
Terraformental
Try to survive and perhaps eventually even tame an unknown planet in this incremental semi-idle game.
Inspired by Increlution, though if you've played that game, please be aware that the looping mechanic in this doesn't start unless/until you reach a certain point. So you do have to do some planning to make sure you survive long enough first time around.
This project is currently in early access, with a prologue and two chapters of the story available. I aim to release major content updates at least once every 2 months.
Discord Server: Shady Games Discord
Roadmap: Trello Roadmap
Donate: Ko-Fi
All known bugs are pinned in the bugs forum on the Discord server. Please check there before posting bug reports.
If you'd like to donate to help the development of the game, I'd very much appreciate whatever amount you feel it's worth. If possible, please donate via Ko-Fi rather than here on Itch, as I get a much larger percentage of the amount you send.
Updated | 9 days ago |
Status | In development |
Platforms | HTML5, Windows |
Rating | Rated 4.7 out of 5 stars (301 total ratings) |
Author | Shadowsand |
Genre | Survival, Strategy |
Made with | Unity |
Tags | Incremental, storygame, Text based |
Average session | About a half-hour |
Languages | English |
Inputs | Mouse, Touchscreen |
Download
Click download now to get access to the following files:
Development log
- v0.3.1 - Bugfixes & Minor Additions76 days ago
- v0.3.0 - Santorini [Major Content Update]85 days ago
- v0.2.6.5 - HotfixJan 23, 2025
- v0.2.6 - (Proper) Tidy UpJan 18, 2025
- Save MigrationJan 17, 2025
- Next Bugfix Patch & DiscordJan 13, 2025
- v0.2.4 - HotfixJan 10, 2025
- v0.2.2 - Shortcuts & BugfixesJan 10, 2025
Comments
Log in with itch.io to leave a comment.
Been enjoying this for a few days
Broken Obelisk
Upgraded Motors
Gone to Arepo and fixed the tram
Resperator
Is there anything I'm missing from the current version? A major point to fixing the tram before Santini explodes? Or have I reached the current cap
I haven't figured out the words to describe what exactly and why I like this game, but I've only opened it the second time today and sunk another three hours into it, after my first time playing was also that long. I don't even notice the time passing and I'm just genuinely so impressed that you managed to achieve this with such minimal means. Will need to come back after I played through the available chapters and leave a more thoughtful review because I'm also so here for the narrative and I have so many thoughts. But until then, wish you all the best for further development!
Any tips what i should do ?
trial and error?
the more loops you do, the faster you are in the next...
Sorry forgot write what i want its not bug just asking where i should put generator in car or somwhere else? Next thing ahould i break wall or do orher things 1st because my character die very fast because loss water too fast.
that case, break the wall first. Provides a good benefit
Most people agree, that it will take some loop before eventually breaking
Once broken, if you are traveling further, always install the generator on the rover, you can forget the water system
thats in my case
Given that it's a game about time loops and repeated deaths, I wish you had the option to fill your water at the river and die to an aggressive strain of alien dysentery.
That has been suggested, along with several other "obvious death choices". However, while some players would find it funny, I feel that a lot more players would find it frustrating to have "pointless" actions which force them to redo everything.
At minimum, if I were going to add them, I would want to clearly flag them as "this will kill you, are you sure?" which I feel would spoil part of their charm. More likely is that I would have a toggle when you start the game for if you want to see them at all. So once I have a proper main menu for the game, and less important features to build, I may revisit it.
Personally, I'd find it'd add to the immersion dramatically. It's weird that I can't do anything like this, tbh. It wouldn't be pointless at all, granted how much even a few more seconds helps.
What if you added them with an Easter egg type of thing?
I think of that Deep Space 9 episode, Visionary, where Miles gets a nasty dose of Radiation, that lets him "see" into the future. Or the episode of Bhala, where Sisko gets a shock and is able to think and conceive of things, that lets him find a city lost to time for 10,000 years.
So, what I have in mind is that, you take this thing that "will" kill you, but it doesn't kill you immediately. You have to find out what Easter egg it unlocks, while you have the "debuff" and of course before it kills you.
That way, you'd have players that would see an obvious warning of don't do this, but then other players would realize you wouldn't put an obvious death thing in, unless it had a purpose, and now they are trying to find what that purpose is.
