The puzzle in the ship with the fuses seems to be bugged out. I can get infinite red fuses and only one blue fuse and no green fuses. Meaning there is only one solution, which is the 40v undervoltage. There's no way to get a solution that won't result in frying the circuits and not getting the parts. Meaning a true solution is impossible.
Also I can literally spam this thing for infinite GP.
There is way too much grinding. For one the deep scan ability should have a much lower chance of missing or none at all in order to keep the fights balanced, as missing two deep scans in a row is basically a guaranteedlost.
Second of all converting GP into XP doesn't give you enough, so that's bad design.
Third of all the GP grinding is absurd. The resource grinding while extremely annoying is somewhat balanced fairly. The economy of the GP is just broken, I mean you need 2 thousand to upgrade the med machine then you need another 2 grand to actually USE IT. What part of I upgraded it which took 10-15 minutes of my life, therefore I shouldn't need to pay more, do you not get? And then if that isn't bad enough you have to keep doing it over and over again to get treshold up just like with the leveling. This is boarderline EA design only there's no credit card involved so I can't understand the logic behind making the grind cycle this bad.
Also converting signals into GP is a joke. 30 GP per scan, that's not acceptable. you need literally thousands. And the major scan only gives you 200 when it should give closer to 500 or more. The minor scan should be about 100 roughly speaking.
Overall the first hour or so is literally just grinding to repair the AI and repair enough of the ship to get to the second area, defeat the pheonix and then grind for the next while on even more resources you need.
After awhile you realize that the over powered random enemies are not even worth fighting so you just flee from everything that isn't a boss full of GP and actual useful resources which is not really how a game should be played.
I'm at the point now of being softlocked, there's only one rock in a cave left from the areas I have unlocked which has ONE of the purple ore, which I need 20. I could keep grinding for it for hours but honestly. I'm done.
Anyone who reviews this piece of shit game higher then one stare should get into hobbies like staring at paint dry on a wall, because that's basically the same exciting experience this game has to offer. Not only is it a terrible game that bores you to death, it's erotic content runs out within the first 10 minutes. I hope the developer quits and does some other project because this game sucks. Easily the worse NSFW game I have ever played. I've literally played 5 minute demos with zero erotic content that were less of a waste of my time as a player. The only way someone could make a worse game is by actually injecting malware into your computer.
@PaddedStreamer, I appreciate the feedback. After looking at your commenting history, it's a proud badge of honor to get three comments on my game to show the depth to which you've played it compared to some of your other reviews. It is a work in progress, and I've got some good notes to work on here. If you could remind your one follower about that, I promise to work to improve the game. Thanks!
Thanks! It is a work in progress. If there is anything that you see that needs to be changed, I'm tracking bug reporting and requests on my Discord server. Enjoy!
Thank you for your update. In fact, it was reported that when unzipping after downloading, McAfee LiveSafe isolated the virus-infected file, although it is unknown whether it was a misdiagnosis. Sorry to trouble you, but could you please confirm?
There may be a combination of things that I haven't been able to single out. I had bought the entire Yanfly MZ plugin library, which is dozens and dozens of extra plugins. There are some that are still unused. I'm guessing that anti-virus is mad that these are extra javascript files that aren't being used at this time. I've had other reports that a certain unused plugin file can't be loaded, in which I just remove from the project completely. If you do see any logs that specify a certain filename, please let me know and I will trim it out in the next update.
Otherwise, it's a false positive from the antivirus.
Hey everyone, I have a few more notes for the v0.8, since it was such a big update. Namely, bringing in a major goal of the game which was to have multiple expansion "themes" that the player can pick from. That being said, bringing in the second theme did have a lot of bugs that were squashed through the several patch versions. Here's a list of a couple known bugs that are getting or already have been addressed in working on v0.9:
- There was a typo in the code. So the MC will always get pregnant when they give into their urges. - Also, the med bay hasn't been able to understand the anomaly's effects so pregnancy may not be completely cleared after a recovery. (That has been fixed) - Shields are not equipable, yet. That also has been fixed for the new theme. - Some of the later maps puzzles also need to be reworked to be better suited to the MC's psychic powers instead
Thanks for everyone patience. Meanwhile, come in and check out the Discord server! A friendly reminder that I've had the best success with bug reporting and answering questions there.
