenly started to lag really badly. check out the 'savegame':
https://drive.google.com/file/d/1shOhv42-Hfo8PjsO2Uum64u-DwykjWws/view?usp=shari...

in any case, i hope you will keep the 'mountain logic' the way it is as i will most certainly want to *not* employ anyone to mine stone -- and put my homestead in a location where mountains can take the place of walls.

i'll stop playing for now so that you can take a look. I'll delete the file in a day or so.

while you're at it, could you kindly make the big map center on my location so that there's no need to drag it when zooming in. remembering the last zoom level (and maybe '0' to reset zoom) would then just be a super bonus. 

ok... ty again!  all the best!

one can not 'rest until dawn' when one is standing on a diagonal - it says 'moved away from campfire'.

(1 edit)

p.s. inventory count seems to be off by 1 (still); i will frequently drop/dump stacks of items only to find a previously invisible stack to reveal itself.

p.p.s. click to auto-move - while in the midst of enemies, where you'll even switch places with them ... not my fav feature.

Hi, just wanted to say that the damage/danger level of nights now feels 'perfect'!

Compact Inventory is great for vertical/portrait screens - though 12 is still a terribly low number for harvesting on the go.

Kindly check your 'to be moderated messages' in the main chat; I posted several reports/observations and at least one problem not yet reported here afaict.

Sorry to see you disappear into the discordtracking zone!  I won't follow you there - and want to caution you against the feedback 'from only expert players' which you get there - feedback which over the long term has made many a game 'too specialized to be enjoyable' because of the 'barrier to entry.'

tyvm for a fun game and pls find my reports!

(1 edit)

p.s. please never let gold become a component of the 'score'!   .. also pls show QTY in the inv popups!

Midas just posted about some cool bugs i've not seen. i can kill liches, have never seen red items, have not seen rivers spawn.. but .. i can not kill the lich king in any dungeon, but i now have more money than anyone should need to finish the game.  as reported earlier (in a post that did not go through,) he will die to thorns and never drop an ..expected? .. item. 

the !/@ shortcuts work better now, yet '@' moves into '!' when you drop '!' in order to replace it .. be that for stacking 'cooked meat' or to 'swap water flasks' .. both of which are actions the game should perform anyhow.

after getting any and all structures destroyed when i tried building at the start of the game i went in search of 'thorns' and 'life-steal' items. having found them, i can roam the land at night risk-free and do nothing but look for better items (without making a new home-fire) i'm not even using ranged weapons or shields at this point. anyway, i'm looking for a town and to see what happens with homesteads and what the cheese and worker stuff is all about.

keep up the good work!

(1 edit)

Also seeds dropped will often disappear. Popup when filling barrels does not update (should close so one does not need to close it via an another action) Options like 'Cook' always show even when nothing is cookable. Bumping into the home-fire shows different popup than right-click.

also.. i can't post in main chat (why?). and, in my 'main 0.3.2 save' am still stuck in a dungeon without an exit (tile was broken when i dropped an item) .. could there maybe be a 'fast-exit' option on dungeons going fwd?

thanks for all the updates and the manual, still unsure which 'farmplot' tile to use and how farms will keep feeding workers when i'm exploring elsewhere!

if waypoints could be named, i could track patches of vegetation; not sure what else they are for - or how to rename them.

today's 0.2.1 is identical to yesterday's 0.2.1 afaict

qol, its really hard to sell items from your stash unless your inventory is empty.

but with mining for upgrades, you've set it up so that the high-end titan's strength can possibly rule the leaderboard? and by having that be so expensive -- i've barely managed to reach 1000 stardust with an autoclicker's help -- you're making the board about pain and clicking, not about 'builds' .. at least unless you add 'leagues' based the level in titan's strength, but that may be silly.

tldr; qol's mostly fine, but the constellation upgrades seem to be priced way to high (for someone who does not want to be married to the game)

this is what 'the end' looks like. by this point you will have multiple blades and saws in the inventory and will have had to exit and restart to get here. was that 'the rest of the demo'?

(1 edit)

yes, there were 4 instances. i fixed them.  then eventually wound up with dozens of axes and handsaws and on repairing the carpenter station was no longer able to access it, e.g. could never turn the logs into lumber to proceed

had to alter the amount of crushed rock (135->200) so that i could do the floor repair as almost no rock drops via the lowest tier after a while

also, switching to smithy after having queued up 30 or so mining jobs put me into a perpetual mining loop. not that i mind, but on switching back to explore, there's no queue showing, but i can queue and those jobs run .. and also the endless mining runs. i dont mind the free stuff.. but there's no game here like this :-(

nope, the 12oct25 linux version just won't heat up..

note to self; yes, got that.

less-is-more .. may be a useful inner counter to the notion that more options are better .. especially so if you invest some time into factoring out the many numeric factors to also give then hint and help text and make them set/load/nameable 'configs' one can play with. from there you can't just check your own work, the configs will become a foundation for settings, scenarios, flavors and all of that. i mostly mean 'get rid of the hardcoded bool/num values and let players alter/save/export/share settings in plain text so you can get some balancing help from outside.