Kind of like the Pendant in Dark Souls. Though to be fair, there was one place no one bothered to check for its use and since no one was looking there, that is why I believe the developer said it was just a joke, so that people would stop looking.
... Alternatively, you could have something like a skill that increases called "Alertness" that is raised by deadly events, and helps to provide a "spiderman spidey sense" when it comes to detecting future dangerous events, so you don't do them... some of which could be tied to main story events. Like say the artifact in containment facility has a few options to interact with it, and some causes immediate or delayed death and one is safe, and choosing the wrong one means that the loop ends fairly fast.
The entire point is that I don't want to kill players, because while some (like you) would find it amusing and it'd add to the game for them, most would find it a frustrating waste of time because they want to progress the game and see more of the story, which dying actively prevents. Hiding bonuses behind dying would make it even worse, because players who see the death warnings and want nothing to do with them would then be missing out on whatever that bonus was.
As I said before, I may well add death actions at some point in the future, but they'll be disabled by default and you'll have to tick a box when you start the game to enable them.
Well... technically you already do have actions that kill players. So unless you intend to remove them... Examples:
-> When you go to hunt the missing rover, I died twice trying to find it. The reward for that? Lacklustre.
-> When you go to Santorini, and get a nuclear explosion to your face for the first time... instant death action.
-> When you get to the tram and Santorini explodes... you travel to your death.
-> When you get close to the center of the artifact in the mine, your water depletes super fast, to the point that you can dehydrate... thus dying.
Each of these are situations where the reward feels lacklustre and/or the death is abrupt and mood-killing.
So if those are all acceptable ways to kill the player, why are these methods wrong? There is a risk to any action you take in a sandbox style game... you eventually learn from your mistakes what to do and what not to do. You have to experiment to learn new things. Even something that is "obviously" going to kill you, doesn't always kill you. Like in most video games, I'll go stand in the nearest fire, and see if I actually get hurt. And I do this because, so many developers like to hide the first secret in the game behind a fake fireplace. Or a fake waterfall. Or a pushwall. Etc...
There's a difference between:
- Actions which are likely to kill the player if they're trying to do it when they're already low on resources or managing their resources badly
- Actions which kill the player if they do them wrong/at the wrong time
- Events which are likely to kill the player for the purpose of a set piece
- Actions which exist only to kill the player and do so immediately when you complete them for no reason other than "haha, now you're dead"
The missing rover is far from a death sentance. It's very easy to start tracking it down, go back to Laurion for supplies when you start getting low, then finish finding it in a single loop. You may find the reward lacklustre, but the pressure regulator is a huge buff, removing huge amounts of babysitting and time from all journeys for the rest of the game. Santorini's event is a set piece and the entirety of that facility's challenge. The tram is an existing action with other uses. Yes, it kills the player if they do it at the wrong time, but that's not its purpose for existing. And the obelisk, again, is a set piece and the challenge of the facility.
If you find the rewards for the rover and obelisk lacklustre, then I very much disagree. The obelisk reward has already been halved, and most people still think it might be a touch too strong, and the pressure regulator may be getting a slight nerf next update because it's always been too strong for how easily and early in the game you get it.
If you find these deaths abrupt and mood-killing, then I certainly don't think that adding more deaths with literally no benefit to doing them is going to help.
love this idea, would enable it immediately but can see why surprise deaths are frustrating enough for most players to keep them toggled off by default
guess it's another possible development for me to look forward to <3
Surprise deaths? I thought it was implied in the suggestion that you clearly did something that would eventually kill you to gain at least a few more seconds. You'd know what you're getting into and lose nothing as you'd die anyway.
Game crashed in Santorini :(. Did not copy the error bug sorry. but I was when I was exploring the control room in the quarry area for the first time. I can provide more info if you need for bug replication
Edit: game autosave clutched it
But its a great bloody game
Glad you're enjoying the game, and that your save was saved!
Most likely the crash you had was caused by a memory leak. I fixed the worst ones in time for v0.3, but there were one or two which were missed, but have been fixed for the next version.
It's seems like boring game but i like it
The "Fill Water Bottle" and "Synthesize Food" actions at the central compound don't carry over loop progress from the ones in other places. Is this by design? I assume they're the same device as the one at Talos so it should combine.