Hey there, Really enjoying the theme of the game but I have a question. Am I supposed to be just re-doing the same thing over and over. I've spent about 2 hours going back and forth between the ship and the same area? I've repaired the Research Lab, the Computer Core and the Support room. And the only thing I can think to do is get GB to scan and level up but I get 17-22 per orb guy and I need over a thousand for another scan. Is there something else I'm supposed to be able to do ?
Edit: Ok, so it seems there was a relatively easy way to farm GB as the mob always seems to spawn as your first encounter. Though, I now have another question with the new area unlocked. Am I meant to move at a permanent snails pace even after the character has given birth ?
That is a bug. There were a few of those that came in from having split functionality between expansion themes. The intent is to slow the character when they're in the higher stages of expansion, but to have all of that cleared when going through the med bay for recovery. Same thing for in caves, but just not able to beam out from underground. The best bet is to get to the surface and then you can reach the ship again.
This bug has been addressed, as well as adding more options for encounters and story that helps with the grind. But they are currently in the v0.9.0 which is in supporter early access. For now, the early access version is delayed from hitting the free general release by a version. v0.9 will hit general release once supporters get v0.10
- Fixed a bug where cave appeared in map 3 without selecting a gameplay first
- Fixed an infinite anomaly event node on one of the later maps
- Fixed variable assignment that was causing the infinite anomaly event on the blinding snow map
- ALPHA 6's sprite is direction locked, so won't change in appearance
- "Weapon_unleased" plugin removed: was causing startup error messages for some
General:
- Finished out logic for puzzle added to map 1
- Created code for gathering nodes for Cherries and Melon
- Pregnancy gameplay unlocked!
- This is mainly to release the mechanics and to make sure they are working and fun while the last two art images are being finished by the artist.
- The pregnancy gameplay had the most different mechanics out of any of the expansion themes
- The anomaly energy seems to have made some sort of life form on the planet surface. And to a lonely sole survivor, they do look exactly like what you're thinking.
- Resist their psychic calls. Or not. Beware if you give into your needs, the surprise comes quicker than you might think.
- Most activities on the planet surface will erode at your willpower first if the MC isn't pregnant. Each psychic call from the aliens brings a chance that the MC gives in.
- Upped the amount of ore rewarded from common, uncommon, and rare ores
- Pregnancy stages 8 and 9 art is complete and in place
- Writing support has provided all dialog text for pregnancy stages and logs
- Added all pregnancy stages to the status check so that a player can track and enjoy the MC's current state
- New Tutorial is finally here!
- Intro cutscene still needs some rewriting and formatting to fit into the text boxes
- But intro cutscene now informs the player to visit ALPHA 6 to turn on the transporter, and gives the player the decision to select the expansion theme of choice from the beginning.
- Fixed where sector map and map 1 events looked different depending on which direction you activated them from.
- Using the Move Events Core plugin to fix phantom wall bugs, especially in underground maps
- The transporter console cancel "button" wasn't using the new event I made that also handles the dynamic sprite selection
- Removed some transparent walls in the crew deck of the survey ship
- Fixed small bug on laser puzzle from mid to left that caused the smallest laser to disappear
Side Quests:
- Working on puzzle for helping to fix ALICE further.
- Completed puzzle that will help to fix ALICE further, making one possible ending easier to achieve.
- Setting up story and location to find out more about aliens and last survey team
General:
- Language support
- All menu elements not extended by the menu core plugin support Spanish
- Added new gatherable foods for Wg gameplay for 9 in total. Adjusted WP and Dist amounts for each
- Gatherable foods will still provide some WP restore at the cost of some Dist in a pinch, but amounts are reduced in favor of crafted foods.
- New craftable food menu for Wg gameplay, with 15 recipes. Adjusted Wp and Dist amounts for each.
- Recipe ingredients entered. Entered into the bio-processor
Rewrote the battle formula for Deep Scan. Now hits much harder than a basic scan. Still going to keep the energy costs for abilities at their new, cheaper amounts.
* More research into existing plugins
- Enhanced TP mode hidden from character menu until it can be made relevant
- Made some unnecessary states hidden in the character menu
* Working on Preg gameplay mode pending art assets
- Setting up new skills for new monsters and encounters
- Fixing logic for the different way that distortion would start to accumulate in the MC
- New logic for handling the different conditions for the emergency transport
* Working on story cutscenes and dialogs for Wg story
* Created the first branching ending! Story and dialog are not complete for each yet, but there are now two possible endings to the story
- Obtaining the home ending has enough of its conditions ready to be triggered. With more possibilities to be unlocked later.
