Uh game is a rogue like/permadeath (unless u use debug commands). If you are talking about as in how in minecraft you can create multiple "save files" (worlds) then the answer is no, perhaps it will be added in the future but for now you have one file, one life, and one chance.
Hey! Navigate to "C:\Users\[your_username]\AppData\LocalLow\Orsoniks\CasualtiesUnknown", and you should be able to create a backup of "save.sv" in another folder, or just rename it to "save1.sv"
(if you can't find your appdata folder, Press Win+R and type "%appdata%", Enter, and then go back a folder.)
No. You have to either, completely delete the old files and place the new update, or replace the files by dragging them into the folder and clicking the replaced button for each duplicate file. Alternatively, if you want to keep older versions, you can just make a new folder with the version name on it
I legit never comment on this site, but holy HELL this game is peak itch. its so refreshing seeing an actually good game instead of the usual romance visual novels :sob:
This is a really impressively put-together game with a really interesting concept, but it's hard for me to get into it because the movement is a real problem. The character is slippery as a greased pig, flinging themselves forward as soon as you make it over the top of a ledge and pushing himself backwards every time you hit a block, usually off a cliff behind them. The game really needs the friction bumped up a few notches.
Also, it really feels like the wall jump should be set up so that you have to press the jump button AFTER clinging to the wall to jump off. As is, since you have to hold down the jump button to get maximum height, the instant you touch the wall it jumps off, and since you're also still pressing towards the wall, it eats all of your momentum and completely wastes it.
lmao, well looking at the water physics itself too, the physics needs work but be patient, the devs are human lol (im not patient im stil waiting for the new update with the more advanced health system)
el juego se ve muy pero muy bueno solo hay un problema la optimización el juego consume mucho y tiene caídas de fps muy constante para ser un juego 2D, pero me encanta el juego esta muy interesante
This was brought up before but this game would need serious tweaking to work on mobile, a lot of features expect a mouse and keyboard, it’s definitely possible, but I don’t know how well it would go over into a touch screen
eh i dont really think they would or they should. The game is built a lot on blood, gore, and self harm, so that mini game is a key part of the game. Its like reloading from a shooter. But yeah, its definitely off putting sometimes.
That would only make sense if the minigame had a way to prevent the self harm. While I would still run it, as it is now, it just a gratuitous extra. Being able to toggle it wouldn't diminish from the experience, as the spite model still showed the self harm well enough before, especially once you open the medical window
I get that and I think the self harm should still be part of the game of course, I’d just rather have my character do it by itself than have the mini game
Could be, when I first found the game I was clueless and never went that far (demo 2 or demo 3, I found it a long while ago when looking at other games made by the same creator after playing Gunsaw)
tbf you can tweak settings like loot chance already, I don't think an option to disable some of the darker stuff like self-harm would be too "cheaty." in terms of functionality, it certainly plays a part, but I think game remains entirely intact without. (in terms of the mood system, maybe adding an option to disable the whole system, or just adding severe debuffs in place of SH)
I would like to suggest a pause button, a feature to pour liquid on the ground (like soap) instead of drain (which is still necessary), the ability to grab ledges with empty hands (with the chance for hand damage if you're falling too fast), and the ability to find corpses from failed runs with everything heavily drained/damaged/spoiled.
My main gripe is how much water can sweep you away even if it's a small amount, and while i understand the sawians have higher bone and muscle density leading to them sinking faster, it feels awkward being ragdolled by less than 400ml of water moving past your ankles.
Fantastic game. I'm very excited to see where it goes. The level of hostility and friction you need to overcome to survive, and the depth of the injury system makes "I'm bleeding out, alone, in this hole" a way more terrifying and unique experience than anything I've ever played.
This is the first game I've played where I actually feel an inch from dying at all times. I have to double-check every drop, stay a healthy weight, avoid enemies... by the end of the layer I need to take a break haha. Death feels so real that the stakes are high and I must try to focus
I don't know if the dev reads comments on here or cares about suggestions, but I had a couple ideas after putting a fair few hours into the game:
1: Craftable spears. Get together a few sticks, some chemfluid to fuse them, and a sharp object to whittle a point on the end. Or maybe some string/rope and scrap metal to fashion a spearhead. Would make a decent early game melee weapon with good reach, though admittedly I'm not sure there's much of a demand for early game melee weapons due to the early layers mostly just being traps.
2: Dreams. If you get a full session of uninterrupted sleep, there could be a chance you have a dream. I envision it as making a "copy" of your character on a separate, small map for a quick no-stakes experience. Maybe it's a nice dream, like walking through a field of flowers or enjoying a big buffet of tasty food. Or maybe it's a nightmare, like re-experiencing abuse at the hands of the company's scientists, or being chased down and mauled by some horrid cave monster. Nice dreams would give you a little mood buff, nightmares would give you a mood debuff and you'd wake up screaming with a shot of adrenaline running through you.
Aside from those ideas, I have to say this game is very compelling and captivating. I feel so bad for the expies and their plight... I just want them to be happy. I hope one day there's a good ending where our expie can have a chance at survival.
One thing that arent that important that I wish they could be added is A:I would find it funny if the alcohol would actually make you drunk, aside it makes sense.
