I appreciate the idea, but feel free to add whatever tags you think fit the game best.
(TSR) Crow's Key Studios
Recent community posts
Hey, thanks for commenting. I really appreciate in depth feedback like this.
Honestly I didn't have a lot of time to test Endless + Hard, I figured an issue like this would pop up but I didn't think it would happen so early into the mode. These things will absolutely be getting tweaked and balanced in the next major update. I already have plans for improving the issue of running out of things to build and spend resources on in Endless mode. There's also a system planned for dynamically reducing the number of particle effects with large numbers of units on the screen, that should also be in the next update.
Thank you for supporting the game.
If you mean the Steam Store page then those tags are mostly user defined so I have little control over them. If you think the game should have those tags you can suggest them on the store page right below where it lists tags. I'll update the itch tags though, thanks.
Hello, thanks for the feedback.
I agree that healers can be a bit too aggressive with their healing at the moment, I'll probably lower their target range somewhat in the future. The friendly unit AI in general is something I'm hoping to improve.
As for the idol statues, there are actually already 4 guaranteed to generate on the map, with a chance at 5. The first 3 will always be one of each resource type too. They can appear anywhere on the map though so they can be a bit hard to find sometimes.
I would also definitely like to add more intractable elements in the future too.
I'm glad you like the game and I appreciate the support!
Glad you're enjoying it. Its my goal is for each character to have a distinct gameplay style.
Also I'm not sure if it'll be a save of the map, but the codex is definitely something I want to improve in the future.
Thank you for your support, and I'm glad you enjoyed the game!
About the difficulty, it can be tricky because everyone has a different perception of it, and it can be hard to get an objective view. I would like to offer more challenging options though, so I'll keep your feedback in mind for future updates. Anything specifically you felt was too easy or otherwise feel like commenting on?
Very interesting, I've actually always really liked the 'ancient recovered technology' concept myself so I understand where you're coming from.
I don't know if you found them but there are actually two other 'ancient technology'-like items in the game. Although, they're a little harder harder to find than the golem cores.
Thanks for reporting this. While I couldn't recreate the issue with closing and reopening to a blank screen I'm pretty certain I found what was causing the problems. I'll have a fix for it in the next update.
I never thought of it like that but its kind of interesting that you could see it that way. There isn't much of it in game but the lore that I'd written has some similarities to that kind of situation, completely unrelated to trees though.
Also, I appreciate the suggestion.
I'm aware of some of the pathing issues, its a separate bug from the enemies fleeing and is a bit more difficult. There should be a fix in the next update though.
The fullscreen screenshot issue I wasn't aware of, I'll look into it and see what I can do.
I also appreciate the suggestions, I'll keep them in mind.
As for the updates, I considered 1.0 complete enough to be released but I always intended to continue developing the game after release. I wanted to gauge peoples interest and get feedback from real players, which has been extremely helpful going forward. I do still consider this on active project, but I wouldn't call it early access or anything like that. You could consider it like a sort of 'soft launch'. While I can't say how long I'll keep updating the game I don't have any plans of stopping development anytime soon. I hope that answers your question.
I'm glad my game could be your first purchase on here. Thanks for all of the feedback and suggestions, I'll be sure to take them into account for the next update.
Thank you for your support!
Sorry to hear it was discontinued but if it's still up anywhere I'd be interested in taking a look at it. I created the initial prototype for this game about 4 years ago and I started working on the full version about 2 years ago. I was inspired by games like Pikmin, RTS games and a few others. It's always interesting to see similar ideas crop up independently. I actually thought about including multiplayer for awhile but decided against it funnily enough. Thanks again!
I'm planning to bring the game to steam eventually, nothing is concrete yet though.
In the case of a Steam release yes, I'd make sure itch.io buyers would have access to a Steam copy if they wanted it.
I see, thank you I'd really appreciate it anyways.
To answer your earlier question, Endless Mode is a sort of endless wave survival mode available in the full game. Random events are slightly changed up and crypts will start respawning with defensive structures after the initial few are destroyed. The goal is to just survive as many days as possible.
Was it an unfinished house? Selecting any unfinished structures will prioritize builders you have selected to build that structure but won't reassign anyone. The outline has to be green for reassigning.
I really appreciate the feedback though and I'm glad to hear you like the game.
Hello, thanks for your interest in the game. How threat scaling works is mentioned briefly in the game help section on the info or pause menu but it could probably be expanded on.
The threat level is mainly tied to your current population as well as how long the game has been going to a lesser degree. If you rapidly expand your population without the defenses and food to support it its easy to attract too many threats and get overwhelmed. Sometimes its better to build other things before building more houses and expanding your population. Likewise expanding too slowly can also cause threats to outpace you, however this happens at a much slower rate.
While 5 threat isn't too high, you start with a few free Ward Towers in your item slots, these can really help you out in the beginning. Having followers haul back small buried chests from around the nearby area is also very helpful in the beginning, they'll give a nice boost to your resources as well as some useful items.
Thanks for commenting, if you have any other questions I'd be glad to help you with them.
I hope you enjoy the game.
Version 1.1 and a Demo Version for Gods of the Fallen Land are now available, there's new content along with a lot of balance changes, tweaks, and fixes. If you're interested or you were having any issues with the previous version please try it out.
I got a hold of a Windows 10 system and it seems to work fine on my end. It sounds like it may be a memory issue but I really can't say for sure. If you have an integrated and dedicated video card it could be running on the wrong card. (Which is something you would have to resolve with your video cards controls), but these things really should be causing an error message so I'm not sure what the problem is.
There's an issue where it occasionally will run but won't show up on the task bar when running, does it show up in task manager, or on the alt + tab menu?
After you launch the game, in Task Manager does the "GotFL.exe" process continue running or does it quit?
Do you hear any audio after launching the game?
Also, if you could send me a DxDiag Information file I may be able to give more specific advice, but I'm sorry I can't be more helpful.
Hello, sorry you're running into issues.
I just uploaded a version of the game without the installer, it's just a zip archive with the game files and an .exe file.
Unfortunately I don't have a Windows 10 system I can test this on but let me know if this solves the issue.