This is waaaay too hard and easy to softlock, you expect people to pay 6 bucks for this? No I keep running out of water, food, or air on the browser version before I even unlock the rover. Was this even playtested?
really? playing the browser myself and sure i died once before getting the artifact, but water is honestly the main issue. i do admit the 2nd artifact is a lot more punishing than it reasonably needs to be [died like 4 times and still don't have it]
it's important to keep the different kind of water in mind, hurry to unluck the water pouch and only drink from that source ASAP. only before going you stock on depleatable source. Also, since you have 10 protein bar, you can take five, let the game eat them for you and get the 5 others just before leaving. Finaly, you can right click to not complete a task with 99% completeness. you have leave rover, eat/drinck at 99%, then force eat, force drink, grab grab leave in the same second
the game needs to have you get to the first device you might need to not farm so much to start so you can get to the first device and then die right after so you can start the cycles.
I was reading the 0.5 update and it's kinda dissappointing that Itch doesn't let you gate the web version. I already own the game on steam but was considering picking it up on Itch as well for that since the web demo was a fun way to pass some time at work since it didn't require an install.
Agreed. I'd originally thought I could gate the web version, but only by creating a 2nd copy of the game. So Itch would have "Terraformental" and "Terraformental - Free Version" as separate games. Which already wasn't ideal, but I was willing to deal with the clunkiness of it. But apparently it's just not supported at all >.<
Hi! I'm organizing the 'Thank You Itch' bundle in which submissions end tomorrow. 100% of proceeds go to itch.io to support the platform. Your game Terraformental looks great and fits our criteria. Would you be interested in joining? Thank You Itch! - itch.io
Awesome game so far. One question, why is the food and water so limited in inventory? 4 types of water, but all have the limit of 5. But if I had zero from one type, why can't hold 10 of one other? Or after emptying water bottles, why not refill from other types for example water pouches or glacier water? Pour action 5 sec. :)
You used to have to do a long action to scavenge for food every loop. Which didn't really make sense. Now you do a long persistent action once to find the food. On later loops you just have the short, non persistent action to collect the food you've already found.
I’m organizing an itch.io community bundle. All proceeds go 100% directly to itch.io. If you’d like to join, here’s the submission jam: https://itch.io/jam/thank-you-itch. This is a huge opportunity to support Itch.io for creating such an amazing platform. If not, that’s completely fine.
I gotta say, I liked Increlution for what it is, but this game really gets the interplay between chill isolation, curious exploration, and a structured and sane excitement to build potential. Much props to David Davis for the crucial ambience, but also credit to the smooth and sensible UI and the well-tuned narrative voice. A true gem of an experience.
Noticed a fairly small glitch (MacOS version of the game) in the Laurion facility; whenever you add fuel to the generator, the same message about turning off the emergency systems pops up, even if those systems are already disabled.
Love the game so far--I've been following it since before the Astrape update and I'm excited to see what comes next!
I noticed a comparable glitch in 0.5.27: Adding fuel instead caused the Crop Survey and Crop Harvest timed notices to pop up. (Going to trigger the Crop Harvest properly afterward then caused that notice to tick down normally, but Crop Survey never went away.)
As far as the genre of incremental looping games, this one hits some mechanics nicely that make it more interesting to loop while also smoothing out what could easily have become repetitive grinding.
Having tasks getting grouped together to reduce user input is nice enough but giving the grouping a boost in completion speed is an engaging bonus as you progress. I think my favorite mechanic has to be the number of tasks that you can complete once and carry their benefits into future runs. All together it feels encouraging to try out different paths of tasks, much more than similar loping games. I'm hoping to see this depth get carried through to the full release.
I purchased and downloaded the Mac file, but after attempting to launch it I get a message that says it's damaged and cannot be opened. Any fixes for that?
That's because I wont pay Apple $100/year for a dev license. You can either run a console command to disable the check, or run the game via the Itch launcher.
For a year, perhaps. But you also have to consider that I'd have to buy a Mac which raises the cost considerably, and the time/effort cost of me learning how the process, then repeating that process for every update.
