Any game-breaking bugs in this build? Any info about the stable release? Let's find out!

Gather unknown signals from deep, silent space · By
Not a fan of the new controls at all. Anyone managed to find a keycard to progress through the tutorial? You need to finish it to access the other modes, but there's a door to open and you apparently have to find a keycard from the "nook" (book?) which is nowhere to be seen. Coming back to 0.8.2 and finishing the tutorial there doesn't work.
Edit: Right next to the burger, just may be hard to notice!
Game is becoming less and less fun to play. All he had to do is make more signals and events. Now we are getting anti QoL and pinging signals and resetting generators require PhD in theoritical physics. Why change controls? Everyone was already familiar with it for years. This is becoming like Project Zomboid, every update makes game a slog more and more.
Resetting generators are literally little baby mini games, what PhD are you talking about? lol.
Honestly I feel like the game got boring later on. I'm glad they're adding more. Same with PZ, that game is better than it's ever been. I think you just want your games to be easy. Which is fine I guess, but you're in the wrong place for that dude.
If you struggle with such simple minigames you need to finish kindergarten, and if you got used to controls it doesnt mean they are good. They were not beginner friendly at all and i saw couple people just straight up quit the game because controls were confusing. Just get used to new controls, it takes half an hour
The controls aren't even marginally better. The hold and use should be flipped, the circle in the center of the screen is obnoxious, not to mention anyone with any modicum of computer knowledge should find the alt + interact button controls easy to use since it's literally used in countless pc hotkeys.
I slugged through the tutorial. I'm not a fan of how they do a full multi-page description of everything, and THEN unlock stuff to do step-by-step instructions. New people are going to be put off by all the text.
I can't play the Halloween content, b̶e̶c̶a̶u̶s̶e̶ t̶h̶e̶ 'c̶r̶e̶a̶t̶e̶ s̶l̶o̶t̶' f̶u̶n̶c̶t̶i̶o̶n̶ i̶s̶ b̶u̶g̶g̶e̶d̶ a̶n̶d̶ d̶o̶e̶s̶n̶'t̶ d̶o̶ a̶n̶y̶t̶h̶i̶n̶g̶. Okay, turned out I needed to add a name at the top for it to work. They could have it generate a default name, though.
Well since there is no official bug report thread may as well toss in what I've found so far:
--When I ran the tutorial my PC (in game) had no tabs to click on. When learning about the new floppy disk and zip drive system I couldn't go to viewer because of the lack of tabs and thus couldn't learn about them there. Might have been related to me throwing the PC tower across the room to see what would happen to the new setup.
-- My zip drive bugged and became a giant Error model that the game no longer recognized as a zip drive. It was in the port when I was out gathering the dish codes and also in there while I saved and reloaded. When I returned I tried to eject it and the error model fell out of the port. I had to buy a new one to finish my day and now I have a giant glowing error model on my loading dock I can't get rid of because it won't let me hold it to send on the drone.
--Possibly a bug or maybe a feature? Bao is crazy demanding now. It's my fifth day on the job and I'm currently at 24 signals he's asked for. He's asked for 5 daily except one where he was feeling merciful and only wanted 4. It's the first week, nothing is upgraded yet and I've trashed my ATV already trying to rush to get the codes on top of it. I barely have time to clean or explore. Did I miss the change log where it noted Bao is now 50% more of a slave driver?
Otherwise nothing major found yet, update's been fun. New control scheme is a little bit to get used to but it's fine. The delay to preform some actions that used to be instant is the biggest hitch. I tweaked the hold time to be .015 sec and that seemed like the best compromise. Aside from constantly shifting the flashlight focus level since I'm used to holding F and one incident where I ate a poisonous mushroom because I held the key a moment too long while trying to grab the thing it's worked out.
Loving 9.0!
I tried my old go fast drivers level at day 4 or 5 ? bro asked 5 level 3 Drives, even with both process and download at 50% upgraded, what takes a lot of time is the Zip Dives where it can fail so much you have to do a drive by at your base to continue the downloads but the new Radar is harder to scan when it takes twice longer to get to a signale with the 3 radars making it go before you have the chance to scan, for the moment it is just unbalanced at all, while aswell now unbgrade modules you have to buy AND install yourself wich is fun.
I don't really get people complaining about things. It's a free game still in alpha, on an unstable test build. Yall need to relax.
