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Christian Ibarra

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A member registered Nov 29, 2016 · View creator page →

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its a prototype, so there are many things missing including sound.

Thanks a lot for the feedback!, I'll see how to fix those problems.

Thanks a lot for letting me know!.
I'm using Unity 2018.3.14

Thanks a lot for taking the time and effort to share those ideas, I'll implement them shortly.

Here on itch.io I got 2,134 views in total, but I think it was a bad idea to post the game in such an early state, when it was not eye catching or playable, because in the beginning was when it was exposed to the most amount of people, but I lost that opportunity to generate traction and followers to create and grow a community around the game.
I also got 327 downloads.
It has been very difficult to get followers, I guess the 2 main reasons are that its not easy to generate viral visual content with this game, and because it was uploaded in a prototype early stage.

On Steam I got around 300 wish-list, most of them I generated in the Next Fest, without me doing anything. I got the steam link here and on tweeter, but that does not do much.

I am still trying to learn new ways to promote the game. For example, I am planing to release a web version to make the game easier to try, that way I can get more feedback. I also want to create a better trailer and upload it to imgur and tiktok which I haven't tried yet.

"Planetary Exploration Company" mixes the combat of Vampire Survivors with exploration, resource management, and story events like Oregon Trail.

As the leader of a company, you need to destroy the alien hives in the planet, hire employees, upgrade them, complete jobs, explore the planet to extract resources, research new technologies, and more.



Link to play the game page: https://chrisibarra.itch.io/pec

NEW:

  1. Sound FX: added new sound effects.
  2. Story Events: when you explore, you can encounter story events. In them you can do actions which have positive or negative effects.
  3. Needs research: added a small sprite to the resources that need research, to make them popup and give them more importance.
  4. Day progress: added a visual bar that shows the progress of the day when you move your robot on the planet map screen.
  5. Log: added the log to the exploration screen, it shows you some of the things that happen while you explore in case you miss something.
  6. New jobs system: it allows for many different types of jobs and activities in different sector. When a job is complete, it gives a reward.
  7. Dead explorer tutorial: when the explorer dies, there is a new tutorial explaining that you need a new employee to fill that role in order to keep exploring.
  8. Unconscious: when a person's health goes to 0, he gets unconscious, which is a new property. He won't be able to do any activities until he recovers after a few days.
  9. Vitality: a new property that tells you how many times a person can recover from near death experiences.
  10. Lab icon: an icon for the research lab, it matches with another small icon that refer to items that must be researched in the lab.
  11. Pilot role: the person assigned in the pilot role will use the property "pilot" to determine the speed of travel on the planet map.
  12. Tiles discovered bar: a new visual bar that indicates how many tiles are left to discover in a sector.
  13. News Day indicator: added a new entry in the news section to show what day it is. That way the news will be separated by day and will be easier to navigate.
  14. Enemy item drops: now some enemies drop items like health, oxygen, energy and repair to the terrain protective tool.
  15. Menu buttons: added a new game and credits button to the menu.

IMPROVED:

  1. Current effects: improved the display of the current active effects when you explore, so its cleared what is the source of each effect.
  2. Enemy's speed: increased the small enemy's speed to make the combat more exciting.
  3. Market pistol: added the pistol to the market, so when you run out of weapons, you can still buy the most basic one.
  4. Effects with timer: changed the label for some terrain effects so its easier to understand that they get activated each x number of seconds.
  5. Robot movement: the robot movement on the planet map is now smoother.
  6. Explorer UI: the exploration screen will show the face of the assigned explorer, and some icons to explain the different colored bars at the top. The explorer face will also indicate the state of the explorer if he gets unconscious, if he dies, and if there is no employee with the explorer role assigned.
  7. Shooting enemies: balanced the amount of shooting enemies depending on the danger of the sector.
  8. Terrain damage: Now the terrain damages a protective tool instead of the health of the player. When the tool reaches a value of 0, the terrain damages the health directly.
  9. Market protective tools: the tools that protect your from various effects (like poison) are cheaper to buy in the base's market.
  10. Terrain damage and oxygen consumption: is now more balanced, it does not kill you so quickly, instead, if you are not careful, in the long term it can become a problem.
  11. Explorer inventory list: can be scrolled up and down in the exploration screen.
  12. Short term goals: now there are 2 goals active at the same time in the planet map, so you have a bit more options to choose where is best to move your robot.
  13. Weapons reset: now, instead of loosing all your equipped weapons when going back to a base, you just un-equip them and return them to your robot storage, ready to be used again when you explore.
  14. Explorer sprite collisions: the explorer collision box was reduced to better match its sprite.
  15. Terrain detection: the place in the sprite of the explorer that detects the terrain he is walking on is now placed at the bottom of the sprite and not its center.
  16. Saving: now the game saves on the map screen too.
  17. Lab and workshop: now they show the amount of unlockables, but do not reveal what they actually are, that's a surprise.
  18. Terrain types: now, lower danger sectors have only 1 type of terrain, this makes things simpler for the player to survive there.

