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team-lutd

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A member registered 10 days ago · View creator page →

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I tried playing it in single-player, but I couldn't figure out how to actually play the game. All I could do was wander around in the development scene. What exactly am I supposed to do?

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!

thanks for playing! we do tilt the sprites slightly as your example but the angle is the same everywhere

Cool game. Died just 2–3 steps before reaching Ubaratutu with a score of 296006. Not a genre I normally play, but it looks and feels very polished. Congrats!

Thanks for playing!

We're aware of most of the issues you mentioned and agree with you. Hopefully, we'll be able to fix them soon. I'll skip those points below.

I couldn't find a better cost for dirt roads. Some games make them free (aside from construction time), but I found that too generous for this game.

Work zones are useful when you want to avoid chopping down all the trees in an area and give them a chance to regrow. This way, you can also make sure some forest is preserved for resources other than wood (resin, seeds). The work zone ranges of some other buildings could be increased though.

You can actually click on secondary tooltip links (Crusader Kings 3 style). You just have to wait a bit for the first tooltip to lock in to prevent accidental nesting. CK3 has some additional options for this that we haven't implemented yet.

Some bosses were too hard for me, especially the one who randomly changes my pieces when I rotate them. Angle Angel was easy, despite being a rare boss (iirc).

I wish the tutorial didn't start with dialogue. I immediately skipped it and started playing blindly. Only after the guy who randomly transforms my pieces beat me did I go back to the tutorial and realize it wasn't actually boring.

I think starting with action right away (instead of the map) would be better. I know it's not easy to change, but maybe you could even completely embed the tutorial into the main game.

Bug (?): After finishing the tutorial, it sends me straight to the main menu. I used the sledgehammer and thought I'd killed the boss, but a second later I was back at the main menu.

A heads-up: Windows Defender flags it as "Trojan:Win32/Wacatac.B!ml". I looked it up, and others have reported it as a false positive. I don't know if there's anything you can do about it though.

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Thank you! We also noticed the initial progression should be much faster after watching brimstonewalker's stream yesterday. Because of the slow progress, he got the impression that there wasn't much content in the game yet. In the next update, we'll make the initial technologies much easier to unlock and will keep the grind for mid- and late-game technologies.

New colonists can find you after you build the Beacon (requires Beacon technology: Workshop > Torch Pole > Beacon). There are other survivors scattered across the Dark after the crash. They've managed to survive on their own, but most are in pretty bad shape. The Beacon helps them find your camp (inspired by Frostpunk's beacon).

Your suggestion makes sense. We can add an option to reorder the job list.

Thanks again! We're trying to add new content and make balance adjustments every week or two.

ps. Never heard about the Cultures, will look into it.

I mostly agree with what SPECXHT said, especially about the UI improvements.

Bug (?): After failing in my first attempt to look for work on Leon's planet, I gave up and went back to our planet, hoping to find more work there. I think that broke the game because even after returning to Leon's, I couldn't see the "Look for Work" option again.

Merci Azurdev! Noted all.
About the huts, you don't have to assign colonists to them. They can just use any available hut if none is assigned.