I like all the new additions, makes late game less boring and the floppy disks are a nice change to having to write down hashcodes, SO much better! The new control scheme is much more intuitive. It's starting to feel like a more polished game. It's gone from pre-alpha to alpha so big changes are expected, and I'm sure they'll be tweaked and changed with time.
Haven't gotten too into it, but exploring all the new stuff is really cool. The signal pinging is more involved which is cool. I felt like it was a little too basic. The generator mini game is cool too, I like that it's more involved than just "press button". That never really made sense to me.
They're developing more things to keep us busy and explore the map, which is great because as I said earlier, it will make the later days of the game less boring and routine. Once I get KerfurO I felt like I "beat" the game since I don't need to do a whole lot, so adding more to do in late game is really nice.
I just hope that it won't suffer from too much feature creep. I'm glad to see that they're still focusing on the main aspects of the game, because I became a bit worried when I saw all these other things being added and I was worried the focus would be lost, but it seems like it's still going in a good direction. Customizing the base and doing other "immersive sim" type stuff is really fun, but I don't want that to become the main focus of the game. I'm just glad they don't have the mentality that the dev of My Summer Car has. He just adds things in the game to artificially slow progression and make things more tedious, and eventually that game just turned into a masochism simulator, every action is like a lesson in tedium. I'm so glad this game isn't going that way.
I can only imagine what this game will be like once it enters Beta, and even the finished product. I genuinely hope it just keeps getting better.
Toxic positivity is a massive plague on the games industry. It's okay to give constructive criticism.
For instance... 3-5 drives is way too steep for the start of the game on the 'standard' difficulty. New players to the game will be put off because I guarantee most won't be able to swing that. I can barely do it and I've been playing the game since 0.7.
If we wanted to have 3-5 drives on standard difficulty, maybe make it so that the random amount you need scales with time, or scales with how many upgrades you have. (For instance, 1-3 on day 1 with 0 upgrades, 2-4 on day 10 with some upgrades, 3-5 on day 20+, maybe with more weight towards the 5 once you have all the upgrades.) Having it just slam you with a 5 drive requirement on day 1 is sure to put people off. It put ME off, and I've loved this game up until this point. This isn't even mentioning the other balancing issues brought by the update.
Long story short, the game's just too hard now. There's too much shit complicating the game, and while each thing on its own would be a welcome addition, it all can add up to being a massive problem. I've already had several scenarios on Week 1 where if I didn't know some of the secrets of the game (like the shower and toilet), I'd have been 100% fucked and unable to do my daily tasks due to RNG/stuff that was out of my knowledge or control.
Well NOW that's constructive, what OP mention is all the negative criticism in that thread that honestly don't bring much to the table. Most people complain about controls when they are objectively better.
My point now, is that people should not feel obligated either to try to coerce devs into changing the game direction based on personal biases. Sure the game is in alpha, the 9.0 is a WIP, and feedback need to be given, but the current tone in that thread is VERY far from toxic positivity.
I don't know if you and others ever did worked on a game or a software, but negativity impact devs mental a LOT, and there are ways to communicate critiscism. And if you don't get that you'll never get your criticism heard and understood, as a dev, i'll die on that hill.
IMO the models and graphical changes are great, but I'm really not a fan of most of the new gameplay changes, i started playing it really hyped about it, but my feelings were soured very quickly as i actually began to play it
for one, dropping a new control scheme with no way to revert to the old way is a weird choice, even if it's 'better' or not (which i'd disagree with, it takes so much longer to do things since you have to hold a key every single time you want to use an item, and using the same key for grab + hold with only timing changing it makes it a lot more ambiguous when you interact with stuff, plus no doubt this is going to lead to accessibility issues)
it wouldn't be an issue if there was any way to configure this (as well as other mechanics), but according to paul they have no intention of doing this ?? genuinely a bit mind-boggling
same with the transformer changes, (though this is more a personal gripe) I already don't really like the transformers as a gameplay element and this just makes them more annoying and tedious
the minigame itself IS really cool, but i don't think using it for the transformers is a good idea
not to yap too much but ngl it feels like the game is almost drifting away from its roots in being like a janky source game (yes, i know it's UE4), and all the extra tedious shit is just giving players even less time to engage with events and mechanics outside of the 'job sim' bit
i don't play this game solely to grind, i play it to check out weird stuff and mess around, but the update feels like it's trying to push the job-sim over those things which is kind of disappointing
also, the tutorial locking controls behind reading the text dump in the tutorial is 100% going to be unintuitive to new players - even as a fairly experienced player it was really annoying and confusing having things just *not work* until you press E on the text icon enough times for it to allow you to do things
drives won't even go into the slot until you get through the dialog even if they're sitting right on top of it, and if you pick a drive up or put it down it spams notifs saying 'don't take the drive out of the area!!!', so you have no feedback to the player where there ought to be, and you have feedback where there shouldn't be
i'm hoping that a lot of this changes based on people's feedback but i wouldn't be terribly surprised if giving feedback on the update was restricted to patrons or something and that what we have is what we get
there are so many new cool things in this build and i love it for that, but its so annoying to play. not hard, not complicated, but annoying.