- The first branched ending has enough dialog to comfortably fade to black until more content can be properly added.
* Jump drive gauge will now read correctly when charged. Well... eventually
* Tweaks to Wg specific states hungry and starving. Testing to ensure that these states are more significant in gameplay
* Fun with puzzles!
- Big hunt for enemy art assets. Lots of new enemy art to go with an enemy revamp.
- Working on attribute numbers now for load balancing, implementing into 1st map A-001 random encounter framework
- Cleaned up 1st Act smoke around damaged systems on the survey ship
- And added a visual aid to see the jump drive charging status.
- No longer see the MC in the bottom corner during the beginning intro
- Ending cutscenes has removed the MC from the screen.
- Improved the personal logs so that they all appear on the same choice menu.
- Added more texture to the snow map, because hopefully players are not so blinded. (Seriously, wasn't that bright in RPGM editing.)
- Auto Battle removed from menu settings. Was causing wonky effects in battle and paralyzing enemies.
Story
- All Wg personal logs are completed and tied into the game
- Finally have second ending art in the game, and a small cutscene for it.
- Added in puzzle to help attempt to fix ALICE before trying to return home to help achieve one possible ending.
- Add in path to activate alien artifact to trigger second ending. Will improve in later release.
- Provided a prize for solving the puzzle on the snow map. Better dialog in progress.
- Last maps for Act III content are nearly complete. Working on the side quest for one, and then the transformation after a puzzle on the other one.
- This one is taking the longest. I want more on the maps and some simple puzzles. Something that is more fun than some of the early maps.
- One map's puzzle is complete, now adding gameplay specific zones.
- Objectives complete for Act III. Act III is not story and dialog complete, but the most important thing:
- The final WG stages and art is unlocked. Enjoy!
- Now able to repair the jump drive. It will still need to be charged with exotic energy to jump. If only there is a supply of exotic energy somewhere...
- Other expansion illustrations won't be done in time for this release. Holding off on other gameplays.
- Working on concepts for new encounter gameplay and handling events.
- Found a text code to have all the text in the box appear at once. However it also doesn't play well with the Text plugin I have for the word wrap.
- Still working on a rework of food craftables.
- Fed up with RPG Maker trying to make my players as deaf as I am. Reducing volume on all music entries until I start customizing. Will be doing the same for effect volumes soon.
- Adding more dialog to npc's. Also adding a data reward for secondary discoverables. Large Anomaly encounters also now providing data.
- Added more ore deposits to A-043
- The Deep Scan is a big pain point for a lot of players. I'm realizing that leveraging battle core plugin for higher crit rates is working as planned, and the skill is too sensitive at lower levels and improved gear. Working on a new formula and other ways to improve.
- To attempt to make saves safe for porting into future versions, created the crew quarters level where the player can save the game in the captain quarters wall console.
- Autosaves and saving anywhere will still be active until this is confirmed to be a solution.
Med bay medical procedures for Act III stages are now properly unlocked.
The Act III maps can now be walked around on.
There were a few typos found, one more unlimited gatherable found and fixed.
Also reduced the Energy Costs for advanced scan skills in encounters. Still working on tweaks to the damage formulas.
- Fixed some typos in different places.
- Fixed where jump drive charging wasn't applying, or doing a proper check on MC's distortion status
- TODO: Charge Gauge still reading zero even though it's charging.
- Fixed bug where navigation console was disappearing after jump drive is fully charged so can't kickoff the Act III end cutscene
- Fixed more infinite ore on anomaly deposits.
- Sector map now allows traversing over any terrain. Mountains no longer blocking movement.
- Fixed potential bug where completing medical procedures after all other objectives in an act may not have triggered the objectives complete.
- Learning new things about plugins:
- Found a label tag so that all sections of the ship have better signs
- Found a more reliable way to track steps and use that to trigger an event. Which allows me to have more control on random encounters, not just with traditional monster encounters. And also better control of rewards, instead of a chance for one item. Will test this in A-001 to test reliability, and to setup more random events.
- A lot of the crafted materials were accidentally marked as consumables. Fixed.