Honestly, that's even worse, as alcohol bypasses most membranes because of how hydro AND lipophilic it is. If Expies can't break it down, then it's basically lethal to them
Honestly this game is a gem and is doing a lot of interesting things. The preview for the new layers looks very good too.
The biggest off putting thing to me when initially trying to learn the game was just identifying what items did - that being tied to intelligence is a bit wonky. An experienced player is going to know what items are just based on the sprite and or just know a series of crafting goals to build intelligence; whereas a new player is the one that needs this information the most but its withheld from them (or they just alt tab to wiki dive). Its also a bit weird in the aspect of: Great I crafted a flashlight - oh I suddenly know exactly what this serum does to me now. I think it would be a lot better if identifying items and their qualities was tied to just brain integrity (or tied to both); as in you by default know what at least most items are (not like IC you haven't been regularly doing training), but you still need that intelligence to craft it at all.
Past that, I'm sure you're aware of the QoL mod that does a whole lot of improvements that just the base game should offer. The save system it offers should just be opted out in a hardcore descent or something though.
Finally, there just needs more reason of why you're needing to descend. I'm sure you have plans for this already. Just an idea would be you could have each run with a guaranteed drop that the player knows of before hand or something; e.g. an experimental weapon or something that they're supposed to retrieve (but it still has use to survival).
So keep it up. Really look forward to seeing how this develops.
Yeah... this was clearly not designed with mobile in mind. I mean between the movement, interactions, and the controls in general, you're probably not getting a port. Although it would be cool as hell if we could.
Holy shit! This is awesome! Starbound meets Zomboid, such amazing complicated mechanics, and oh so delightfully upsetting. Watching the player character beg for mercy as we desperately try to dig our way out of certain death tugs on the heart. Things are going so well until you slip and spend the next half hour with serious brain damage, just trying so hard to find some way to carry on.
I have already recommended it like 8 people, time to throw more money at this awesome project!
not gonna lie, now this is one of my favorite games ever. Cute characters, cool and hard mechanics, even the cool pixel style of the game, and of course - gore system.
i give a promise - when this game will be out on Steam, i would buy it.
ty osrsoniks for made this game, and also thanks for gunsaw.
I haven't play this yet but the experiment you play as is so cute and it looks like a interesting game to play as by the few pictures. hope this will be a full on game in the future.
Do you have the latest version of the game? The Material Pouch was buffed in regards to maximum individual item weight, you can put foliage and a bunch of other helpful things in there now.
So this is more of a question than a critique but those anyone else find crafting kind of useless? There are a lot of thing there that are useful but most just aren't worth the effort to try and craft them. Want to know if this is just me or no.
I used to think so too, but then I realized you can craft pretty much anything you need to save or complete a run.
The first real key thing here is understanding how to properly manage weight so you can actually haul all materials you need for crafting. The Material Pouch, as Overload53 mentioned, is really helpful in that regard. But also increasing your strength and resilience by min maxing carry weight and using residual energy through exercise before sleeping is important.
Secondly, when you start remembering what types of items you need for certain recipes, it's easier to recognize when you are in a situation or place where you can quickly gather everything you need to craft something useful.
Generally just try to use the crafting system just because it's there for now, and with time you will get the hang of it and see how crazy good it actually is.
i really like this game, but one thing i think it's missing is active ragdolls, the current ragdoll just goes limp whenever it's activated, like falling or stepping on a pressure plate, wouldn't it be cool if instead it tried to actually protect itself (curl up, actually have a fall animation when falling really high) or have seizures (squirming on the ground when brain damage, etc) and grabbing it's wounds. I think it would really add to the game.
you can actually scoot around with movement keys when forcing ragdoll. not quite what youre asking, and i do wish crawling this way was easier and less hazardous.
I love this game. I'm really impressed with the amount of detail that has gone into the health mechanics and I really enjoy how gritty and disturbing this game is. I first played it last year and enjoyed it then, and I enjoy the current build even more! Thanks for all the hard work you've put into it :o)
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this game is what I wish noita was
(ikik noita is a perfectly good game, but I have bad taste so I didn't love it)
Itch.io launcher can't see the installer lmao
Does anyone know if this game has multiple saves? Me and my brother both found it interesting and got it to play :D
idk what it's about but it looks cool with fluffy goobers :)
Uh game is a rogue like/permadeath (unless u use debug commands). If you are talking about as in how in minecraft you can create multiple "save files" (worlds) then the answer is no, perhaps it will be added in the future but for now you have one file, one life, and one chance.
Hey! Navigate to "C:\Users\[your_username]\AppData\LocalLow\Orsoniks\CasualtiesUnknown", and you should be able to create a backup of "save.sv" in another folder, or just rename it to "save1.sv"
(if you can't find your appdata folder, Press Win+R and type "%appdata%", Enter, and then go back a folder.)
Have fun!
