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Bugs/Typos

A topic by OldPapaSoul created May 01, 2026 Views: 3,020 Replies: 69
Viewing posts 21 to 33 of 33 · Previous page · First page

Not sure if it's a bug, but this has happened to me twice already.

At the point in the game where the cargo bay and med-bay are added to the to-do list of puzzles, if you let your energy meter completely drain and have to go into Zel'ra quarters to eat a big meal, you get trapped in there because the food station doesn't work and the game won't let you leave the room. Going in there to snack does not seem to be an issue though.

Developer

It is a bug, and I will work to correct it

when scanning the amount of embyros in uhh the medbay, i get an error when it says “failed to load - a load gibberish and then Face5, i spam click retry and it never loads, literally unplayable after that.

Developer

I believe the issue is with the sound packs I used, and I'm working on a fix to correct that

(2 edits)

Uncommon Bug: Avoid using symbols such as spaces, underscores, hyphens, and periods and those using specific national languages in filenames. This can cause errors in the game on certain systems, such as Asian language systems

It's important to note that while software like AP can ensure a game runs in the wrong language (e.g., a Japanese game running on an English system), it cannot resolve issues caused by incorrect filenames in the game's inner directories, which can prevent the game from reading resource files and result in a software lock.

Developer

Now that I know that can be an issue I can avoid that for future projects. Thank you

Buenas tardes eh jugado hasta la parte avanzada donde debes evitar entrar en labor de parto, sin embargo, hay un bug que me impide continuar la historia, en reparar se bugea en salir solo +30 segundos, con la imposiblidad de salir de la pantalla. se siente frustrante sin llegar al final de esta historia

Ok, another thing im in the stage 3 i think, where you have to fix the engines while keeping your hunger and the engines going off and its been doing this for about 20 minitues, am i bugged?

Developer

It is bugged. the game is mostly unbeatable due to the things I tried to add in last minute. I am working on patches

Okay, so there are a few bugs

Stage 4 bug

If hunger meter bottoms out, game soft locks and traps you in your room.


Stage 5 bug

+30 seconds icon won't go away

Labor machsnics is completely broken

(1 edit)

not BUG:If you don't mind, could you please delete some unused RPG assets from the game's compressed file, especially music and pic files, which take up 200 mb of the game's size?

I haven't used the engine myself, but those might be in place as defaults for debugging or stability reasons.

I've heard enough anecdotes about weird-behaving code (and seen enough strange glitches in other games) to know that sometimes seemingly-useless files are actually doing something important.

(2 edits)

I've used game engines for many years.

Actually, most unused music and sound effects, as well as the main title image and enemy images, can be deleted. However, it's important to note that simply deleting them from the directory isn't enough… You need to locate the map, enemy groups and enemy settings, magic, animations, etc., pages in the system settings and clear all unnecessary settings. Only keep one enemy group, one enemy setting, and one magic effect.

I know a lot about strange occurrences… at least before I suffered half of the body broken bone in an accident, I often shared various experiences and special cases in the RPG community.

Since RPG2003, the biggest strange problem has been "parallel event processing." This is both an engine bug and a player setting issue, mainly due to events stacking and failing to be processed synchronously, or getting frozen in the synchronous processing stage. There's also the classic "clock hard problem"—the countdown system has always been a difficult setting to operate. Ultimately, this leads to incorrect results, either because parallel event processing conflicts cause a soft lock, or because it overrides another time.

Secondly, there's "event processing too fast." This is an old problem, so you must manually add a 0.1-second delay before some variable or numerical checks to resolve it; otherwise, the next event might jump directly before the previous one is finished processing.

Incorrect event activation or stacking is also an old engine problem. If an author creates an event and then directly creates a new event and sets an activation switch or event processing check, it causes the event to lack a pre-check, leading to a bug. In practice, it's best to create a blank page before activating any event. AAAAchan (author of Doraemon: Resident Evil) used numerous blank pages to avoid this bug. Simply put, the first page is empty, a "no event" page; the second page is used to activate the switch or other event triggers.

Another classic bug is the "Gwent effect," caused by globally allocated fixed events. Lazily making events globally triggered results in numerous bugs due to simultaneous calls.

Finally, there's the issue of asset handling. Many careless authors directly modify the game's basic settings but forget to remove default enemy groups, settings, magic effects, map settings, etc., from the settings menu. They only delete the assets in the package directory, not the related settings in the program group… ultimately leading to bugs.