i absolutely love the new base and the new towers you have to take care of, also the new ping system. (although the ui for the two XYZ buttons not differentiable enough sucks, and them not working some times) but so many things feel like they are not makeing the game harder for the player, but more annoying.
the ATV having basically a second gas percentage to take care of that isn't effected by much is annoying, and it being more of a pain to fix sucks, I FLAT OUT do not wont to go outside and get codes or use the ATV because of this. being able to have fun exploring is such a integral part of the game for me, and i cant really do that anymore in a way thats fun and not stressfull. if the battery lasted a long time [like 7+ days with a lot of time driving] and was only effected by other things like a having a vehicle that is almost about to brake for a long time [ie blow 40%] making the battery less efficient would be better. its also complicated to replace the battery with not having the exact tool or not knowing what button to press,
repairing the transformers via mini game is fine but is so tedious, if it was 1 or maybe 2 mini games randomly out of the 3 it would be fine.
having so much content people enjoy behind 7 days is just a hassle , i completely understand wanting new players to get a baring on normal the game is fair, but new players do have to go out of there way to do that stuff a lot of the time, it would be so much fairer to have it be 3 of 4 days not 7. customization makes this game so interesting compared to other games, and is what gets a lot of people into this game. being able to show and talk about what you did in the game.
the new controls are fine there easier to use but are bugy (it is early release, big grain of salt) and sometimes unintuitive.
my main problem with the tutorial is it would often ask you to do something but it physically wont let you until later, making asking you to do it pointless; it would tell me to put the drive in that slot and i fiddle for minutes just trying to get it in when i physically couldn't. also if you did the thing it wanted you to do with out clicking the text it should let you leave, should still make these things required but you can take them at you own pace with that change.
My god, I'm in love! This is so much more involved and super interesting so far. New controls are going to take a bit to get used to, but I think it has a lot of potential. Not sure what will be kept and what will be reverted, but I think this is a really cool direction to go into - feels a lot more like you're actually working an old listening post.
I really like the new controls. I do however have some issues:
- If you have the crafting menu open while falling down, the menu stays open.
- It's unclear how to sell itemboxes and other bigger items.
- If the atv runs out of battery you can't start it, and it's unclear how to replace the battery.
- I feel like 5 signals per day is way too much as I can't get them even if I spend all day pumping signals.
I like the new floppy disk and the round disk along with the new server upgrade and module mechanics.
Great update with some small issues that needs to be resolved.
I like the new controls and gameplay changes in this update. It makes it feel a lot more like you're a professional scientist being paid to do something complex and technical. However, with the amount of time it takes to get everything done now, I assumed Dr. Bao would ask for *less* drives, not more. As it stands, there's basically no time to do anything except download signals and run to get the server hashes. I'd like to see that changed. Otherwise, I think this update is a step in an interesting direction and I'd hate to see the changes walked back to appeal to people who want the game to be something different than the developer's vision for it.
Two important bugs to note: Repairing the oven is broken in this update. Removing the panel from it puts you in a bugged state where your screen is still stuck on the oven panel but you can walk around and interact with things, and can't progress the oven minigame. I tried to regenerate my save to see if it would fix this, and instead it broke everything more, turning a whole lot of things into errors that I could not interact with or get rid of.
Anyone else seeing a glowing light in the bedroom? It's in the middle of the bedroom, bathroom, and a third on the balcony.
They only appear when I'm right over them and if I try to look down at them directly they vanish. At first I assumed it was a texture bug or something where it is visible when I'm in a certain range and then looking down breaks the effect allowing me to see it, but I notice in the dark the room gets brighter, light is being cast on objects closer to it when it appears. So it's not just some buggy texture floating there, it's emitting light when it is visible.