The game currently doesn't support that, but it's already implemented for the next update.
All these little one-off bits of content that get superseded by something else right after you've done them are fun, but they've GOT to be hard on the developer.
I love the game. I am still in the game, can't stop playing it)
I would like to suggest a map or memories overlay.
something like the options menu where you can review each major location, the links between them, and the limited and unlimited resources available there. maybe even special actions and their requirements, just to help in planning runs and reviewing things
suggest a message pop for santorini exploding even if you aren't there, possibly pausing in progress travel actions there?
also I feel like the tram between santorini and atrapos could be split up, I was travelling back to atrapos when santorini exploded but only had 30s or so of travel left and hoped I would survive to explore things I skipped instead of re-looping. similarity I died travelling to santorini but only after the action completed.
Hi, thank you for your suggestions! There are a few relevant parts already on the Roadmap, such as a map and a 'permanent log'.
Messages for when you see Santorini destroyed from a distance are also planned. The tram has been reworked a bit in v0.4, but being able to reverse the direction of it mid-way to avoid dying is an interesting idea. It's not possible with the game's current feature set, but I'll add a note to look into it in v0.5
What if it was an automatic action, rather than a manual one? Say the Tram detects a lack of railway (due to an explosion), and so it returns to base automatically.
Though even if you could travel back to the base, there would still be an issue. You'd get in your rover, drive back, but you'd have to pass through Santorini, in order to get back to Talos or such... unless you can drive by destroyed Santorini... I've not tried, so I don't know.
EDIT:
However, then there is a further problem. Even if you could drive by Santorini, there is no current action to drive back towards the Dam, so you'd be stuck at Santorini's crater.
One random idea - have a "portable" version of the artifact that you can hook up to pods in the bases. Once you've set a pod up, instead of restarting from the beginning, you restart from wherever you last set the artifact. You would have to detach it from the pod to take it to the next base, and if you die without it being attached you go back to the beginning at Talos (no progress lost). You would only get experience from things you actually do. Your inventory and everything else is "saved" at the point at which you connect the artifact to the pod.
I know you added per-action familiarity in place of skills, but maybe you could have both? (Skills being rather minor progression compared to per-action)
As it stands, I have had a couple runs where I take a break and forget quite what I was doing and just head the wrong direction or do something that is effectively irrelevant by the point in progress I have reached. If skills still existed, it would feel a bit more like I still made progress.
It also makes sense narratively. If I tear down a solid metal door, I might not be ripping the next one down with my bare hands, but I'd definitely have some degree of awareness where to start. Same with the various hackings -- theoretically these stations were built to some standard, so learning how to abuse one's digital systems would give insight into the others'.
I agree to a large extent... especially for actions that are common to certain areas.
Like at game start, we have a food replicator. Later on, at one of the stations we also have one there. You'd think knowledge of how to use a food replicator, would be shared between them, but both are separate familiarities.
This has been on the roadmap since v0.3 was being beta tested (Familiarity v2). Skills still have all the same problems and wont work for all the same reasons, but this should deal with the shard familiarity aspect of your problem.
However, I think the OPs issue is more to do with remembering where you got to. Which has also been on the roadmap for a long time - Permanent Log.
Okay. Good to know. Thanks for the update.
Game was updated? What was it?
No, there's not been an update yet. The next update is scheduled for next month.
Says there's an update four days ago, and we don't have a log for 0.3.1.1. Was something hotfixed?
I don't know what Itch is talking about. 0.3.1.1 was released ages ago, and it was just a hotfix for a death message bug.
"Hmm, I think I'll go back to Talos and then see what's in Strabo!"
Do NOT make your UI on phone as small as possible. It will make it ridiculously small, making it very hard to press anything.
Hey, out of curiosity, is there any point in forcing the door at the start? Because I have no idea if it's even possible, and I would hate to waste so much time and effort on something pointless. (Don't tell me what it does, just tell me if it does anything worth my time. I'm lookin for help, not spoilers.)
there is a point to forcing the door and I don't want to spoil too much but it is technically unnecessary
There is currently no point to forcing the door, and it's not even possible. It was possible in previous versions, a few people have done it, but all it gives is a slightly different message. It will be possible and have more purpose in a future update (but not any time soon).
