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(2 edits)

1. Yeah I agree, I'll need to tone down their spawn rate, especially space elevators. I'm still thinking about the possibility of dismantling megastructures. I guess it doesn't hurt to add the option and not force the player to explore more after seeing an undesirable megastructure.

2. Normally I addressed this bug in v0.26.1, is it still not working?

3. Yeah definitely. Though I think upgrading ancient structures should at least be gated by dimension stuff. The ancient shipyard as you described definitely isn't working as intended, do you remember how you sent the ships? (standard drive, plutonium drive...)

(1 edit)

1. Sounds great, thanks!

2. Now it works, I wrote the comment before the update.

3. I believe it was plutonium. Now that I have an advanced game and can easily get to Z/Y money and lvl 100+ using just my home planet, I only bother with standard drive when I forget to change it back to Pu after a game restart (couldn’t you make overlays, drive choices, etc. persistent btw?)

+1: a great QoL upgrade could be a buy all function for mineral upgrades and researches. Late game it involves a lot of manual clicking.

+2 another cool feature for late game would be some overlay(s) that help us navigate between clusters. The ones I personally use the most (for obvious reasons) are no. of galaxies, highest field strength, and above all else, highest dark matter.

Yep I also have these ideas in mind, it's a question of when I'll be implementing them! (though I guess I'll slide the "+1" suggestion into the next minor update as it's very useful with very little programming effort)