This creator is far from the only one to take this approach. It's part of why indie Mac support is so sparse. Apple is user-friendly--not dev-friendly.
Bought this game both here and on steam, the game play loop is quite fun and quite relaxing, yet there's always the fact that you need to have time to plan out what you're doing for a certain goal and how to best accomplish it either in one loop or across several. There's no real punishment for miscalculating something other than having to start from the beginning once again. I shall definitely be following this game's development on steam to see the full story and the full extent of the world as a whole.
in short: Very well done for an idle game Shadowsand, I hope you never feel rushed to try to finish this, this is a game that can last for hours!
I generally don't like "roguelikes", games that require starting over and over. This game is so good at making each run feel like it is advancing the game and revealing new information that I was entranced the whole time. Purchased it on Steam and will be following development, great job!
I thought the enhanced motors gained from learning about them in the Hangar weren't supposed to use extra power, or is that only relative to the Mining Motors?
They don't use more power for the distance you travel. 50% more speed for 50% extra power per second, so you're still spending 1.5 power for 1.5 progress. Whereas the mining motors cost 2.5 power for 2.0 progress (25% more power).
I have tweaked some of the wording to make this more apparent, but it may need some more work once more of the bugs are out of the way.
No offense, but Gather Supplies and Enter Larion is the WORST compressed shortcut that you've ever made in this game. I like to get her the supplies from the rover, gather supplies from outside Larion, then put the generator in Larion. That shortcut ruins my flow and is a major inconvenience.
there are a couple of combined actions like that, but you can open up the dropdowns of the combined actions and do parts of them (with the combined action bonus).
And I’m not 100% sure on what direction it’s being taken, but I’m p sure that Shadowsand is working on more adaptive combined actions which changed based on the order you do the requisite actions in.
In Santorini Central, when removing the Quick cycling filter, there are two identical options to install it on the rover and back into the station. Some sort of verbage differentiating them from one another would help solve this. It does separately track your completions so if you keep track it should be obvious after the first time. This is if you have the water recycler in the rover already, with there being a 2nd recycler already there.
Are you playing the free (v0.4.5 in the bottom left of the main menu) or paid (v0.5.0) version? The paid version should have this fixed. The free version will catch up with content in about a month, though if I get time I may look into a "mid-step" version which has all the bug fixes and UI improvements.
Started a new fresh save on Steam and played all the way to 99% completion of the new update (just missing one or two logs here and there, but I got the "end of content" message already), and I gotta say: wow! I've been following this project since before Santorini dropped and you've been really outdoing yourself. This must be hell to balance, specially considering artifact mechanics (excited to see how you're going to make us use the new one, combine multiple ones etc.), and it's a really pleasant surprise to see both that it's not an easily broken game, mechanics-wise, and that the progression keeps feeling earned and rewarding. I have nothing but praise for what you've been doing. Oh, and if you ever consider having translation support, I'd love to provide a PT-BR localization :)
Very much this. My testers go to great lengths not only finding bugs, but debating balance changes, suggesting tweaks/improvements and even doing entire runs in deliberately "odd" orders to try and find variations of logs I've forgotten or don't work.
But I'm really glad you've enjoyed the game and the update!
As explained on the Dev Log, since Itch doesn't support browser content being paid-only, the paid version is currently only available as a download, and since I've not yet made a dedicated mobile build, this means it's sadly unavailable for mobile for now.
Up until now I've played the updates as you release them, but I'm curious to know: do you intend to make any significant changes to the earlier sections of the game as you expand the story and content further outward?
I ask because I want to know whether I should be playing this update right this minute or if I should just be patient and wait for a full release. 😅
The only part which is planned to significantly change at some point is the obelisk at Laurion. That's planned to be made considerably harder/take longer, but have more items/upgrades you can get from other facilities to make the process easier. So that it becomes more of a balanced choice between grinding to get it as soon as you get there, or exploring elsewhere to find all the shortcuts.
