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Bugs/Typos

A topic by OldPapaSoul created May 01, 2026 Views: 3,005 Replies: 69
Viewing posts 1 to 20 of 33 · Next page · Last page
Developer (1 edit) (+1)

If any are found feel free to report them here, I and will try and fix them in the future.

I know the late game is very buggy, and i will be working to fix all issues as soon as possible. 

There’s been a number of instances of “complete” that are mispelled, such as “compleated”, “compleating”, etc. There was another before the first instance of “compleate” but I forget what it was :(

There’s a section on the 4th cycle where Xel’Ra asks about a checklist when inspecting the left entertainment cabinet and the AI responds with “Creating checklist[…] IS (IT) IS STATED THAT…”. The first “IS” should perhaps be an “IT”?

(+1)

i finished the repair puzzles and power want out. now i can't do anything. 

https://drive.google.com/file/d/1OMYwA_ggkZbvEeRKxIntG8goJavztYPV/view?usp=shari...

(+1)

I've run into this same issue.

(1 edit)

As well, there’s a coupls typos after installing the extra power for the airlock on the final cycle. “…thats musch better[…]” -> “…that’s much better[…]”

Edit: and in the transmission after that where Zel’Ra says “my ship is experiancing[…]” should be “experiencing”

Developer

Thank you for taking the time to weed through my horrid spelling XD

I still occasionally misspell my name so I’m not exactly a paragon here XD

And in the final set of repairs under the timer for engine meltdown, I am getting stuck in a loop of “+ 30 Seconds” (which should perhaps be “+30 Seconds”, removing the extra space). The dialog box keeps on popping back up and preventing me from completing the current repair (but at least the engine will never meltdown?)

(1 edit) (+1)

And in the final set of repairs under the timer for engine meltdown, I am getting stuck in a loop of “+ 30 Seconds” (which should perhaps be “+30 Seconds”, removing the extra space). The dialog box keeps on popping back up and preventing me from completing the current repair (but at least the engine will never meltdown?)

Edit: Ah, this seems to be the same bug reported by “Horride The Bunny” on the “topics” page up a level form this “Bugs/Typos” one.

(1 edit)

I can't complete the game because all the puzzles at the end keep adding 30 seconds to the time, and it won't stop. It just cycles over and over with no way to get out of it other than to just exit or restart the game. It seems to only happen on the hard puzzles. I can do the easy ones just fine. 

 During the engine meltdown:

  •  the events for the ship system breakdown and the labor mechanic appear to be broken, if a screen transition or the engines needs a restart, the labor event no longer appear until you load the game and the repaired ship system no longer breakdown.
  •  if you save and load to test the labor mechanic the crib is not interactable and you have to load a save
  •  if you let the meltdown countdown end the game softlock and you have to exit the game
  •  in some instances the puzzle with 8 buttons does not have a valid answer and you have to exit the game
Developer

I will be looking into those 

during one the repair parts i completed all the repairs but the lights turned off and i cant interact with the engines thus gotta restart 

Developer

I will look into that

Another bug. When entering a new area, if an event occurs (power, malfunction, etc) simultaneously, it will lock your game preventing all actions except pulling up the menu.

Developer

i will look into that, and see if i can make a fix to stop that from happening 

Currently hard puzzles (with the 8 terminals) during the final reactor meltdown are unable to be finished. You get 6 right and then both of the last two are wrong, guaranteed, locking you into the terminal for the countdown. This is in the V0.2

Developer

I be looking into that.  

(2 edits)

Bugs:

1. The game console in the crew room has a plot error; images from the second trimester appear instead of the first trimester, and the AI's portrait doesn't disappear.

2. During repairs, ignoring the computer on the left may lead to repair errors.

3. During repairs, a strange bug occasionally occurs where two final repairs are required, or a malfunction replaces the completed repair. Even a second power outage can render interaction impossible.

4. Power outages and repair events stacking together can cause errors. In the third level (second trimester), if you return to the crew room, you will be unable to interact with food, resulting in permanent confinement.

5. A very small chance of encountering unsolvable puzzles that require SL to solve.

6. Engine puzzles have bugs.You must SL to continue.

7. In the first level, during the repair period, the player investigates the illustration in the cockpit and finds it to be non-pregnant.