Kind of like they intentionally turned off the power, and something bad happens when the power comes on and if you force the door with the power off, you see something you wouldn't otherwise see... kind of thing?
Not necessarily something bad, but yeah. Something you wouldn't otherwise see, or you're able to do something that is prevented by the power being on.
That makes sense. Like if there was a garbage compactor in the process of smushing something when the power went out, the moment the power comes on it finishes its job, so with it unpowered, you could find something you wouldn't otherwise find.
just spent 2 hours trying to open that stupid door
A shame I cannot hook up and retrieve power cells from Laurion, to insert into my rover. Was thinking that was a creative means of still being able to implement the water recycler while retaining power. Instead, I end up burning more much-needed power for something that should but doesn't work.
I'm unsure how using power cells to transfer power to the rover would be better than parking the rover and connecting a charging cable? I'm pretty sure you'd spend more time taking cells in/out and going in/out the facility than you would just parking.
I somehow didn't realize I could park the rover. Perhaps there should be a combined action to do so from the interior of Laurion? After all, you're unable to do this until you re-establish power, and you aren't keen to see the extra option when you've made a quick decision to leave.
That's fair. There are a few tweaks planned to make it a bit more obvious that you can park the rover. In v0.4 there will be an action to 'Inspect Rover Charger' once you've powered up the facility, which will suggest parking it. Also, after you've parked it once, the action to park it will always be visible, but locked when the facility has no power.
very nice game
You should be able to designate personal resource over area resource to be used
Also, forbidden resources should still be used in case of emergency (if not doing so would cause you to die), as forbidding is the only way to prevent consumption when your water/food level is mildly lower than full
In what situation would you want to use personal resources before area resources?
There was a big debate about the DoNotUse priority when it was first added. It was decided that having it still consume them when you get low makes it way to easy to min/max them. Only a small percentage of players ever change priority away from auto, and most of those that do would rather keep it as a bit of a challenge to manage.
For example air when there's no (or insufficient) generation, but you can still make some with your rover lets you stretch it out a bit more. (relevant in the very start and at the end of mining in laurion)
Also, it should at least not add the DoNotUse to the time remaining, or
Hmmm. I do agree it could extend your maximum survival time in those situations. But I think it's only a very small percentage of players who would want to micromanage to that level. I'll make a note to look at it at some point, but I'm not sure how I'd do it without further complicating the UI.
Fair enough. Though as it stands, the mining requires even more micromanagement (or an enormous waste of time and management while throwing yourself at it)
maybe double clicking an air tank when the internal air tank's full (or almost full) would add the surplus to area resources?
Also: maybe add a "unlock uranium vault" impossible action to remind people about what they're supposed to do when they come back after the update.
I think it'd be very helpful when mining the obelisk, if there were additionally an option to do so manually when there was power. If you could avoid using the air recycler, then you'll always have enough power to fuel the water recycler and keep going.
This actually calls up a bit of an inconsistency, that:
You're talking about min/maxing your air production by always using it from the source that makes the air for free whenever possible.
This inconsistency has been know for a while, but continues to exist because everyone agrees that it would be extremely un-fun if your rover was constantly draining power for air and water because it'd be unnecessarily complex. Since the game also doesn't currently have the features it'd need in order to do that, it seems silly to spend dev time making a feature that the majority of players would dislike.
Great game! It's great how much old areas expand over time as new paths open up and new resources become relevant. I liked Increlution a lot and so far this is better.
Some more specific comments:
1. I initially got worried that I was going to run out of air and die when the Area air in Talos got exhausted, and didn't understand why the air tanks weren't resupplying it. IIRC my personal air meter wasn't visible yet at that point.
2. It would be nice to be able to turn off the air recycler in Laurion, or have it turn off when all the air is full. Or rebrand it as something else where it makes more sense that we can't turn it off.
3. It's surprising to me that the water recycler doesn't use power (in any location).
1. I think it's clear the point is to get the hell away from there, and it does make it.
However it should be clearer that death is not final.
1. The personal air meter becomes visible as soon as you put on the emergency suit. If you haven't done that by the time area air runs out, you will die.