Other than that, any changes are likely to be minor. Even Astrape in this version - I called it a rework because it affected balance quite heavily. But realistically very little actual content changed beyond a few small-medium bits. That being said, if inspiration strikes and I think of a really cool way to rewrite a facility, I'll do it if I think the game overall will benefit from the change. But it is unlikely.
I initially did that to try and figure out where the money was going, and I still got less from Itch than I did from Ko-Fi, and the breakdown doesn't tell me where it's going. It just says "User paid X, you get Y". I've since set the Itch portion back to 10% because I want to support the platform with those who buy the game, but if someone's specifically donating to me, Ko-Fi seems to be the better route.
At the end of the day, I'm not that bothered either way. I only added that sentance because people kept occasionally asking.
Steam take 30%, while Itch takes ~5-10% (and most of that is payment processor fees etc). So Itch is more beneficial to me, but Steam has cloud saves and achievements, and I can't (yet) guarantee whether I'll be able to give Steam keys to people who buy on Itch. That's next on the list to figure out.
So I completely understand if you'd rather buy it on Steam for now :D
For the Steam release it says that there is 4 stations to visit (plus 2 more references). Are the four including Talos, or will there be a new station to visit in the Early Access release?
"What is the current state of the Early Access version?
“The game currently has 4 facilities, with some information on the next 2.”
From playing the latest version, Talos, Lar, San, Ast are playable; in the latest build Str, Hip, Pne are referenced in logs etc (three, so might have been a bit after the Steam FAQ was written). I'm definitely curious to see which of these are coming next. One of those three requires a different vehicle though, so I get the feeling that one will be last.
Yeah, I wrote that months ago, and will update it when the game enters early access. the early access release will coincide with the next facility for those who have bought the game. The free version will lag behind.
This is an amazing game i have done most of the content and i have loved every second of it.This feels like a metroidvainia with the shortcuts and i can see that you put tons of work in every detail.Love that the game changes when you loop.Love that it has surprisingly deep lore.I'm sad that it's over for now as i was hoping to have the aircraft but i'm exited for the update
I wanted to say that this game is great, I love the update. If you planing to release it on steam at some point you may put it there probably so players could whishlist it even before it is ready. I also found a few possible issues while playing from 0 progres in v0.4.0
1st loop standard flow, 2nd go directly to Laurion, 3rd I wanted go back to rover, but when I get there I couldn't go back on track and I was blocked by combined action, I couldn't finish it as first step were blocked - I was able to unwrap combined action and select second option to go further as a workaround, but for a moment I tought I was done for this loop
You can always install generator in Laurion, even if you installed it in the rover before
Don't know if I missed something, but finishing aircraft seems to be imposible right now. If it is I could use some tips - if it isn't it may be good idea to markt it as 'not developed yet' - similar text as in plateau actions.
If you call tram to quary in Santorini, then go to Astrape with rover and at Astrape you call tram and then do the tram speed upgrade while the tram is still going, train vanishes, counter vanishes and train never comes
Please consider having the name of where you are displayed somewhere (when you know it) I spent an embarrassing amount of time getting lost looking for already completed rooms. Also i need a tip how to see old messages. There is something that i want to build that was mentioned, but can't tell if it's future locked or i'm not in the right place... (I think I've said this vague enough to prevent spoilers) Looking forward to whats coming up. thanks.
love the game, but adding santorini and then astrape and still not being able to open the santorini vault just has me checking my computer every day for the next update
The next update will not be released until end of Jan at the earliest. But do believe that Shadowsand is working hard to get them done and out as soon as they are ready!
*check the discord for more up-to-date information on development progress*
Really good game. I love it. It just sucks that because I played this on a school Chromebook, I lost a lot of progress. But it's okay lol. Great game, would recommend to those who love advancing and stuff.
Increlution walked so Terraformental could fly! :)
While the Increlution inspiration and mechanics are on clear display here - you've done something somewhat rare: Make something that signifigantlt expands on the inspiration - and does it better at the same time.