8. Power outages and entering the map or investigation events stacking together may cause the following bugs: the game freezes, the character cannot move (but the menu can be opened), the protagonist's portrait or character portrait remains on the screen. Events cannot continue, resulting in a soft lock on the story.

Developer

I will look into all of thesse and fix what i can. Thank you for your detailed analysis 

To be precise, these are all event logic bugs; the character art issue is a switch error.

Also, a common problem with engines from RPG 2003 to the present: A delay buffer (i.e., event waiting for sorting) must be added to events. Otherwise, processing two events concurrently will cause soft locking or the second event to become invalid.

Even if the event needs to be activated later, an empty event prerequisite should be added according to the layer, and then enabled using a switch to prevent the "no prerequisite refreshed" bug.

Developer

Again, thank you. I appreciate it as I am still learning :)

(+2)

Let me tell you a trick I used in game development.

Since the main game menu is useless, why not remove it? Yes, make it so that players can't view items or this setting in-game. In my game, even the protagonist can't open the menu... saving and such require going to a fixed location.

Why? I want to talk about a game I made during my RPG 2003 days. I encountered errors in game detection and some numerical calculations... not because I miscalculated, but because this type of game engine caused a "parallel processing" problem... I discussed this issue with AAAA (the uthor of Resident Evil  Doraemon). I finally decided to use certain detection items as "keys."

In other words, the items the player carries are used for plot detection. When the player obtains a specific "key" item, many events revolve around this item detection. And by simply setting a concept like "only one type can be carried" or "items are limited to a certain quantity," different character states at different stages can be achieved.

This method is rather silly, but it's indeed a simple one. I've been using it for many years.

In this way, you can use item value judgments to flexibly save the protagonist's state, and even "manipulate items" to achieve event rewind and restart the game.And the difficulty of controlling the game.

Let me give you my example...

This is a character from an older game; she can store special items. There are also two others… like the Treasure Dragon.

In the game, her character art and movement animations are linked to "items." Due to the nature of RPG engines, I can assign each character a judgment item instead of a "judgment value." Although internally there's no difference, for beginners, items are easier to control and adjust… and also cater to some "cheaters" and "adjustment players."

At the start of each story segment, a judgment is performed to determine her movement animation. When the item count is higher than 10, a "Cracked Armor" animation appears. After that, there are six different animations for 30, 50, 70, 90, and 90+. When it's 90+, she becomes an "airship" and completely immobilized…

Besides 90+, the number of items changes the dialogue animations, dialogue, and some events. In certain story segments, exceeding a certain number can even lead to special events.Therefore, whether it's this character, Treasure Dragon, or a Broodmother their condition won't affect the main storyline; it will only cause trouble at specific times (like not being able to enter a house). However, this will still create some Gwent-like effects.

Some storylines feature a "pregnant woman" whose item acquisition is tied to a countdown timer. When the countdown reaches 0, an item is added, and a check is performed. Reaching a certain number of items triggers a birth event, considered a "percentage of births." If the percentage is successful, the player's location is "remembered," and the player is "moved to the story map." Afterward, the pregnant woman's items are cleared, the clock is turned off, and the player is "teleported back to the remembered location."

 

I also tried creating a system for the Broodmother  but its skills required separate event design for each map, and global events had to be avoided, so I ultimately abandoned that approach.

Developer

I just want you to know you are a legend for offering feedback. I would have never thought of that. Doing so right now would require a complete rework of the framework of this project, but its good stuff to keep in mind and I will sure to use those tricks in the future.


Also just for my own curiosity I'm not familiar with the project that your were providing examples for?

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This project is from 12 years ago...

I can easily describe an example verbally; let's take the alien girl Ella as an example.

Each time you wake up, a check is performed (note that facial expressions are created separately so they can be directly applied):

Event Branch:

Ella is in the party: true

[Item check "Ellabelly"]

IF item count is 0-10, then display image EllaB1

Display image EllaF2

Use text: "XXXXX"

IF item count is 11-30, then display image EllaB2

Display image EllaF2

Use text: "XXXXX"

IF item count is 31-50, then display image EllaB3

Display image EllaFB2 (facial position shifted due to different images)

Use text: "XXXX"

Character speed is -1

The protagonist turns to the side (because the belly is too big to wash from the front)

IF item count is 51-70, then display image EllaB4

Display image EllaFB2 (facial position shifted due to different images)

Use text: "XXXX"

Character speed is -1

The protagonist turns to the side

IF item count is 71-90, then display image EllaB5

Displays image EllaFB4 (face position shifted due to image difference)

Text: "XXXX"

Character speed -2

IF Item count 91+ or less, then display image EllaB6

Displays image EllaFA1 (face position shifted due to image difference)

Text: "XXXX"

Special event: Character leaves the party. Ella airship switch is NO.

