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Sisyphean Games

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A member registered Oct 23, 2018 · View creator page →

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It should hit the bosses as well. I'll take a look and see what is going on. Thanks.

Thanks for the suggestion. I'll make note of it for when we do a balance pass.

Huh, definitely not displaying correctly. I'll look into it. Thanks.

Thanks for the report. I found the issue and will have it fixed in the next update.

Thanks for the report. Missed this when fixing the broken references.

Thanks. I assumed it was just the broken reference but I'll take another look at it.

(1 edit)

Drat. I guess something must have gotten messed up when I changes the engine version. Seems like some references might have broken and caused the three issues you posted. I'll take a look and get it fixed up.

This is fixed in the next update. Thanks.

Added it to the list. Thanks.

I updated the look of the tooltips so this should be fixed in the next update. I'll probably be changing the whole rewards selection panel once I get around to it.

Thanks for the report. I believe I found the issue and have it fixed for the next patch.

Thanks for the suggestion. I'll take a look and see what we want to do.

Ah, yeah I'm pretty sure I know what happened. I'll get it fixed for the next update.

Thanks for the suggestion! We will take a look and see how that feels.

Thanks for the report. I added this to the list. I'll have the tooltips fixed and include info on why the options are disabled if they are unavailable. It is as you said that you don't have enough free spots. It checks and disables the buttons if you don't.

As for redesigning the event that will probably happen when we change how the exploration system works.

Adding it to the list.

Yeah, exploration is a system that needs some rework as well. We are going to take a look and figure out a way to make it more impactful and useful than it currently is.

Added it to the list.

Yeah, we are planning to rework Wellness in some way. Having the decay based on the current wellness rather than highest wellness reached is something we are considering but we may want to make more changes as well to how it works. We are also thinking about adding more rewards to wellness as it feels a bit weak at the moment.

Thanks, I'll get it fixed.

Thanks for the report. I'll get those both fixed in the next patch.

Thanks for the report. I think I found the problems and have both these issues fixed in the update I just put out, 0.2.1a

Glad you are enjoying it!

Yeah, I think I might even have it set to not allow building an extractor if the planet doesn't have a resource. If the original resource was a biomass as well its likely that it is still there but just not being shown for some reason. Either way I'll add it to my list.

Oh! Thanks for the clarification. I'm not actually sure what might be going on then. I'll add it to the list.

Adding it to the list. Thanks!

There might be a improper link between an earlier tech and a later one that is letting you skip over the marked techs. I'll take a look.

Thanks for the report. This is actually part of an even bigger issue that I've been working on fixing that was preventing many of the building effects from activating twice on the same planet. Such as in this example where mental scheduling would properly apply the +1 to each type, but then the second just gets ignored. I think I have this fixed in the next update, fingers crossed.

Thanks for the reports. I have them on my list now.

Yeah, we will probably add this feature for beta but there is plenty more we want to focus on fixing and improving first.

Oops, seems like the victory screen is popping up right away instead of waiting on the system message. I think we are going to try and just combine them into one though so that should solve the issue.

The full message is, "The enemy mothership has been obliterated. There are no more who dare to threaten your empire!"

Yeah, the production should have been returned first. I'll add it to the list for this next update. Thanks!

Yeah, the Modular Farm building got replaced with a second copy of the Ammunition Factory. It is fixed for the next update. 

Buildings offered in the other systems are only ones not already in the tech tree. There should never be any overlaps where you can get a building from Wellness, Defense, or Exploration that you would later get in the tech tree.

Thanks for the report. Looks like the Modular farm got swapped for a second copy of the Ammunition Factory somehow. I have it fixed for the next update now.

Thanks, I have this fixed for the next update now.

Thanks, I'll take a look and see what is going wrong.

Thanks for the report. I found the issue and it should be fixed in the next update.

I have not actually gotten an update out yet. It could be a timing issue or something that only happens sometime. I'm still going to give it a look just to make sure.

Adding it to the list!

I'll make sure to give it a look and see what is going wrong with that. Thanks for the report.

Good catch on the resources not having names in game. I'll add a tooltip to each with that info. Essentially it is supposed to be Water, Biomass, and Metal so you basically got it.

I might need to clarify the extractor and resources better in game. The extractor gives an additional resource for each type on the planet. These aren't earned like points each time you play the planet and are more like a supply limit that can be drawn from and spent on advanced buildings and wonders. In your example the planet originally had 1 biomass and the extractor added 1 extra biomass to the planet (Which also adds 1 to the max supply in the production panel). Right now they are mostly useful for getting enough resources to build some of the production wonders. As we balance the game and add in T3 buildings though they should have more utility.

Glad you enjoyed it!
Is there anything in particular that you think we could add to make it clearer how to play?