I have just completed the first patreon supporter early access version: v0.6.0! Act III is unlocked with the final stages of art for the Wg gameplay. Lots of small tweaks. Found some more places to add dialog and story.
v0.5.1 is the current free version here on itch.io. If you enjoy it, supporters will get early access to the very latest version. v0.6.0 will release for free to itchio once supporters get their hands on v0.7
The second act was unlocked, and the third act is near completion and will release to supporters first. I'm in talks with the wg illustrator to put a final ending cutscene into the game.
I am in talks with other illustrators to release additional themes. Each theme will have it's own sequence, and it's own story.
v0.4.0 Added some more walking sprites Added first SFX for some of the expansion content bug fixes. Lots of other stuff. It was a big list, check out the discord channel for the full list.
- Added Act II medical upgrade and procedures in the med bay that would increase the MC's threshold capacity. - Finished dialog for Act II WG stages - Found a better solution for recovery when outside of communication with the ship - Added a new walking sprite for when the MC takes it a little too far
It's harder to update all the forums with the change log. The formatting is different with each one. I keep a progress and backlog thread in my Discord channel. Please come on over and check out the status updates there!
Excellent start to a game. For now the game is nothing but a short grind to set up the rest of the game, but it felt promising. The grind didn't feel too tedious, although that might be because I just got from rune grinding in Elden Ring. I will say, the enemies did feel a bit on the weaker side, especially with the warrior stance.
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The puzzle in the ship with the fuses seems to be bugged out. I can get infinite red fuses and only one blue fuse and no green fuses. Meaning there is only one solution, which is the 40v undervoltage. There's no way to get a solution that won't result in frying the circuits and not getting the parts. Meaning a true solution is impossible.
Also I can literally spam this thing for infinite GP.
There is way too much grinding. For one the deep scan ability should have a much lower chance of missing or none at all in order to keep the fights balanced, as missing two deep scans in a row is basically a guaranteedlost.
Second of all converting GP into XP doesn't give you enough, so that's bad design.
Third of all the GP grinding is absurd. The resource grinding while extremely annoying is somewhat balanced fairly. The economy of the GP is just broken, I mean you need 2 thousand to upgrade the med machine then you need another 2 grand to actually USE IT. What part of I upgraded it which took 10-15 minutes of my life, therefore I shouldn't need to pay more, do you not get? And then if that isn't bad enough you have to keep doing it over and over again to get treshold up just like with the leveling. This is boarderline EA design only there's no credit card involved so I can't understand the logic behind making the grind cycle this bad.
Also converting signals into GP is a joke. 30 GP per scan, that's not acceptable. you need literally thousands. And the major scan only gives you 200 when it should give closer to 500 or more. The minor scan should be about 100 roughly speaking.
Overall the first hour or so is literally just grinding to repair the AI and repair enough of the ship to get to the second area, defeat the pheonix and then grind for the next while on even more resources you need.
After awhile you realize that the over powered random enemies are not even worth fighting so you just flee from everything that isn't a boss full of GP and actual useful resources which is not really how a game should be played.
I'm at the point now of being softlocked, there's only one rock in a cave left from the areas I have unlocked which has ONE of the purple ore, which I need 20. I could keep grinding for it for hours but honestly. I'm done.
Anyone who reviews this piece of shit game higher then one stare should get into hobbies like staring at paint dry on a wall, because that's basically the same exciting experience this game has to offer. Not only is it a terrible game that bores you to death, it's erotic content runs out within the first 10 minutes. I hope the developer quits and does some other project because this game sucks. Easily the worse NSFW game I have ever played. I've literally played 5 minute demos with zero erotic content that were less of a waste of my time as a player. The only way someone could make a worse game is by actually injecting malware into your computer.
@PaddedStreamer, I appreciate the feedback. After looking at your commenting history, it's a proud badge of honor to get three comments on my game to show the depth to which you've played it compared to some of your other reviews. It is a work in progress, and I've got some good notes to work on here. If you could remind your one follower about that, I promise to work to improve the game. Thanks!
OH,good game,I love it!
😀
Thanks! It is a work in progress. If there is anything that you see that needs to be changed, I'm tracking bug reporting and requests on my Discord server. Enjoy!
Thank you for your update. In fact, it was reported that when unzipping after downloading, McAfee LiveSafe isolated the virus-infected file, although it is unknown whether it was a misdiagnosis. Sorry to trouble you, but could you please confirm?