2. It's already mentioned that there are some emergency backup systems in Laurion that you simply can't turn off because they're considered essential. The air recycler (running at minimum power) is one of them.
3. I've planned to make the water recycler use power for a while now, but was always wary of making such a huge change to balance. I now have an automated balance tester, which should make it much easier to test that type of change without having to get people to play through it and get their opinions of how much easier/harder it makes the game.
4. It would be nice if you could see the rover's resources (particularly power) while it is parked at Laurion (or elsewhere I assume)
5. It's odd that during the middle of traveling I can still do actions only available at the start of the route
Finished a second playthrough in 20 loops (as opposed to ~32 the first time).
this is great!! i'm not too far into the game but it's SUPER fun. i just discovered the time loop mechanic which is cool, i love time loop games!!! i can't wait to learn more about what is going on!! :D
Very fun game but there are a few bugs, after finding the passage from Talos to Santorini I can't go from the Dam to Laurion, or from Santorini back to the Dam
Those aren't bugs, just content which hasn't been added yet. Those will be added in v0.4. Glad you're enjoying the game though.
I used to be able to do those things before finding the Talos to Santorini passage though, now I can't
There has never been a way to drive from the dam back to Laurion. Nor has there ever been a way to drive from Santorini back to the dam.
I swear there used to be, restarting now to check
Terraformental: I'm going mental
Amazing game! 35 Loops to finish current content.
I am not a native English speaker and understood almost everything. Very well written and has a really nice atmosphere. Reminds me of SOMA, being stranded alone and figuring out what happened or how to escape.
As horror and idle gamer this is perfectly in the middle.
Will join your discord after this comment and check for known bugs or suggestions. Some people already are suggesting a lot of stuff here, some of these suggestion would ruin the game experience for me. Since you already created this amazing game, you know your path. Dont let anyone fool you.
I was so sad when I realized the game isn't done so I can't find out how it ends yet... you better finish this game!
this is great!!!
This is super fun, please continue. Do you need any help?
this simulates the argument I had with myself earlier quite nicely
the ten minute side quest to find the rover was wild though
I really enjoy what you’ve got here with Terraformental. I want to qualify that statement- I made an account just to express it. I’ve been around the block on gaming. I was old when the earth was young. Cookie clicker, Adventure Capitalist, Theory of Magic, the idle genre, the incremental genre, the stories written as light novels rather than games, they were new once, I’ve witnessed their rise. You’ve made something good here. That’s not to say other people aren’t making good things either though. I'm quite pedantic so I'll leave a long ramble here, but that's the crux of my message.
One perspective of gaming is that it's a learning experience. In reinforcement learning, there’s a dichotomy of choice between exploration and exploitation. Choosing to acquire new information vs utilization of old information. However, you aren’t just making one choice, but one among a long sequence of choices. Often, they feed in to each other. You explore to find things to exploit- you exploit to be well enough off to explore. It is a dynamic process where you balance and evaluate both things. The through line underpinning it all is time, tempo. In this game, it’s a bottleneck, a duration. In other games, it’s an evaluation on what duration is shorter to elapse- to prestige or to just keep grinding- what is the faster pace.
In practical terms of what I mean with what is existing in the game- let’s talk about the water recycler. There is a rate of water consumption. Similarly, there is a rate of water creation through the recycler. There are three states those numbers can be in- deficit, balance, and surplus. Whether the artifact or quick recycler is acquired, it shifts it from a deficit to a surplus- from a finite span of time to an indefinite span. If food, water, and power are all surplus, like in the barracks of Santorini- you are leaning on exploitation, you don’t need to loop. So you then don’t need to exploit effective choices to get to Santorini quicker to have more time to explore. Even what it is that you exploit is a choice. “What happens if I arrive sooner? What happens if I arrive later? What sequence of events are necessary for something here? What gaps do I have space to do other things with?” You might recognize the resemblance to Majoras Mask, if that is in your pool of experience.
Oh, the story and fantasy is nice too. The overarching goal, space, future, terraforming a planet. It’s cool, you don’t see it much. The story is really important. It gives you something to read while you’re counting down the timer. It gives you some scaffolding to extrapolate for exploration and exploitation. Getting a solar panel eventually, and what that means for the choice of rover attachment, and how that impacts the routes you can take. This game is certainly like a puzzle/adventure game. Like games of old, a cutscene or some dialogue is a reward, is content, is enjoyable as well as connected to the gameplay. It gives a fantasy for the mind to run with and speculate in imagination. To tap into the joy of imagining a station that you power up with solar panels, food generation, water generation, air.