FIXED:

  1. Enemy's paths: small enemies did not want to go trough narrows spaces, now they will follow the explorer wherever he goes.
  2. Knowledge: the "knowledge" property appeared as if it needed research in the lab, but it should not need that.
  3. Terrain effects: the effects activated when an explored touched a terrain where not working correctly.
  4. Explorer Tutorial: when the explorer made an evasion movement and a tutorial appeared at the same time, the explorer kept moving when he should have stopped, sometimes making him go outside of the screen and turning the game unplayable.
  5. Weapons reset: when returning to base, some powerups did not reset.
  6. Market weapons: buying weapons and transferring them directly to people is now forbidden.
  7. Market selling: fixed a glitch that appeared when trying to see the robot storage when in selling mode.
  8. Market buying: you could buy a bigger amount than the maximum allowed of certain items, now the excess is sent to the storage of the robot.
  9. Sector walk speed: in the exploration screen, each time you entered a tile the speed of walk changed a different amount when it should have been constant.
  10. Planet map movement: sometimes the pathfinding of the robot did not work correctly, making the robot leave the map, or take weird paths towards the desired destiny.
  11. Floor resource UI: when taking a floor resource, it showed +0 when it should show the real quantity of taken resources.
  12. Glitched projectiles: fixed the melee punch and flamethrower remaining on screen after firing.
  13. Evasion movement: fixed an issue that made the evasion movement jump too far ahead. Also small attackers cannot harm you anymore when doing this move.
  14. Invisible rewards: the resource that dropped an attacker after being killed was invisible.
(1 edit)

Thanks a lot!, having no box dropping from the mech should not happen, that may be because there are no weapons stored in the mech. Weapons have limited uses and you need to build them in order to use them. Maybe that was not clear enough in the tutorial, I'll fix that.

Also, you can research new weapons so you have more options besides the gun, maybe that was not clear in the tutorial either or there is a bug hehe, I'll fix that too.

For sure I'll add sounds and music :)

Thanks a lot for the feedback, If you have more I'll be happy to read it and keep it in mind :D

Looking forward to that feedback :) thanks a lot.

This is the beginning of the BETA version!, please give me feedback so I know how to keep improving the game.

Try it here: https://chrisibarra.itch.io/pec

NEW:

  1. Tutorials: many new tutorials where added.
  2. Tutorial button: added a new type of button that shows tutorials. Added it to many places and windows to explain how they work.
  3. Hives: they show a health bar so you know how much you have left to destroy it.
  4. Items: Added new items to change different stats, like speed, field ofview, and more.

IMPROVED:

  1. Planet Map: Reduced the size of the planet map because it was extremely big, making it overwhelming to complete.
  2. Explorer: the sprite faces the direction he is moving.
  3. Small enemy: added a small falling rotation to the death animation, so it doesn't only "dissapear".
  4. Tutorials: the game is paused in some tutorial, so you don't get killed while you read.