Increlution is a lot of fun, but I think that your mechanics require significantly more interesting decision-making with dramatically more interesting consequences in both the short and long term. There's a lot more thinking, planning, and more to puzzle out - and a real sense of progression that is based on those decisions rather than inevitability from grind.
To explain what I mean a little better: It *matters* that I decided to not push to my original objective and instead do that one-time search or reading of logs... even if it ends up being a useless log (or 'useless for now' ), there's a permanence to having removed that from my checklist forever; that decision feels good and it feels like the progress was in my hands. And I probably would have felt the same if I had chosen not to read the logs but instead break into that room, get more 'pow-wa' brand power-bars, and stave off starvation long enough to do some other thing (or perhaps to turn right around and read the logs without starving to death).
In short - you've set up some really incredible gameplay here, and I can't wait until you have even more to show. I've already wish-listed this on Steam and I will be encouraging my friends to do so as well.
Really well done - you should be proud of this work.
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This is waaaay too hard and easy to softlock, you expect people to pay 6 bucks for this? No I keep running out of water, food, or air on the browser version before I even unlock the rover. Was this even playtested?
really? playing the browser myself and sure i died once before getting the artifact, but water is honestly the main issue. i do admit the 2nd artifact is a lot more punishing than it reasonably needs to be [died like 4 times and still don't have it]
it's important to keep the different kind of water in mind, hurry to unluck the water pouch and only drink from that source ASAP. only before going you stock on depleatable source. Also, since you have 10 protein bar, you can take five, let the game eat them for you and get the 5 others just before leaving. Finaly, you can right click to not complete a task with 99% completeness. you have leave rover, eat/drinck at 99%, then force eat, force drink, grab grab leave in the same second
HELPPPP I CANT GET PAST THE ROVER DRIVE
the game needs to have you get to the first device you might need to not farm so much to start so you can get to the first device and then die right after so you can start the cycles.
I was reading the 0.5 update and it's kinda dissappointing that Itch doesn't let you gate the web version. I already own the game on steam but was considering picking it up on Itch as well for that since the web demo was a fun way to pass some time at work since it didn't require an install.
Agreed. I'd originally thought I could gate the web version, but only by creating a 2nd copy of the game. So Itch would have "Terraformental" and "Terraformental - Free Version" as separate games. Which already wasn't ideal, but I was willing to deal with the clunkiness of it. But apparently it's just not supported at all >.<
Hi! I'm organizing the 'Thank You Itch' bundle in which submissions end tomorrow. 100% of proceeds go to itch.io to support the platform. Your game Terraformental looks great and fits our criteria. Would you be interested in joining? Thank You Itch! - itch.io
Hi, thank you for the offer, but I'd rather not participate in any bundles until my game is complete. Thanks again, and I hope the bundle goes well!
No problem at all — thank you for letting us know. Wishing you all the best with your game’s development!
Awesome game so far. One question, why is the food and water so limited in inventory? 4 types of water, but all have the limit of 5. But if I had zero from one type, why can't hold 10 of one other? Or after emptying water bottles, why not refill from other types for example water pouches or glacier water? Pour action 5 sec. :)
There's a line early on about how it's a limitation of your nano storage. But we all know it's just for gameplay balance.
why did you make scavenge for food a persistent actions and when I take one of the scavenge for food it turns the take food from 3/4 to 3/5
You used to have to do a long action to scavenge for food every loop. Which didn't really make sense. Now you do a long persistent action once to find the food. On later loops you just have the short, non persistent action to collect the food you've already found.
Hi Shadowsand,
I’m organizing an itch.io community bundle. All proceeds go 100% directly to itch.io. If you’d like to join, here’s the submission jam: https://itch.io/jam/thank-you-itch.
This is a huge opportunity to support Itch.io for creating such an amazing platform.
If not, that’s completely fine.
I gotta say, I liked Increlution for what it is, but this game really gets the interplay between chill isolation, curious exploration, and a structured and sane excitement to build potential. Much props to David Davis for the crucial ambience, but also credit to the smooth and sensible UI and the well-tuned narrative voice. A true gem of an experience.
