Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

It's got an addicting gameplay. Got a lot of systems going on but thought all the information was laid out clearly. I like the task window where you can see all the existing orders that are ongoing. I also like the way schedule editor is built, how you create these presets and assign colonists to it. I agree with the others about making it a little bit faster in the beginning. I also didn't understand why the colonists were gaining traits, it was hard to see what triggered them and to see what effect it even had.  I do like the log window. Noticed the UI looks different in game compared to the ones in the screenshots. The old one's got a lot of charm and hope you explore a way to keep that in while keeping everything clear. 

I'm trying to create a similar rimworld / timberborn inspired game, so it was really interesting to see how you approached it. The whole light system and concept works great. 

Thank you!

We've added a Gained by section to trait tooltips after similar feedback. It'll be included in the next update. Some examples to make it clearer: If a colonist spends too much time idle, they roll for the Lazy trait. If they sleep outside they roll for Insomniac. Having low sanity for too long may also trigger rolls for random insanity traits like Naked. Number of traits is low for the moment and they become somewhat repetitive, soon there will be way more of them.

You can see the effects of traits by hovering over them in the colonist UI, but I also plan to add a Traits screen that shows all traits in a tree-like structure (in the future, maybe).

We've gradually replaced almost the entire old UI because it was taking up too much screen space. It was also a one-time job by an artist who we can no longer ask to make adjustments.

Btw, I've seen your proggy posts before and your game looks very cool. Good luck!