Well, the game seems in good hands dev. The artifact you dig out being optional, the intent for different routes, the exclusivity of options, the limitations of resources, packaging tasks to recognize that repeating them gets old, improving at some tasks... lots of intelligent design with these choices. Maybe some day you'll discover that the starting area is boring, and maybe you'll introduce an artifact that lets you have a different spawn location. Your choice to expand breadth and depth by revisiting the previous station helps keep all options fresh for possibility and exploration- as opposed to a content treadmill of power creep- while simultaneously the text and cues of the game give meaningful directions on what to explore rather than running in circles doing arbitrary tasks like staying in the starter station for 5 hours to discover something.
Glad I got to play it before it ends up having a price tag.
I need to add, I *also* made my account just to comment on this game.
It's one of the few "loop-incrementals" that I totally like , mostly thanks to it's unique theme and resource management. Most loop-crementals have a big issue called "you cannot go farther, now repeat these actions soo you get more stuff later for 3 hours"
This feels more like an adventure game than a boring slog. Every run you either discover new things, get better on old things, or try to get a permament upgrade (like the artifact #2).
And the story, hoo boy... it's nothing to write home about (cuz it's incomplete), But it's nice to have something to read about. My only issues in this game:
-Add Codex for all the lore interactions we can find .(even better, LET TIME MOVE while we read soo we can review our notes while the game plays itself early-game)
-mid-late game (for the demo...) let us unlock some way to "program" our tasks (like a route) soo we don't have to manually play early-game (Yes I know it's gonna be a headache to program thanks to loop-completion shaving off many seconds every time we play the game, but I think it's doable)
-More puzzles like the Dam that need to be only completed once.(unlike most people, I like having an "objective" that requires us to do specific tasks at specific times in order to complete it, and I didn't mind needing 3 loops to do it)
This is a fantastic game so far and I'm eager to see more. It's a great infusion of soft incremental mechanics into what it essentially an adventure/puzzle game. I entered a fugue state and lost most of my day to finishing it.
Having a huge initial boost of familiarity on first completion of an action is the perfect way to fix Increlution's biggest problem, which was the need to grind so many loops to break speed/efficiency thresholds.
I was initially bummed that this game functionally has no automation, but after only a couple of loops I understood why. It's (mostly) unnecessary since you don't need to grind for basically anything. The additional familiarity bonus from repeat loops definitely helps long term and gives you breathing room, but that initial 30% bump is always enough to get you moving on to your next tasks.
Loop-persistent actions acting as single-use time sinks are another great way to avoid needing to grind over a wall more than once.
I'd like to see some way to further reduce manually replaying most of Talos station at the beginning of a loop because even after the existing combined actions it's a lot of unengaging clicking for zero benefit once you've mapped it out. A combined action called something like "Wake Up and Prepare" that one-clicks getting out of the pod and drinking, fixing the upper floor, grabbing initial stockpiles of Basic Food/Water Pouches, getting the suit, and repairing the rover would be a huge improvement. The protein bars, regulator, generator, and modifying the rover could stay completely manual to still give the player options before heading out, as well as not holding their hand about making sure they're topped up on resources if they're being maximally efficient.
It would also be nice to have some kind of log of past text boxes in case the player misses one or wants to re-read them. It's understandable that most of them go away as you progress but the idea that they're unavailable without restarting is a little unfortunate.
Okay, I completed all the content so far. Gotta say, absolutely PHENOMENAL game so far. It scratches like all my itches when it comes to like, idler/incrementals. And man I cannot wait to see what comes next.
Pretty much maxed out on everything I can until another update. Really enjoyed it, but I wish there was more automation for areas you already cleared but still need to do each loop for materials. Like, if there were a pre-set route you could program and edit to auto-play at the start of each loop. It gets pretty tedious leaving the starting area each time, picking up extra fuel cells, etc.
Anyway, I hope we get to see more! I'd love to find out what happens next. :)
I played the hedge out of it.