Noticed a fairly small glitch (MacOS version of the game) in the Laurion facility; whenever you add fuel to the generator, the same message about turning off the emergency systems pops up, even if those systems are already disabled.
Love the game so far--I've been following it since before the Astrape update and I'm excited to see what comes next!
Yep, that bug has been fixed for vNext. Thanks for the report though, and glad you're enjoying the game!
I noticed a comparable glitch in 0.5.27: Adding fuel instead caused the Crop Survey and Crop Harvest timed notices to pop up. (Going to trigger the Crop Harvest properly afterward then caused that notice to tick down normally, but Crop Survey never went away.)
That is an unrelated bug, but also fixed for vNext. Thanks!
As far as the genre of incremental looping games, this one hits some mechanics nicely that make it more interesting to loop while also smoothing out what could easily have become repetitive grinding.
Having tasks getting grouped together to reduce user input is nice enough but giving the grouping a boost in completion speed is an engaging bonus as you progress. I think my favorite mechanic has to be the number of tasks that you can complete once and carry their benefits into future runs. All together it feels encouraging to try out different paths of tasks, much more than similar loping games. I'm hoping to see this depth get carried through to the full release.
I purchased and downloaded the Mac file, but after attempting to launch it I get a message that says it's damaged and cannot be opened. Any fixes for that?
That's because I wont pay Apple $100/year for a dev license. You can either run a console command to disable the check, or run the game via the Itch launcher.
Playing Devil’s advocate.
You could probably raise money for this purpose.
For a year, perhaps. But you also have to consider that I'd have to buy a Mac which raises the cost considerably, and the time/effort cost of me learning how the process, then repeating that process for every update.
Understood, I didn’t know the full extent of what would be required to make it work
This creator is far from the only one to take this approach. It's part of why indie Mac support is so sparse. Apple is user-friendly--not dev-friendly.
That worked, thank you so much!
xattr -dr com.apple.quarantine /Applications/Terraformental.app
When is it gonna be out on android
I don't have any current plans for a dedicated android build, but that may change in future.
Bought this game both here and on steam, the game play loop is quite fun and quite relaxing, yet there's always the fact that you need to have time to plan out what you're doing for a certain goal and how to best accomplish it either in one loop or across several. There's no real punishment for miscalculating something other than having to start from the beginning once again. I shall definitely be following this game's development on steam to see the full story and the full extent of the world as a whole.
in short: Very well done for an idle game Shadowsand, I hope you never feel rushed to try to finish this, this is a game that can last for hours!
funnily enough, the most recent update was ready almost a week before the date that Shadowsand had set XD
I generally don't like "roguelikes", games that require starting over and over. This game is so good at making each run feel like it is advancing the game and revealing new information that I was entranced the whole time. Purchased it on Steam and will be following development, great job!
I thought the enhanced motors gained from learning about them in the Hangar weren't supposed to use extra power, or is that only relative to the Mining Motors?
They don't use more power for the distance you travel. 50% more speed for 50% extra power per second, so you're still spending 1.5 power for 1.5 progress. Whereas the mining motors cost 2.5 power for 2.0 progress (25% more power).
I have tweaked some of the wording to make this more apparent, but it may need some more work once more of the bugs are out of the way.
Did I missed something somewhere or this 50% upgrade is at Strabo (or the solar farm before it)?
It’s at Strabo
They have the same power *efficiency* but that doesn’t mean that they don’t use more power.
No offense, but Gather Supplies and Enter Larion is the WORST compressed shortcut that you've ever made in this game. I like to get her the supplies from the rover, gather supplies from outside Larion, then put the generator in Larion. That shortcut ruins my flow and is a major inconvenience.
there are a couple of combined actions like that, but you can open up the dropdowns of the combined actions and do parts of them (with the combined action bonus).
And I’m not 100% sure on what direction it’s being taken, but I’m p sure that Shadowsand is working on more adaptive combined actions which changed based on the order you do the requisite actions in.