FIXED:

  1. Hives UI: Number of hives in the UI was not showing correctly.
  2. Market lists: the lists where not showing all available items.
  3. Market button: fixed the "sell" button that was not showing.
  4. Spaceport: now you can travel to other planets, and it will save and load your save file correctly.
  5. Weapons: some weapon upgrades did not maintain their upgrade level when entering another sector.
  6. Lab: When game over and starting a new game, lab unlocks do not work well.
  7. Game Over: starting again after a game over did not work correctly.


NEW:

  1. Robot Laser: finished working on the laser weapon. It can be upgraded in damage power, length of explosions and rate of fire.
  2. Item unlocks: All lab and workshop recipes are proceduraly generated when you visit a new planet.
  3. Research available: when you enter a base with and you have, you get "news" telling you that you can research a new item in the lab, if available.
  4. Sprites: new graphics for some new items.
  5. Tooltips: added tooltips to some items that had none.
  6. Build window: Added some text to the UI.
  7. Tutorials: added new tutorial windows to some parts of the game.

FIXED:

  1. When an item finished researching, it will not appear again in the list of the Lab.
  2. The "hire employee" window was not showing the complete values of a person's properties.

Follow on STEAM https://bit.ly/PEC_STEAM_itch

NEW:

  1. Bomb powerups: new upgrades for rate of fire, explotion size, and damage power.
  2. Missiles: your robot can launch missiles to kill enemies around the explorer, but its not very accurate. It can be upgraded in quantity, explotion size, and rate of fire.
  3. Boomerang: you throw it in a curved pattern. It can be upgraded in power, rate of fire, and size.
  4. Flamethrower: you throw flames to burn your enemies. It can be upgraded in rotation speed, rate of fire, and reach.
  5. Laser: (WIP) started to work on a laser that is shot from the robot.

FIXED:

  1. Enemy hit: fixed that you could deplete all the health of strong enemies with a single hit, now you have to reduce their health with multiple hits.

NEW:

  1. How to use Weapons: when you explore a sector, the robot will send you a box with a weapon that was stored in it. But when you go back to a base, the weapons the explorer has will expire.
  2. Book to increase handling: send it to an employee inventory and pass a day to increase his handling ability.
  3. Helmet to increase max oxygen: equip it to an employee's inventory to increase his max quantity of oxygen. This is the first of other items that increases the maximum quantity of a person's property.
  4. Exoeskeleton to increase max energy.
  5. Cyberheart to increase max health.
  6. + more items.

IMPROVED:

  1. Danger UI: the danger bar inside a sector is a different color that matches the color of the danger bar on the planet map.

FIXED:

  1. Saving: saving and loading was not working correctly. To save your progress, exit the game when you are inside a base.
  2. Extracting: the speed for extracting resources from destructible objects should work correctly.
  3. Tools: some tools did not work correctly, setting properties to 0 instead of increasing them, when being used by an employee when a day passed.

Try it here: https://chrisibarra.itch.io/pec

NEW:

  1. Destructable UI bar: Added a visual bar that tells you when the explorer will hit the destructable object to extract its resources.
  2. Walking animation: Added new walking animation for the small enemies.
  3. Research News: when you research something, the news will tell you what has been researched and where the new unlocked items are located.
  4. UI: items and properties also show their max value, like this: 80/100.
  5. Bomb: a new weapon that explodes after a few seconds, sending small explotions in 4 different directions. (not damaging yet)

IMPROVED:

  1. Destroy objects: To extract resources you have to hold your mouse button instead of clicking many times, that way it doesn't activate an explorer "dash" when trying to extract resources or vice-versa.

FIXED:

  1. Resources: the small resources and destructable objects won't appear on top of walls anymore, so all of them can be extracted.


Try it here: https://chrisibarra.itch.io/pec


NEW:

  1. Sprites: Many new images for biomes, terrains, walls.
  2. Tile discovery: The tiles you discovered when exploring a sector will remain discovered the next time you enter the same sector. This way you won't be able to cheat to get powerups the easy way by entering the same sector over and over again.
  3. Short term Objectives: Added a new type of short term objectives, they appear on the planet map as sectors marked with a blue border. Collect all its resources to get extra payment. A new one will appear after you complete it.
  4. Powerups reset: Weapon powerups get reset when you enter a base, so to survive sectors of a high danger level, start with low level sectors to accumulate powerups, then gradualy increase the danger level of sector you explore to slowly increase your survival chance.