There may be a combination of things that I haven't been able to single out. I had bought the entire Yanfly MZ plugin library, which is dozens and dozens of extra plugins. There are some that are still unused. I'm guessing that anti-virus is mad that these are extra javascript files that aren't being used at this time. I've had other reports that a certain unused plugin file can't be loaded, in which I just remove from the project completely. If you do see any logs that specify a certain filename, please let me know and I will trim it out in the next update.
Otherwise, it's a false positive from the antivirus.
Hey everyone, I have a few more notes for the v0.8, since it was such a big update. Namely, bringing in a major goal of the game which was to have multiple expansion "themes" that the player can pick from. That being said, bringing in the second theme did have a lot of bugs that were squashed through the several patch versions. Here's a list of a couple known bugs that are getting or already have been addressed in working on v0.9:
- There was a typo in the code. So the MC will always get pregnant when they give into their urges.
- Also, the med bay hasn't been able to understand the anomaly's effects so pregnancy may not be completely cleared after a recovery. (That has been fixed)
- Shields are not equipable, yet. That also has been fixed for the new theme.
- Some of the later maps puzzles also need to be reworked to be better suited to the MC's psychic powers instead
Thanks for everyone patience. Meanwhile, come in and check out the Discord server! A friendly reminder that I've had the best success with bug reporting and answering questions there.
Hey there, Really enjoying the theme of the game but I have a question. Am I supposed to be just re-doing the same thing over and over. I've spent about 2 hours going back and forth between the ship and the same area? I've repaired the Research Lab, the Computer Core and the Support room. And the only thing I can think to do is get GB to scan and level up but I get 17-22 per orb guy and I need over a thousand for another scan. Is there something else I'm supposed to be able to do ?
Edit: Ok, so it seems there was a relatively easy way to farm GB as the mob always seems to spawn as your first encounter. Though, I now have another question with the new area unlocked. Am I meant to move at a permanent snails pace even after the character has given birth ?
That is a bug. There were a few of those that came in from having split functionality between expansion themes. The intent is to slow the character when they're in the higher stages of expansion, but to have all of that cleared when going through the med bay for recovery. Same thing for in caves, but just not able to beam out from underground. The best bet is to get to the surface and then you can reach the ship again.
This bug has been addressed, as well as adding more options for encounters and story that helps with the grind. But they are currently in the v0.9.0 which is in supporter early access. For now, the early access version is delayed from hitting the free general release by a version. v0.9 will hit general release once supporters get v0.10
v0.8.3:
Bugs:
- Fixed a bug where cave appeared in map 3 without selecting a gameplay first
- Fixed an infinite anomaly event node on one of the later maps
- Fixed variable assignment that was causing the infinite anomaly event on the blinding snow map
- ALPHA 6's sprite is direction locked, so won't change in appearance
- "Weapon_unleased" plugin removed: was causing startup error messages for some
General:
- Finished out logic for puzzle added to map 1
- Created code for gathering nodes for Cherries and Melon
- Pregnancy gameplay unlocked!
- This is mainly to release the mechanics and to make sure they are working and fun while the last two art images are being finished by the artist.
- The pregnancy gameplay had the most different mechanics out of any of the expansion themes
- The anomaly energy seems to have made some sort of life form on the planet surface. And to a lonely sole survivor, they do look exactly like what you're thinking.
- Resist their psychic calls. Or not. Beware if you give into your needs, the surprise comes quicker than you might think.
- Most activities on the planet surface will erode at your willpower first if the MC isn't pregnant. Each psychic call from the aliens brings a chance that the MC gives in.
- Upped the amount of ore rewarded from common, uncommon, and rare ores
- Pregnancy stages 8 and 9 art is complete and in place
- Writing support has provided all dialog text for pregnancy stages and logs
- Added all pregnancy stages to the status check so that a player can track and enjoy the MC's current state
- New Tutorial is finally here!
- Intro cutscene still needs some rewriting and formatting to fit into the text boxes
- But intro cutscene now informs the player to visit ALPHA 6 to turn on the transporter, and gives the player the decision to select the expansion theme of choice from the beginning.
- Plus a lot more tiny bug changes.
Hey mate, sorry to ask, is there anyway to access the full body image of the character outside of the body changes?
Nevermind mate, figured it out- check status item, i think.
You're right. The check status item will let the player see the current stage and image for the main character.
v0.7.4
Bugs:
- Fixed where sector map and map 1 events looked different depending on which direction you activated them from.