In Santorini Central, when removing the Quick cycling filter, there are two identical options to install it on the rover and back into the station. Some sort of verbage differentiating them from one another would help solve this. It does separately track your completions so if you keep track it should be obvious after the first time. This is if you have the water recycler in the rover already, with there being a 2nd recycler already there.
Are you playing the free (v0.4.5 in the bottom left of the main menu) or paid (v0.5.0) version? The paid version should have this fixed. The free version will catch up with content in about a month, though if I get time I may look into a "mid-step" version which has all the bug fixes and UI improvements.
Fix for mac os version:
xattr -dr com.apple.quarantine /Applications/Terraformental.app
Started a new fresh save on Steam and played all the way to 99% completion of the new update (just missing one or two logs here and there, but I got the "end of content" message already), and I gotta say: wow! I've been following this project since before Santorini dropped and you've been really outdoing yourself. This must be hell to balance, specially considering artifact mechanics (excited to see how you're going to make us use the new one, combine multiple ones etc.), and it's a really pleasant surprise to see both that it's not an easily broken game, mechanics-wise, and that the progression keeps feeling earned and rewarding. I have nothing but praise for what you've been doing. Oh, and if you ever consider having translation support, I'd love to provide a PT-BR localization :)
You can thank the beta tester team for the balance consistency. They go through hell and back trying to make sure everything works as intended!
Very much this. My testers go to great lengths not only finding bugs, but debating balance changes, suggesting tweaks/improvements and even doing entire runs in deliberately "odd" orders to try and find variations of logs I've forgotten or don't work.
But I'm really glad you've enjoyed the game and the update!
That's true. Hell yeah tester team!
Is the paid version playable in phone browser, or just the demo? I wasn't sure so figured it was worth checking.
As explained on the Dev Log, since Itch doesn't support browser content being paid-only, the paid version is currently only available as a download, and since I've not yet made a dedicated mobile build, this means it's sadly unavailable for mobile for now.
Thank you for the clarification ♡
I find it amusing that you've taken the care to give credit to the great composer David Davis, but there's no credit for any other creators.
Oh, my apologies. Which other creators have I forgotten to credit?
I'm not sure...perhaps just yourself! LOL
Up until now I've played the updates as you release them, but I'm curious to know: do you intend to make any significant changes to the earlier sections of the game as you expand the story and content further outward?
I ask because I want to know whether I should be playing this update right this minute or if I should just be patient and wait for a full release. 😅
The only part which is planned to significantly change at some point is the obelisk at Laurion. That's planned to be made considerably harder/take longer, but have more items/upgrades you can get from other facilities to make the process easier. So that it becomes more of a balanced choice between grinding to get it as soon as you get there, or exploring elsewhere to find all the shortcuts.
Other than that, any changes are likely to be minor. Even Astrape in this version - I called it a rework because it affected balance quite heavily. But realistically very little actual content changed beyond a few small-medium bits. That being said, if inspiration strikes and I think of a really cool way to rewrite a facility, I'll do it if I think the game overall will benefit from the change. But it is unlikely.
"please donate via Ko-Fi rather than Itch, as I receive a higher percentage of the amount you send."
Couldn't you just edit your account settings and configure Itch's rev-share to 0%?
I initially did that to try and figure out where the money was going, and I still got less from Itch than I did from Ko-Fi, and the breakdown doesn't tell me where it's going. It just says "User paid X, you get Y". I've since set the Itch portion back to 10% because I want to support the platform with those who buy the game, but if someone's specifically donating to me, Ko-Fi seems to be the better route.
At the end of the day, I'm not that bothered either way. I only added that sentance because people kept occasionally asking.
YIPPEE NEW UPDATE!
NEW UPDATE, LETS GOOO
Yoooo, congratulations on the early access drop!
Is it more beneficial to you if we purchase on itch or on Steam?
Steam take 30%, while Itch takes ~5-10% (and most of that is payment processor fees etc). So Itch is more beneficial to me, but Steam has cloud saves and achievements, and I can't (yet) guarantee whether I'll be able to give Steam keys to people who buy on Itch. That's next on the list to figure out.