Another less common bug is where level and attributes become "1," the cause of which remains unknown. This usually occurs when player A leaves the party, variables are saved, and player B inherits all of player A's experience, skills, and items.

in the meltdown sequence I keep getting +30 forever when getting a "harder one" fix

Developer

Check the devlog. It has an updated version that fixes that

ya I tried the v.02 version transferring the save files over and that seemed to work, still get an issue where having contraction mini game happen while fixing mini game makes the timer bug out
Didn't realize the v.02 was the up to date once since they were both posted the same day

But despite the bugs VERY good,who made the artwork? the simplicity of the number of characters probably makes it a lot more manageable, but good preggo sci-fi stuff

Developer

There is a link to version 0.03 in my devlog that fixs many bugs. I cant upload it to itch.io yet because of the game jam voting blocks uploading new submissions.

This was a solo project, so i did artwork, story, and programing. 

oh dang, got a link to more of your art?

Developer

You can find me on twitter, bluesky, and furaffinity under the same name

oh man I've seen your art around, that's some good stuff
and a very good first game. Hope to see what else you cook in the future C:

Typo at the medbay checkup the first time




at the start there is a typo of funcitonal instead of functional and sometimes it says embyos instead of embryos 

and protocal instead of protocol 

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The game does not have a voluntary price donation download option... I can only go to ko-fi to buy you 5 cups of coffee recently.For a 20-year hobby!


Also, many years ago, didn't you draw a kobold comic strip about a female kobold mage who laid eggs due to a HYPER PREGNANT caused by using a magic scroll?

Bug: 

Phase 4/Level 4: During repairs, the player will enter the final repair phase twice. The computers in the infirmary are unaffected, but those in the embryology room on the left are affected.

If repairs are completed prematurely and not ended, the infirmary will experience a power outage, preventing entry.

After repairs are completed, a power outage will prevent the generator from being restarted, trapping the player in the corridor.

Solution: Prioritize repairing the infirmary, then repair other areas as needed, completing all repairs before the power outage.

Additionally, the following will not cause fatal bugs: 

Level 5  During the final repair, the computer on the right side of the middle screen will freeze after repair, requiring save/load (SL).

Level 5 Before the final repair, during the communication phase when restoring communication, the protagonist may lose textures due to the rapid transitions between puzzle scenes.

Level 5 After the final repair, if you don't reach the central room in time, you will be blown up… the countdown will not stop.

Balance Adjustment Suggestions:

1. The birthing event seems to be randomly determined by the number of clicks, with an occasional trigger rate that's too high.

2. Some events on the spaceship might be overlooked without deliberate investigation; more "flashes" are needed.

3. In parts of the fourth level, after completing repairs and returning to the crew quarters, you can't leave. I'm not sure if I overlooked the medical room and whether there's any story content there.

4. Moving the upper body slightly backward by 1-3 pixels in the walking image would better reflect the character's state.

5. Referring to my previous suggestion regarding the final return journey (the post-game entertainment section), create CG cutscenes and event cabins, inflation events, and conversations with the AI about experiences and opinions.

6. The protagonist's abdomen penetrates the hibernation pod in L5…XD

Great little game! I am guessing this is developed using the RPG maker of sorts? Some of the UI and sound effects reminds me a lot of it

With the bug issues on the latest public release, the major bugs that is encountered and can be reliably replicated are below:

The time-sensitive and proc'ed events (such as engine breaking down, being forced into labour) while right in the middle of doing an interaction with any doors / consoles will soft lock the game. If the engine's going to break down as you open the door, the ship won't go dark, but you can still repair the 2 engines -- the problem comes after the two engines are repaired but no consoles will be interactive after, thus locking the progress. The forced labour is a similar issue where if one of those strong contractions are to hit right as a door is opened, or interacting with the console, the forced labour scene won't play, and all interactive objects are disabled.

Looks to me like the engine is still running and checking for time even in the middle of playing the entering / interacting animation, and in that split second while the game itself does not permit for any pop-ups or updates to any event flags, the function that calls for the QTE events or to update the flags ends up firing but was unable to launch / change the value of the flag, thus bricking the interactions.

I'd suggest putting a case function or if function that as soon as any interactions to doors / consoles are initiated, that the QTE / sudden events be locked from being called for a specific amount of time, and last till 1 second after the interaction animation is played out (fade-in / fade out to another room, for example). Hope that helps!

I can't get the game to open on linux:( I'm using a steam deck and I see the game.exe folder but it won't open

Developer

I'm sorry that you are having an issue. Unfortunately, i do not know enough about linux or steam deck to offer a solution,  as this game was designed to run on windows operating systems. I have tested it and it does work using 3rd party apps like joiplay

Update: I got it working and I really enjoyed it:3 I thought the artwork was really cute and the dialogue got more than a few laughs out of me

Viewing posts 21 to 33 of 33 · Previous page · First page