(The above can be applied to other events. Note the speed setting for deletion. Each character needs a set of cluster judgments; otherwise, images may appear even when the character is not in the party.)

Image deleted!

...Specific room door:

IF Ella in party true

IF Ellabelly count 51-70, then display image EllaB4

Displays image character name FB2

Text: "Hope the door frame doesn't break..."

Sound effect

Map relocation

IF Ellabelly count 71-90, then display image EllaB5

Displays image EllaFB4

Text: "Too big, can't get in..."

Image deleted!

IF Ishura in the team::true

IF Ishura's belly count is between 51 and 70, then display image Ishura B4

Display image Ishura FB2

Text: "I need... to squeeze a little harder"

Image deleted!

Sound effect

Map relocation

IF Ishura's belly count is between 71 and 90, then display image Ishura B5

Display image Ishura FB4

Text: "Even if I break down the door, I still can't get in..."

IF Quinn in the team: true

IF Quinn's belly count is between 51 and 70, then display image Quinn B4

Display image Quinn FB3

IF Quinn's belly count is between 71 and 90, then display image Quinn B5

Display image Quinn FB3

Text: "You think I can squeeze through a door the size of a human?"

Image deleted!

(She's an anthropomorphic dragon, so she can't enter most doors; only her character portrait needs to be checked.) Character Action: The protagonist takes one step back (Note this is the final check; otherwise, the protagonist will retreat three times due to multiple characters in the party).

Important: Delete the image!


Oh, by the way, this is something I helped another author create... The "pregnant woman's" walking image isn't simply "adding a sphere," but rather requires adjusting the upper body to move back slightly. Because of the pressure on the pelvis, the legs walk more like a penguin or a duck.

Failed to load

audio/bgm/JDSherbert%20-%20Nostalgia%20Music%20Pack%20%5BFREE%5D/JDSherbert%20-%20Nostalgia%20Music%20Pack%20%5BFREE%5D/Stereo/ogg/JDSherbert%20-%20Nostalgia%20Music%20Pack%20-%20Retrocadia.ogg

Developer

I will look into that

For clarification, it happened when I was still in the first section of the game. Needed to go to the cryosleep after repairing the tuttorial display and the bug happened when entering one of the room

(1 edit)

This problem may be caused by the system encoding under different language versions, or by the use of spaces, symbols, and special characters  name in the source material.

So... Hit a softlock bug. I just got to  the machine in the medbay to repair just as the hunger hit 0 and power went out... Now I am essentially stuck with no access to the rest of the ship, save the general areas for repair.

So I'm at the point where the computer says there are 3 cycles left and went to repair and now I'm in an endless loop of repair and the cryopod doesn't work and I don't know what to do except go nuts running between both engines

Stuck on this as well, I have the V0.2 version.

Developer

I will be looking into the last few stages and seeing if i can  fix it. It did not get enough play testing from me and is full of errors that i didn’t initially catch. Please be paitent as i work on a future update

is there a cheat page for the puzzles

Developer

There is no cheat page, the puzzles are randomly generated each time. At the time of this writing Hardest puzzles do not work properly and I am working on fixes to correct or disable altogether. 

o

I'm getting stuck in the final stages where everytime i try to do a puzzle it keeps adding 30 secs to my time non stop.

Developer

it is a known issue that i'm working on to resolve

I'm not entirely positive if it's a bug or a feature, but during the last 10-minute timed sequence, I've been getting puzzle patterns that are unwinnable. I'll complete 6-7 tiles correctly, only for none of the remaining tiles to count as correct (in some cases there being only a single possible tile remaining, but not working as the solution)

Developer

The ending is not working correctly and i'm working on a patch to fix

I'm unsure if it's a feature or a bug, but during the final section I have many max-difficulty puzzles become unbeatable - i can get 6-7 tiles in a row but the last one or two will count as incorrect (even if it's the only tile possible)

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