IMPROVED:

  1. Tools news: At the end of the day, when an explorer uses a tool, a news is shown that displays a new icon of the specific tool used.
  2. Tiles: The tiles inside the fog have a visible grid, that way you know which ones you can uncover to increase your powerup bar.
  3. Health UI: Explorer mini health bar is always on top of everything so you never loose sight of your health.
  4. News: When news are created, they remain in the news list until the next day, so you have as much time as you need to read all the news.

FIXED:

  1. News: News items glitched when the text was outside of the news list.


Try it here: https://chrisibarra.itch.io/pec

Here is an auto generated planet in the game:

New stuff!:

  1. New: map sector size changes depending on its danger level: lower danger means smaller area, higher danger means bigger area.
  2. Improved: the sectors with lower danger levels have more resources so there is a better incentive to explore them.
  3. Improved: balanced the enemy wave creation to make the combat more fun.
  4. Improved: balanced the amount of "bullet shooting mini-bosses" that can appear in a sector, now they are fewer depending on the danger level, sometimes they where too many and it was impossible to survive.
  5. Improved: changed the shape of the "target move position" of the explorer, now it looks a bit more tridimensional.
  6. Improved: new UI of the "danger level" and "resources quantity" on the "sector exploration screen" at the top left, now they have different horizontal bars.
  7. Improved: new market prices.
  8. Fixed: the shadow of the explorer was showing on top of him, now its below him.
  9. Fixed: the area of collision detection of the explorer was too big, now its smaller so its easier to evade enemy attacks.
  10. Fixed: trying to move close to the explorer was not possible because his sprite was blocking clicks on the floor.
  11. Fixed: employees inventories where not being saved properly when you changed screens. Now all their stats and numbers will be updated correctly if you switch screens and also when you quit and enter the game.
  12. Fixed: when the explorer entered and exited the robot there was an error, not anymore.
  13. Fixed: sometimes it was impossible for the explorer to use the ladder to get into the robot.
  14. Fixed: when you collected all the resources of a sector, the sprite indicating the completion percentage was showing in the wrong position.
  15. Fixed: when the explorer destroyed an object to extract its resources, the resources UI bar was not updating.
  16. Fixed: saving items to build was not working correctly.

Try it here: https://chrisibarra.itch.io/pec

New stuff!:

  1. Improved: I reworked the fog transition to make it look better.
  2. New: visual feedback for when the terrain damages the explorer.
  3. New: added a smaller health bar next to the explorer so that you don't have to look away from the action to see how much health you have left.
  4. New: added a death animation to the explorer so its more clear when he dies.
  5. Improved: travel speed scaling was reworked, now the explorer should not move too fast or too slow, even when upgrading travel speed.
  6. Improved: changed the creature attack sprite.
  7. Improved: changed the explorer sprite so that it has more personality.
  8. Fixed: enemy wave creation and delay was not showing correctly in the UI bar at the top of the screen.
  9. Fixed: visual depth of the explorer was broken. Now, objects that are further away from the explorer will appear behind him. Objects that are closer to the camera will appear on top of him.
  10. Fixed: sometimes when you clicked where to move the explorer, he glitched near the desired stop target.

New this week:

  1. Fixed: You could open a powerup box window more than once if you clicked it many times, now you can only open it once.
  2. Fixed: each time you clicked a powerup box, you got different powerups, now they will not change each time you click it. So you will need to get a new powerup box if you want different powerups.
  3. Added: new animation for taking small resources while exploring a sector. Now it does not cover the player, its less intrusive.
  4. Added: 5 new graphics for small walls inside map sectors.
  5. Added: now each biome has its own small wall type with its own color and sprite.
  6. Added: terrain tiles have a less contrasting border.
  7. Added: field of view has a smoother transition with the fog of war.