- Using the Move Events Core plugin to fix phantom wall bugs, especially in underground maps
- The transporter console cancel "button" wasn't using the new event I made that also handles the dynamic sprite selection
- Removed some transparent walls in the crew deck of the survey ship
- Fixed small bug on laser puzzle from mid to left that caused the smallest laser to disappear
Side Quests:
- Working on puzzle for helping to fix ALICE further.
- Completed puzzle that will help to fix ALICE further, making one possible ending easier to achieve.
- Setting up story and location to find out more about aliens and last survey team
General:
- Language support
- All menu elements not extended by the menu core plugin support Spanish
- Added new gatherable foods for Wg gameplay for 9 in total. Adjusted WP and Dist amounts for each
- Gatherable foods will still provide some WP restore at the cost of some Dist in a pinch, but amounts are reduced in favor of crafted foods.
- New craftable food menu for Wg gameplay, with 15 recipes. Adjusted Wp and Dist amounts for each.
- Recipe ingredients entered. Entered into the bio-processor
Rewrote the battle formula for Deep Scan. Now hits much harder than a basic scan. Still going to keep the energy costs for abilities at their new, cheaper amounts.
* More research into existing plugins
- Enhanced TP mode hidden from character menu until it can be made relevant
- Made some unnecessary states hidden in the character menu
* Working on Preg gameplay mode pending art assets
- Setting up new skills for new monsters and encounters
- Fixing logic for the different way that distortion would start to accumulate in the MC
- New logic for handling the different conditions for the emergency transport
* Working on story cutscenes and dialogs for Wg story
* Created the first branching ending! Story and dialog are not complete for each yet, but there are now two possible endings to the story
- Obtaining the home ending has enough of its conditions ready to be triggered. With more possibilities to be unlocked later.
- The first branched ending has enough dialog to comfortably fade to black until more content can be properly added.
* Jump drive gauge will now read correctly when charged. Well... eventually
* Tweaks to Wg specific states hungry and starving. Testing to ensure that these states are more significant in gameplay
* Fun with puzzles!
- Big hunt for enemy art assets. Lots of new enemy art to go with an enemy revamp.
- Working on attribute numbers now for load balancing, implementing into 1st map A-001 random encounter framework
- Cleaned up 1st Act smoke around damaged systems on the survey ship
- And added a visual aid to see the jump drive charging status.
- No longer see the MC in the bottom corner during the beginning intro
- Ending cutscenes has removed the MC from the screen.
- Improved the personal logs so that they all appear on the same choice menu.
- Added more texture to the snow map, because hopefully players are not so blinded. (Seriously, wasn't that bright in RPGM editing.)
- Auto Battle removed from menu settings. Was causing wonky effects in battle and paralyzing enemies.
Story
- All Wg personal logs are completed and tied into the game
- Finally have second ending art in the game, and a small cutscene for it.
- Added in puzzle to help attempt to fix ALICE before trying to return home to help achieve one possible ending.
- Add in path to activate alien artifact to trigger second ending. Will improve in later release.
- Provided a prize for solving the puzzle on the snow map. Better dialog in progress.
Hey everyone, just uploaded v0.7.4!
Patreon supporters just got their hands on v0.8 in early access.
I’ll update the dev log in the morning!
New release! v0.6.4
- Last maps for Act III content are nearly complete. Working on the side quest for one, and then the transformation after a puzzle on the other one.
- This one is taking the longest. I want more on the maps and some simple puzzles. Something that is more fun than some of the early maps.
- One map's puzzle is complete, now adding gameplay specific zones.
- Objectives complete for Act III. Act III is not story and dialog complete, but the most important thing:
- The final WG stages and art is unlocked. Enjoy!
- Now able to repair the jump drive. It will still need to be charged with exotic energy to jump. If only there is a supply of exotic energy somewhere...
- Other expansion illustrations won't be done in time for this release. Holding off on other gameplays.
- Working on concepts for new encounter gameplay and handling events.
- Found a text code to have all the text in the box appear at once. However it also doesn't play well with the Text plugin I have for the word wrap.
- Still working on a rework of food craftables.
- Fed up with RPG Maker trying to make my players as deaf as I am. Reducing volume on all music entries until I start customizing. Will be doing the same for effect volumes soon.