So I completely understand if you'd rather buy it on Steam for now :D
Nice!
For the Steam release it says that there is 4 stations to visit (plus 2 more references). Are the four including Talos, or will there be a new station to visit in the Early Access release?
"What is the current state of the Early Access version?
“The game currently has 4 facilities, with some information on the next 2.”
From playing the latest version, Talos, Lar, San, Ast are playable; in the latest build Str, Hip, Pne are referenced in logs etc (three, so might have been a bit after the Steam FAQ was written). I'm definitely curious to see which of these are coming next. One of those three requires a different vehicle though, so I get the feeling that one will be last.
Yeah, I wrote that months ago, and will update it when the game enters early access. the early access release will coincide with the next facility for those who have bought the game. The free version will lag behind.
That is fair. I wasn't sure though, hence why I clarified. See you at Steam launch!
This is an amazing game i have done most of the content and i have loved every second of it.This feels like a metroidvainia with the shortcuts and i can see that you put tons of work in every detail.Love that the game changes when you loop.Love that it has surprisingly deep lore.I'm sad that it's over for now as i was hoping to have the aircraft but i'm exited for the update
Good game, I didn't expect, that I stuck in game for 6 hour!
I wanted to say that this game is great, I love the update. If you planing to release it on steam at some point you may put it there probably so players could whishlist it even before it is ready. I also found a few possible issues while playing from 0 progres in v0.4.0
Please consider having the name of where you are displayed somewhere (when you know it) I spent an embarrassing amount of time getting lost looking for already completed rooms. Also i need a tip how to see old messages. There is something that i want to build that was mentioned, but can't tell if it's future locked or i'm not in the right place... (I think I've said this vague enough to prevent spoilers) Looking forward to whats coming up. thanks.
Minor bug: Gathering outside supplies and gathering lost rover supplies at Laurion doesn't return you back to the rover/ to Laurion.
Bug: Gathering supplies at Laurion doesn't return you to the rover
What is the use for mining the obelisk completely ?
no me toque con tu juego sin bendiciones
love the game, but adding santorini and then astrape and still not being able to open the santorini vault just has me checking my computer every day for the next update
The next update will not be released until end of Jan at the earliest. But do believe that Shadowsand is working hard to get them done and out as soon as they are ready!
*check the discord for more up-to-date information on development progress*
10/10 i don't care about the story but i like loops and incrementals
it is quite different, but the story I think ties it together and makes it interesting
Really good game. I love it. It just sucks that because I played this on a school Chromebook, I lost a lot of progress. But it's okay lol. Great game, would recommend to those who love advancing and stuff.
you can save your progress by exporting and pasting the save string into a text file
Increlution walked so Terraformental could fly! :)
While the Increlution inspiration and mechanics are on clear display here - you've done something somewhat rare: Make something that signifigantlt expands on the inspiration - and does it better at the same time.
Increlution is a lot of fun, but I think that your mechanics require significantly more interesting decision-making with dramatically more interesting consequences in both the short and long term. There's a lot more thinking, planning, and more to puzzle out - and a real sense of progression that is based on those decisions rather than inevitability from grind.
To explain what I mean a little better:
It *matters* that I decided to not push to my original objective and instead do that one-time search or reading of logs... even if it ends up being a useless log (or 'useless for now' ), there's a permanence to having removed that from my checklist forever; that decision feels good and it feels like the progress was in my hands.
And I probably would have felt the same if I had chosen not to read the logs but instead break into that room, get more 'pow-wa' brand power-bars, and stave off starvation long enough to do some other thing (or perhaps to turn right around and read the logs without starving to death).
In short - you've set up some really incredible gameplay here, and I can't wait until you have even more to show. I've already wish-listed this on Steam and I will be encouraging my friends to do so as well.
Really well done - you should be proud of this work.
you should post this on steam if you haven’t already
Good call - will do right now! :)