New this week:

  1. Changed the introductory text to explain better the objective of the game.
  2. Changed some texts to make the game's goal easier to understand.
  3. Added new tooltips to the upper bar, and other elements.
  4. New visual indicator for the danger level on each sector in the planet map.
    1. Higher danger equals higher rewards, so this is a useful information to have when deciding where to go next.
  5. Now when you discover entities and resources inside a biome, all the same biomes on the planet map will show what they contain. This way you can make a more informed decition on where you want to go next.
  6. Fixed: when you clicked a powerup box, the explorer moved to the center of the map, now it moves towards the box.
  7. Fixed: you could select a powerup from far away from the powerup box, now the explorer needs to touch it to enable the powerup selection window.
  8. Improved death animation of small enemies to make it more fun to kill them.
  9. Fixed: weapon attacks only affected one enemy at a time, now a single attack affects all enemies it touches.
  10. Known issues:
    1. the game might crash if you touch a single powerup box many times.
    2. If you enter another sector, the attacks are get glitched and multiply without dissapearing.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Changed the speed of the small enemies, making them easier to kill and avoid.
  2. Fixed many issues with the save system, now it saves and loads a lot more things than previous week, and it does not brake the game, try it.
    1. To save the game, quit the game when you are inside a base.
  3. This new save system changes this a lot because now collecting resources makes more sense: you collect resources and with time you can create upgrades for your employees, which get more powerful as time progresses.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Added new sprites: terrains, buttons, window border, explorer sprite, and more enemies.
  2. New save system is working, still need some work to be completed. I did not upload a new version because the new save system brakes the game, I aim to have this finished by next week.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Added Rifle powerup: recoil reduction.
  2. Added visual feedback on the duration of enemy waves and time between enemy waves.
  3. Added visual text for enemies danger level.
    1. As time increases, the enemy danger level increases, making them more powerful.
    2. You can see the sector danger level when you click on it on the planet map screen.
  4. Fixed a bug that made the small enemies stop chasing your after your entered and exited the robot.
  5. Balanced the enemy waves.
  6. Fixed a bug that crashed the game when a lab queue item was marked as not buildable and you tried to pass a day.
  7. When you get a new item while exploring the planet, you can research it in the "Lab" to unlock new technologies in the "workshop" or "refinery".
  8. Added researchable lab item "Ice".
    1. Unlocks "oxygen" as buildable in the workshop.
  9. Added workshop buildables: medkit, syringe, and 10 more. They need to be discovered in the lab order for them to appear there.
  10. Added new refinery buildables: plastic.
  11. Fixed how recent news show on the news section.
  12. Fixed visual glitches on the news section.


Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Now you can buy medkits to heal your employees.
    1. To heal someone: Buy medkits on the market, add them to the inventory of who you want to heal, and let time pass.
  2. Now your employees restore energy when time passes.
  3. Added tooltips to the "comparison section" inside the employee management window.
  4. Fixed a bug that made the buy or sell button dissappear inside the market window.
  5. Added a visual limit to the energy, health and oxygen bars.
    1. You can increase this limit by building upgrades (in future updates).
  6. Powerups now appear above all obstacles, which makes them easier to see.
  7. Added a new animation for powerup creation. You'll see the powerups fly from the robot to a tile close to the explorer.
  8. Changed the powerup graphic.
  9. Added a new visual bar that shows how much new discovered terrain is needed to get the next weapon powerup.
  10. Added new attributes to biome terrains:
    1. Each terrain has an atribute with different effects.
    2. You can equip items to protect against health damage, for example a "coat" to protect against "frost".
    3. You can equip items to increase the speed to travel that specific terrain, since each terrain has a specific travel speed.
  11. Added new weapon: Rifle. (it´s the same one I used before implementing "Vampire Survivor" mechanics, I thought that weapon was not going to be compatible with this new system, but thinking about it a little more I think it is possible with a few easy tweaks).
    1. You can upgrade its rate of fire and power, more upgrades coming soon.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Polished the melee weapon, now its an animated punch.
  2. Added new weapons:
    1. Mine that freezes enemies. You can upgrade its size, freeze time and rate of fire.
    2. Defence drone that surrounds the explorer. You can upgrade its power and speed.
    3. Grenade that explodes. You can upgrade its size, power and rate of fire.
  3. Fixed a bug that made the tooltips not show on the exploration screen.
  4. Fixed the position of the camera when you open the planet map.
  5. Changed a few terrain sprites to experiment a bit more, I'm still trying to find the right look and feel for them.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. When you explore enough, a power-up item will appear, you have to select it to see a small power-up selection window.
  2. Added a new weapon: "Melee".
  3. Added power-ups for the pistol: power, rate of fire, speed.
  4. Polished a bit how the waves of enemies appear.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. The camera now follows the explorer.
  2. Changed the shape of the explorer field of view from a box to a circle.
  3. Sectors are now bigger, its harder for enemies to overwhelm when you start exploring.
  4. Resources that appear when you kill a small enemy are now visible.
  5. Enlarged the map screen when you explore a biome.
  6. Visual artifacts made by small walls no longer appear.
  7. Action requirements and effects are more balanced.
  8. Enemy waves are now infinite, they will appear coming at the attacker and will stop coming for a few seconds until the next wave starts.
  9. Big change (work in progress) : instead of imitating the combat mechanics of games like "Diablo 2", I will imitate the mechanics of "Vampire Survivor", which means that:
    1. Weapons and battle upgrades will only be available while you explore, and will be reset when you exit a sector.
    2. Enemies will become stronger as time advances, which motivates you to find new combat power-ups if you want to survive and discover new things inside the sector you are exploring.
    3. I made the decision to change these mechanics because the combat was not good enough, and to make it better I would have needed to add skills and special abilities that use "mana/magic" like Diablo 2, so instead of doing that I decided to imitate "Vampire Survivors" since its a better fit for a minimalist game like mine. Plus, its the type of game I'm playing the most nowadays.

This update is important because players can see and have a better understanding of all the most important features of the game, some of them don't work perfectly yet, but you can have a better idea on the potential of the game.

Its still in early alpha, so expect many things that don't work very well.

I also made a tutorial since many people requested it, it also shows the main features of the game and the present state of development:

New this week:

  1. I'm experimenting with colors and new visual styles, I want to keep it simple but at the same time try something more colorful.
    1. Reason: Using only black and white makes it hard to distinguish the dozens of different symbols and icons the game contains.
  2. New visual style for the enemies:
    1. Now they can have 3 colors assigned to them.
    2. Now they can look very different from each other since they can have different images, not just colors.
    3. They have animations that make them look a bit more alive.
  3. The deadline info is updated:
    1. The tooltip when you hover the deadline section work better showing the correct numbers.
    2. It also shows the info in a better visual way.
  4. When your explorer dies, now you can exit the sector and replace him by assigning an employee to the explorer role, so you can continue playing.
  5. Fixed a bug that did not allow you to keep playing after entering and exiting a sector.
  6. Fixed many other small bugs.

Try it here: https://chrisibarra.itch.io/pec

Finally, it took some time but here it is, the tutorial, let me know if it helps or not, thanks:

I created a tutorial for the latest version of the early alpha, let me know if it helps or not, thanks:

Thanks a lot for the comment and for trying to play the game!, I'll make a guide on how to play it very soon.
Usually I leave creating the music for when the game is almost finished, so I'm not actually looking for freelance music artists right now, but if you want to create some music go ahead, I can't promise I will pay or that it will be included in the game though.

I re-worked the crafting system used inside the bases, it works fine now, although its not completely finished.

  1. The "Refinery", "Workshop", and "Research labs" are working, and you have a few options you can play with.
  2. To build something, you have to let the time advance. This can be done when you move in the planet map, or if you click the "Pass day" button inside a base.
  3. When you finish something, the resulting item can appear in different parts:
    1. When the lab finishes building something, it unlocks something new in the refinery or in the workshop, depending on what is researched.
    2. When the workshop or refinery finishes building something, the result is placed in the storage of the base, it can be accessed inside the inventory management window (its the "box" button at the bottom left).
    3. A notification will appear in the news section to let you know what has finished building. For example: "A new technology has been unlocked in the workshop".