Came across a few bugs and glitches.
(But I was so focused I forgot most of them.
That aside. Did I read the end of game message correctly, that all that is just the prologue?
If true, then Holy
F!Shut up, take my money. I just hope I don't miss the launch on steam.
That is, if you manage to pull it off. Plenty of people got ambitious with their projects and burned themselves out on them. With the project forever in 30% limbo.
Well, if you release the full version, I buy it.
Glad you enjoyed it!
The current content is the prologue plus first 2 chapters, and I add a new chapter with each major update (every 2-3 months).
I've never encountered the first issue you mentioned, but will keep an eye out for it.
The second is completely intended but does not give you time saving. All copies of the same action do indeed share progress in the queue. So if you 90% something, cancel it, the go back it later, you only have 10% left to do. But once you finish the first one, the next one will have to start from scratch.
Phenomenal game and the task mechanics blew my mind. Everytime I thought i got a grasp of the gameplay a new thing popped right up and made me completely replan my strategies in a good way.
I will say, some of the task groupings don't work as intended. Like gathering supplies outside Laurion and the lost rover, it states the 'return' task for each are within the group but then it doesn't actually complete that task when running the grouping.
I really hope Astrape gets implemented soon, keep up the good work!
Thanks, glad you enjoyed it!
The issue with some combined actions not finishing is a known bug and is being worked on for v0.4, which is currently planned to be released next month.
Though on the flip side, I think there's a legitimate cause to want to use the combined action to jump out and get the supplies at Laurion, then not go back into the rover.
There's two paths that are very similar in difficulty and I'm not sure which is better:
So far I've been deciding which path to take based on whether I ultimately want the power to stay in Laurion (to use for mining the Obelisk) or to go into charging the Rover.
Yes, v0.3 was the introduction of combined actions in their current form, so they were very limited. V0.4 will significantly improve them, including allowing for multiple combined actions to contain the same sub actions, or for a sub action to sit both within a combined action and outside it.
So there will likely be an option to just "leave rover" without anything else.
Fantastic game, played it for an hour before bed last night and then for another seven hours today. Really looking forward to what's coming next :>
It would be nice for us to be able to pre-program a long list of actions to load into the queue on start, so we don’t have to manually click back to where we last were in order to make progress.
That is one possible route I'm considering for automation in the future. I'm hesitent to add much automation, since it'd make it very easy for players to miss new actions/content which gets added to early parts of loops, then think the game is broken/badly balanced because they don't know about half the content. As I say though, it is being considered for future. Just my primary goal is reducing the need for automation via features like combined actions.
On the topic of combined actions then, my preferred way of dealing with Laurion base at one point was to take out a full power cell from the rover, collect outdoor supplies, go inside, charge the base up, shut down systems, go back out (with a powered door), park the rover, install the generator at the base (faster than taking it in through the personnel airlock), install the water recycler in the parked rover (faster than taking it out through the personnel airlock), add fuel to the base generator, and reattach the now-empty power cell as the rover recharges from the base.
The only combined action available in this sequence is just the outdoor collection. There exists a combined action for infrastructure installing with taking things through the airlock, which isn’t my route. Training power cell attachment is probably more useful long term than a potential few seconds shaved by first bringing the generator in directly (the immediate difference isn’t large).
Took 32 loops to fully complete the game, the only thing I haven't done to 100% it is max out the familiarity of everything.
I don't think you can "max out" familiarity (or loop completion as it's called).
There currently is a hard cap of X10 speed. That will be changed to a two stage soft cap system in v0.4.
Hey, hope things are going well with the devtool your building to help with balancing updates. You said you had a vacation scheduled for early May. Hope you have fun! I'm really looking forward to the next update, but don't feel rushed. Take all the time you need!
Saw this on Wanderbots' youtube channel and played through v0.3.1 today. I'm really liking it so far. I'd be willing to pay $5-$10 for the finished game from what I've seen so far. Looking forward to more! Thanks for this, made my day!
same. once finished, as is, easily worth 5 dollars. easily. better UI, fix up some of the bugs, some QOL things, definitely worth 10.
Installed this yesterday and stayed up until 6am accidentally, did almost everything up to the current content, absolutely worth it, and I hope you keep cooking!