I've been ignoring it, every time I head to bed or use the toilet I just have to walk through the flashbang floating in the middle of each room but it's certainly not an event since it never goes away.
Am I going crazy or are sponges vanishing when left alone?
The only sponge I've managed to keep more than a day was one I left in a bucket which I can only assume was safe because buckets are now storage containers and can "lock" small items in them. Now that's gone too after the bucket got knocked over spilling the sponge and water out, when I got back from repairing a transformer it was only the bucket left.
For some reason I can't seem to open or even extract the latest folder because of a "Error 0X8000FFFF Catastrophic Failure". When I looked up what it meant, it's saying that my software is runs 2 conflicting programs for some reason. If any if you guys know what i'm talking about (since Idk myself) it would be appreciated. Otherwise I guess I will have to wait until the version actually comes out.
I also like the new controls and system overall though. I'll wait until a stable build is out to play again. I think the amount of trash is staggering but it might be fun to clean it all, it's not what i expected to like about it when i first played. The trash piles you use garbage bags are rather easy to deal with it's the ones made of debris that are annoying because they take up a lot of space in your inventory and containers.
The turtorial is beyond frustraing and the controls are pretty clunky. I did try because I have watch Joel and the librarian play Votv for awhile now and always wanted to play but just kinda stopped partway through the tutorial I got so frustrated with the controls. Granted this could be because I'm used to playing everything with a controller but considering when I tried remapping for the controller but it just would not read half my inputs. Are there any plans to add proper controller support or a preset?
A few problems that personally I believe need to be changed:
1. settings locked behind X amount of days. Why? It makes certain settings feel useless.
2. Bug fixes galore, day speed not working, a certain structure's absence, ZIP drives becoming errors when exiting and reloading a save, and so on.
3. Some QOL changes, like making the ATV function a little better (Battery, sturdiness of wheels).
Aside from these small issues, the update is grand. The bugs are bad enough I'm personally waiting for a bugfix release before getting more in depth
So , now that we have a proper Stolas mascot greeting us in the front room for the base is anyone else constantly expecting to come back one day from daily tasks and find him missing from the mural?
No? Just me?

(And I don't mean in some common horror game "He's lurking in the base now" kind of way, just that his iconography vanishes when whatever role he's meant to play becomes relevant)
I'm a new player and after the tutorial, I started a new Ambient Mode save on normal. I just recently got to day 6 and tried sleeping for the night to encounter a dream. I closed the game to avoid the event and when I reopened it, the game fired off a new event. I was in the bunk room, so I just heard a boom of lightning and rain. I didn't move, going afk to wonder if I should close it again. I noticed saving was disabled. I want to avoid the scary stuff. After suddenly hearing the drone at the base, I tabbed back in and was able to save quickly.
Are post day 7 features locked behind a required event the night of day 6? Is it just Ambient Mode or all modes? I've never played before, so I don't know if this is a part of the new feature-locked addition to the 0.9 update or if night 6 always has an event.
I'm really liking what I'm seeing with the newest update, but I'm finding pinging for signals to be horribly slow now. The cooldown time at the start of the game with no upgrades is so large that it in between moving the 3 little pointer thingies, them triangulating the location of the ping, and the fact that this alone takes so long that 70% of the time the signal disappears before I get to that point, it takes a good 5 minutes to actually get the ping, nevermind actually processing the signals.
I'm 100% fine with more and more complicated things to do, I think it makes the game more interesting and engaging, but I hope dev makes the gameplay a bit less gruelling at the start with the next update.
After a nightmarish time of having to download and extract the game files multiple times over several days I finally get the exe file in the extracted file and as I'm getting close to the end of the stupid tutorial playing the signal crashed the game and now I have to go through the tutorial again. Someone please tell me this is a known bug. I've had such a bad experience so far, I almost don't want to play the game
I'm no longer able to craft? Crafting used to work fine in my 0.9 save (haven't tried making a new save to see if it works there) but now I can't craft anything, not even scrap, I'm putting my ingredients on the table and then holding E, the craft menu shows up and it's shows me all my ingredients and even my recipes but it doesn't show me anything available to craft, even if all the ingredients are present? Is this a bug? Is there a fix? Am I doing something wrong?