Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

veltes

79
Posts
95
Followers
2
Following
A member registered Apr 03, 2026 · View creator page →

Creator of

Recent community posts

That's actually intended :D supposed to be a "flickering to life". Although on a digital interface it might not make too much sense...

Thanks! And yes, good point :)

Thanks for playing and the detailed feedback, very helpful to hear about the unclear or annoying moments! 

A few of your points will hopefully be solved with the latest update, especially those that result from poor performance. Settlement boosts are gone now, they were a bit strange indeed.

System mode will very likely get some changes as well in the future on how settlement, relays and hubs interact. Not quite easy to find a way that feels logical, is fun but also not overly complicated and scales well. Have been discussing it with people in the discord already, too.

11 and 12 should be part of the next update. The cargo drone problems are very likely a problem of limited H2 (or the limited resource space). Will go through the rest of your points as well to see what else to improve, thanks again for the write up!

It helps a bit, but you should be fine either way. It might actually make the next phase more interesting.

you are right, that's a really bad upgrade right now. I am removing it for the next version and change a few other things as well.

Thanks! Yeah, this is annoying, will check the signals for rebuilding UI, it should be possible to avoid this. Tooltips also suffer from this kind of behaviour.

Thanks! :)

No, it should only require what is needed for the distance from the hub. The tooltip of the "send" button also shows the system a ship will be dispatched from. If a hub has an eligible ship, it should show that including the H2 cost from the hub.

This will actually change in the next version, the current system is definitely quite confusing!

That is how you can use them, but you also need enough H2 at the hub to send them from there. Would guess that this is the reason why it doesn't work. It then takes the closest one. (but fleets also have other uses in Galaxy 4+)

Thanks! It is not possible, I decided against this option for now.

Thank you so much for playing, it really feels amazing to hear from people spending so much time on the weird, rough game I put out there :) 

The later galaxies still being quite slow is a really good point, I also had that feeling on my own playthroughs. The prestige upgrades definitely need some attention and I will think about to include skipping some of the slow and early parts more.

Also the settlement phase has been mentioned a few times now as a part that is not balanced well. I might space out the milestones a bit differently or adjust some of the existing mechanics there.

Will take a look at hubs as well.

Other languages are definitely planned, but it only makes sense once the game is mostly in a finished state.

Zoom and position are reset when transitioning to a new phase. I am not sure I understand what you mean with your second sentence, are you talking about the planetary phase or system phase?

The "research center" machine should become available in "station" once you scan all planets of the first ring. One cell is still left.

Thanks for the feedback, will take a look at it!

Hmm, will have to think about it. Going all in will mean that a lot of things should be impacted by extractor upgrades (e.g. income rates from the home system) and it might make it hard to follow all the things that are changing. But halfway is probably a bad idea, agreed.

That's a good point. Originally I left them available in engineering to further up- or downgrade but it made things really hard to balance. Probably should just remove the connection to planet-mode drones all together.

The intro message to an empty galaxy should say so, but if played through the hostile galaxy, it should always be followed by one where you can build the QC.

Hmm, no, just a regular pioneer. Are you sure it is not H2 or range (even if the tooltip doesn't say it)? Otherwise, has this galaxy had any aliens friendly or hostile? If yes, you need to deploy the QC in the next galaxy, it needs to be an empty one.

Thanks for sharing that, I assume you play in browser? Could you try if it gets better if you set the Star map Background opacity to zero in Settings?

:D sorry or you're welcome!

The pioneer starts setting up the QC Node (just as you would a settlement, there should be a new button in explored, unsettled systems for that) and after that you can send the new ships to set up a dyson swarm at the QC Node.

oh, that warning sounds like a bug indeed. it is fine to go on, the quantum computer can only be developed in the next galaxy anyway. will take a look at the messages and progression steps.

Ah, gotcha. Maybe I'll use a different shade of yellow to show the charging/discharging fraction of the bar. There are so many numbers already.

I would say this is the current state, no? Not sure I understand in which scenario you would want something else than is the case right now.

- demand < supply: part of the bar is filled showing non-used capacity

- demand = supply: bar 100% filled (this happens also when charging or discharging the battery)

- demand > supply: bar is 100% filled, total of the progress bar is demand now instead of supply and overdemand is shown in red to show how much you need to upgrade the reactor.

Thanks, I found the problem you described. Each upgrade of a refinery or drone in a system triggered a redraw of the map, in your case multiple per frame, which definitely is not necessary. I am developing this game in Godot and have been using the internal Profiler to look at performance bottlenecks. 

Thanks!

Thanks, that is super useful. I can imagine, it could be something like that but what causes me most headache is that each platform also has its own quirks. The native versions for windows and linux run way more smoothly for example than the web version.

I will investigate this for sure, the tooltip and specific situation you mention are good starting points. There are already quite some optimizations in the game. UI elements are only refreshed at 10Hz for example and the star map is layered depending on how often the elements should be redrawn (hexes vs. labels vs. animations).

Should be fixed in the new version!

Oh, good catch, thanks! I fixed it in the new version I just uploaded.

Hey, thanks for playing and the feedback! In the beginning I was aiming for a more idle gameplay and actually removed offline resource income because I wanted it to be more of an active incremental. There is definitely still a lot of balancing needed, so its good to hear opinions about the pace.

Performance and UI improvements are on the todo list as well!

g3 does not have any alien tech in sector mode, but there is one system per ring with remnants. otherwise, if you dont finish the quest of g3 you can depart as soon as you have a vnp and solve the same galaxy again.

It might not be explained well, you need to send the metals via the "send fleet" button and then choose "deliver" to their system. Did you try it that way? The other button is about exchanging raw resources for AT.

You mean when demand > supply? Because otherwise output = demand, H2 use adjusts to demand.

Or do you mean "demand if all machines would work at the same time"?

Thanks! Definitely planning on working more on it and polishing it :)

Thanks for playing and your thoughts! Those are some good points, I think the changes to fuel scoop efficiency and retrofits make sense. The accelerated phase doesn't actually use the probe stats anymore, it is mainly about simplifying the calculations for thousands of systems.

Thanks for the detailed feedback, I will investigate the performance problems. The audio stutters have been introduced in the latest update I think, I might just revert those changes to the sound bus.

I am also on Mint + Firefox and don't notice the same behaviour, though it is a newer laptop. You could try the linux native client of the game, it doesn't have the audio stutters and performance should be better.

The "days per in-game tick" increase when switching to a higher level map - the idea is that you adjust your frame rate to not get bored while your ships need much longer time to travel to other star systems instead of planets.

The Bobiverse was definitely a big part of the inspiration! But the game has its own story and world.

(1 edit)

Thanks! I assume you don't talk about the ingame CPUs? Which system and game version are you playing on and when do you notice it most?

Ah, I see, thanks for the report. Will fix it for the next release!

The update from today should prevent situations like this in the future - you will just be sent into the same type of galaxy again :)

click on the printer, on the station page