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Changed the weapon recoil system to feel less random, now you can have more control where you aim.
  2. Now, to travel to a new planet, you have to:
    1. Complete all the jobs on all the bases.
    2. Complete all the objectives in all the marked sectors of the planet (destroy all hives).
    3. Have enough fuel.
  3. Fixed a bug that did not allow to use the base services the second time you entered a base.
  4. Fixed a bug that made the bullets not be destroyed.
  5. Added a new animation for the enemy bullets.
  6. I started work on the research laboratory window: in the near future you will be able to unlock technologies by researching the resources you gather, to create items and upgrade your robot and employees.


    Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. I implemented a weapon recoil system: each time you shoot, the crosshair moves to a new place, you have to move the mouse pointer to have more accuracy. This makes shooting more fun.
  2. New visual fx for shooting bullets that hit the floor.
  3. Small attackers can hurt the explorer when they reach him.
  4. Hives appear inside the marked sectors of the planet map.
  5. Waves of enemies appear when you find a hive inside a sector. You have to survive the enemy swarm and destroy the hive to make them stop coming.
    1. Destroying the hive will complete the objective of the sector.
    2. The sector changes graphic to show it was complete.

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. I created a new type of enemy that makes exploration more interesting, its smaller, and has much less health than the bigger enemies, make it it quicker to kill.
    1. In the near future it will attack from a short distance.
  2. I added a hive in the "target sectors", in the future you will have to destroy that hive in order to complete the objective of the sector (it won't be easy though).

Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. Explorer movement is more responsive now, making combat more enjoyable since you can move better to reach your enemies and avoid better the incoming bullets.
  2. Obstacles in the terrain are easier to evade, making exploration less frustrating.
  3. Added a border to the map on the exploration screen.
  4. If you double click you can make an evation roll to evade bullets, this makes combat more fun.
    1. Evading uses energy, if you run out of energy you cannot evade anymore.
  5. Added a visual indicator to indicate where the explorer is moving to.
  6. Added icons to the "base resources" in the base screen and the sector screen.
  7. Added targets to some sectors to make them objectives in the near future.

    Try it here: https://chrisibarra.itch.io/pec

New this week:

  1. New types of movements to the attackers: vertical, horizontal, diagonal, circular, random.
  2. Added a range to your weapon, so its not so easy to kill enemies from far away, you have to get closer to them if you want to kill them.
  3. Balanced the attacks of the shooting enemies.
  4. Added a visual fx when you kill a shooting attacker.

Try it here: https://chrisibarra.itch.io/pec

Hi!, finally I added lots of new tooltips, plus more things, perhaps you would like to try the game again, thanks again for your feedback :D

New this week:

  1. Added new tooltips to lots of places.
  2. Added new information when you click a sector in the planet map:
    1. You can see the biome of the sector you selected.
    2. You can see the entities that you already found on previous visited sectors of the same biome.
    3. You can see how many resources are left on the sector.
  3. Now you can shoot bullets by holding the right mouse button.
    1. I am preparing a new system to customize your weapons in various ways.

Try it here: https://chrisibarra.itch.io/pec


New this week:

  1. Finished the spaceport window, now it should work correctly:
    1. To travel to another planet you need to:
      1. Complete all the jobs of all the bases of the planet your are in.
      2. Upgrade the spaceport fuel to match the fuel of the planet you want to travel to.
  2. Entities: Balanced the amount of actions and their effects so its easier to make the decision whether to activate the action or not.
  3. Balanced the health of destructable objects so it takes a bit more work to extract their resources.
  4. Added smaller walls to the sector map to make it more varied and interesting to explore.
  5. Oxygen gets consumed faster so hurry up while you explore before it runs out.
  6. Known bugs:

1. New planets are not properly loaded.

2. Buying and selling items do not work properly.


Try it here: https://chrisibarra.itch.io/pec

Thanks a lot for the feedback Sijko!, tooltips are one of my priorities to make the game easier to understand, I'll add them as soon as I can.