- Adding more dialog to npc's. Also adding a data reward for secondary discoverables. Large Anomaly encounters also now providing data.
- Added more ore deposits to A-043
- The Deep Scan is a big pain point for a lot of players. I'm realizing that leveraging battle core plugin for higher crit rates is working as planned, and the skill is too sensitive at lower levels and improved gear. Working on a new formula and other ways to improve.
- To attempt to make saves safe for porting into future versions, created the crew quarters level where the player can save the game in the captain quarters wall console.
- Autosaves and saving anywhere will still be active until this is confirmed to be a solution.
Med bay medical procedures for Act III stages are now properly unlocked.
The Act III maps can now be walked around on.
There were a few typos found, one more unlimited gatherable found and fixed.
Also reduced the Energy Costs for advanced scan skills in encounters. Still working on tweaks to the damage formulas.
- Fixed some typos in different places.
- Fixed where jump drive charging wasn't applying, or doing a proper check on MC's distortion status
- TODO: Charge Gauge still reading zero even though it's charging.
- Fixed bug where navigation console was disappearing after jump drive is fully charged so can't kickoff the Act III end cutscene
- Fixed more infinite ore on anomaly deposits.
- Sector map now allows traversing over any terrain. Mountains no longer blocking movement.
- Fixed potential bug where completing medical procedures after all other objectives in an act may not have triggered the objectives complete.
- Learning new things about plugins:
- Found a label tag so that all sections of the ship have better signs
- Found a more reliable way to track steps and use that to trigger an event. Which allows me to have more control on random encounters, not just with traditional monster encounters. And also better control of rewards, instead of a chance for one item. Will test this in A-001 to test reliability, and to setup more random events.
- A lot of the crafted materials were accidentally marked as consumables. Fixed.
The game will have a free version on itch io until at least a finished v1 comes out. It will just be delayed a version behind those that support.
If you are interested in supporting, it does help in giving me the resources to acquire some amazing art assets! Take a look at the [patreon](https://www.patreon.com/majesticbluefalcon?fan_landing=true) page. $3 gets you the early access.
I have just completed the first patreon supporter early access version: v0.6.0!
Act III is unlocked with the final stages of art for the Wg gameplay.
Lots of small tweaks. Found some more places to add dialog and story.
v0.5.1 is the current free version here on itch.io. If you enjoy it, supporters will get early access to the very latest version. v0.6.0 will release for free to itchio once supporters get their hands on v0.7
is the fat aka gain weight still in work in progress or is it's just not your thing anymore
The second act was unlocked, and the third act is near completion and will release to supporters first. I'm in talks with the wg illustrator to put a final ending cutscene into the game.
I am in talks with other illustrators to release additional themes. Each theme will have it's own sequence, and it's own story.
v0.5.1
In adding 20+ some skills to the class skills list, I forgot to add back the escape skill
v0.5.0
Revamp of the skills system. Surveyor Skills have been revamped, and will upgrade as the surveyor rank increases.
Anomaly skills added that will appear in higher stages of distortion to add choices to encounters.
v0.4.0
Added some more walking sprites
Added first SFX for some of the expansion content
bug fixes.
Lots of other stuff.
It was a big list, check out the discord channel for the full list.
v0.3.0
Bug fixes
Added dialog and log content for Act II
Just been playing v0.2.2, every time I use the restorer it says it takes 100 days :P
v0.2.2
- Added Act II medical upgrade and procedures in the med bay that would increase the MC's threshold capacity.
- Finished dialog for Act II WG stages
- Found a better solution for recovery when outside of communication with the ship
- Added a new walking sprite for when the MC takes it a little too far
so what's new in this version of the game? again
Thanks for following everyone. v0.1.0 is uploaded
What's new in this version?
It's harder to update all the forums with the change log. The formatting is different with each one. I keep a progress and backlog thread in my Discord channel. Please come on over and check out the status updates there!
Erm... Tagged "Erotic" but I didn't see anything there that would fit that tag.
I guess I'll follow? But it's pretty sparse right now.
Those stances are part of a suite of plugins that I like, but am slowly pruning and refining. Expect those to change. Thanks for taking a look!
Excellent start to a game. For now the game is nothing but a short grind to set up the rest of the game, but it felt promising. The grind didn't feel too tedious, although that might be because I just got from rune grinding in Elden Ring. I will say, the enemies did feel a bit on the weaker side, especially with the warrior stance.