as for building generation .. idc. what maters to me is discoverability and if that in part means auto-generated help and hints and way to many things to look at, cool. as long as they wind up having good names and filters (like tabs as filterselectors for buildings) that are easy to operate so one never has more than a full screen of choices, then sur, go .. but _that is an aspect of the game that's going to hinge on 'genes' that make up the existing buildings .. and there will be a core set with aggregates and params bound to your 'buildings'. so, it really doesn't seem to give you anything to autogen buildings atm imo. i'd not even consider 'evolving them' until they become issues, and they work fine, no? at least fine from my perspective -- of not having had more than 300 residents.

military.. no.. i got tired of turning thing on and off to juggle workers .. and without a 'save' _and a _save-as that one can use to game the game a little bit by branching experiments from some working base-game, i can't say that it worked for me, but i never upgraded more than 6 or 8 or so aspects of it either - and was so outgunned that i could barely ever use combat options

as for my tastes havng .. save/save-as (gamestate), save-settings(-as) (doctrines), save-parameters(-as) (now hardcoded) .. with loaders that show 'new, removed fields, outof bounds-values' generically so that one can know on-load what's new and changed in the game - could free you from having to write too many change-notes while keeping players informed and potentiate what you can do so the complexity wont crash down around you.

if you supported just [tab when there are buttons] [arrows when there are sequences] [space to dismiss/close] [enter to confirm] most practical kb concerns would 'go away'. but i can dream :-)

nice round, catch you maybe next week, looking forward to it.

Hey, I'm glad you got the notes. was thinking of writing you a settings and savegame wrapper for making things persist -- basically just so that you can test this stuff.  none of my tweaks were ultimately good enough as available free housing is still the most significant factor in population growth, and my efforts at reducing the enemy strength can't fix the algo which will have soon enough have you 'fight tanks with sticks' again; a few log(reducers) may help, but a test-simulator and tuned formula for battle-strength may in fact be needed to make military more viable (without the player being under or overpowered at any time since combat is ultimately just a thing you want to have to manage until you can treat it as a cash sink in case you dont want to leave, right?)

the best revision to my notions may be to have controls on the card to let you set '3⇵ of 11⇵ [x] active' to encapsulate [de-]activation/building and salvaging (those last 2 would want/need keyboardable popups i guess)  and a '[x] show' or '[ ] hide' element so one can zap the clutter -- this way you could open up the idea of having resource icons as 'filter-tabs' and include a filter for 'hidden' elements.  perhaps filtering by 'tier' makes [more] sense, idk.

keep up the good-work; 'd love to see this become playable!

this line shows more than meets the eye :-)  but lets stay with the business at hand; please change the divider to 100 so it actually does what you meant -- and makes this sketch of a 'long-duration game without a save-manager and/or save-file-exports' actually runnable without tears.

 T[r.MAX_POPULATION] * ((c.popularity + c.happiness) / 200)

in decay mode, it might be nice if modifiers actually meant something, but that's kind of less important.

ne = j * 0.02; // Hard decay ignores Food and Health or growth modifiers


as for the total disconnect between population and raid strength - which makes playing this sketch a loosing proposition, consider this pattern:

// OLD Code (Bandit Raid Example)
const v = 3 + Math.floor(Math.random() * n.day / 2);
// NEW Code (Proposed Fix)
// Calculate base difficulty based on day
let rawCount = 3 + Math.floor(Math.random() * n.day / 2);
// Calculate a hard cap based on population
// base of 5 so extremely small colonies still feel some pressure
const populationCap = Math.ceil(n.resources[r.POPULATION] * 1.5) + 5;
// The actual spawn is the lesser of the two
const v = Math.min(rawCount, populationCap);

With this, on Day 100, enemies will be only 1.5x stronger instead of 2.5x).
This allows basic Soldiers to remain relevant for much longer.

// OLD Code 
const ee = 1 + P * 0.015; // 1.5% per day 
const fe = 1 + Q * 0.35;  // 35% per Tier  
// NEW Code 
// Reduce daily scaling to 0.5% and Tier scaling to 15%
const ee = 1 + P * 0.005;   
const fe = 1 + Q * 0.15;


The size of the militia is another issue that makes little sense of a survivalist szenario. Fix:


// OLD Code (Trigger logic in B0) 
const h = Math.ceil(n.resources[r.POPULATION] * u);  
// NEW Code 
// Base militia is at least 5 units, or your percentage, whichever is higher. 
// This ensures even a tiny colony has a squad to defend it. 
const h = Math.max(5, Math.ceil(n.resources[r.POPULATION] * u));


Also, please add a logic check that if enemyTotal > playerTotal * 2, the "Defeat" condition doesn't wipe the colony but instead triggers "Hunker Down" where you lose the battle immediately, lose resources, but you lose 0 Population as  everyone will hide in the <span class="ng-star-inserted" <this="" simulates="" the="" workers="" hiding="" in="" <="" span="">CRASHED_DROPSHIP</span> while bandits loot the warehouse.


There are some UI items I want to mention as well:  The "Red X" in the building control makes controlling buildings on/off really cumbersome. I think that one should be able to switch modes (tabs) in the cards showing the buildings so that one can activate/deactivate them from there.  Some of the cards, like, say, the Hut, quickly make no sense at all and one would never want to see them - so they need to be made excludable before filtering comes into play.


I hope this message finds you well and that you don't get distracted away from this model before it can count as a playable simulation!  Thanks and keep up the good work!