Damm I really loved this game We really need a mobile Vercion of this
game wasn't built with mobile in mind but yeah, a mobile version would be cool
when you download this, does the game file automatically update when they update it on here or nah
Itch confuses me
No. You have to either, completely delete the old files and place the new update, or replace the files by dragging them into the folder and clicking the replaced button for each duplicate file. Alternatively, if you want to keep older versions, you can just make a new folder with the version name on it
I legit never comment on this site, but holy HELL this game is peak itch. its so refreshing seeing an actually good game instead of the usual romance visual novels :sob:
I don't know what category or tag you are using but there are definitely gems in this website lol. you just need time and no j*b to find them all
This is a really impressively put-together game with a really interesting concept, but it's hard for me to get into it because the movement is a real problem. The character is slippery as a greased pig, flinging themselves forward as soon as you make it over the top of a ledge and pushing himself backwards every time you hit a block, usually off a cliff behind them. The game really needs the friction bumped up a few notches.
Also, it really feels like the wall jump should be set up so that you have to press the jump button AFTER clinging to the wall to jump off. As is, since you have to hold down the jump button to get maximum height, the instant you touch the wall it jumps off, and since you're also still pressing towards the wall, it eats all of your momentum and completely wastes it.
lmao, well looking at the water physics itself too, the physics needs work but be patient, the devs are human lol (im not patient im stil waiting for the new update with the more advanced health system)
Is Casualties Unknown - Scav-Prototype coming to Steam?
Pretty sure its planned in the future. Right now its named Scav prototype but in full release it will be casualties unknown
el juego se ve muy pero muy bueno solo hay un problema la optimización el juego consume mucho y tiene caídas de fps muy constante para ser un juego 2D, pero me encanta el juego esta muy interesante
Could you add webgl support or some other way for us non-windows users to play it? It'd be much appreciated if so!
What platform are you trying to play it on? Linux works perfectly, I doubt Mac is so different if you use CrossOver
They're obviously playing on phone
This was brought up before but this game would need serious tweaking to work on mobile, a lot of features expect a mouse and keyboard, it’s definitely possible, but I don’t know how well it would go over into a touch screen
It's already a miss in keyboard imagine playing it on a touch screen it'll be a nightmare
Could it be possible to have an option to turn off the self harm mini games in the future? The mini game puts me off a lot
eh i dont really think they would or they should. The game is built a lot on blood, gore, and self harm, so that mini game is a key part of the game. Its like reloading from a shooter. But yeah, its definitely off putting sometimes.
That would only make sense if the minigame had a way to prevent the self harm. While I would still run it, as it is now, it just a gratuitous extra. Being able to toggle it wouldn't diminish from the experience, as the spite model still showed the self harm well enough before, especially once you open the medical window
I get that and I think the self harm should still be part of the game of course, I’d just rather have my character do it by itself than have the mini game
Better yet, just make it play itself if you hesitate.
I think in previous version it worked like that the character doing it itself
Could be, when I first found the game I was clueless and never went that far (demo 2 or demo 3, I found it a long while ago when looking at other games made by the same creator after playing Gunsaw)
tbf you can tweak settings like loot chance already, I don't think an option to disable some of the darker stuff like self-harm would be too "cheaty." in terms of functionality, it certainly plays a part, but I think game remains entirely intact without. (in terms of the mood system, maybe adding an option to disable the whole system, or just adding severe debuffs in place of SH)
Love this game, played over a 100 hours on it.
I would like to suggest a pause button, a feature to pour liquid on the ground (like soap) instead of drain (which is still necessary), the ability to grab ledges with empty hands (with the chance for hand damage if you're falling too fast), and the ability to find corpses from failed runs with everything heavily drained/damaged/spoiled.
My main gripe is how much water can sweep you away even if it's a small amount, and while i understand the sawians have higher bone and muscle density leading to them sinking faster, it feels awkward being ragdolled by less than 400ml of water moving past your ankles.
^This would be awesome!!! I have the same issues so I hope this get's seen
Yeah v5 has some weird janky water physics, i got thrown all the way down the bottom of the level/layer once lol.
this, the water is WAY too overpowering atm. lost a good run to water nonsense sweeping me over a launch trap over and over...
aw yep
Were you inspired by plasma burst 2? The player models remind me of it, and the game physics.
Fantastic game. I'm very excited to see where it goes. The level of hostility and friction you need to overcome to survive, and the depth of the injury system makes "I'm bleeding out, alone, in this hole" a way more terrifying and unique experience than anything I've ever played.
This is the first game I've played where I actually feel an inch from dying at all times. I have to double-check every drop, stay a healthy weight, avoid enemies... by the end of the layer I need to take a break haha. Death feels so real that the stakes are high and I must try to focus
the blocks hate me the creatures hate me my stomach hates me my mind hates me my own actions hate me this game hates me
And your character hates you
Peak soundtrack, I like Proxy a lot. PLEASE for the love of GOD tell me how you made it...
I don't know if the dev reads comments on here or cares about suggestions, but I had a couple ideas after putting a fair few hours into the game:
1: Craftable spears. Get together a few sticks, some chemfluid to fuse them, and a sharp object to whittle a point on the end. Or maybe some string/rope and scrap metal to fashion a spearhead. Would make a decent early game melee weapon with good reach, though admittedly I'm not sure there's much of a demand for early game melee weapons due to the early layers mostly just being traps.
2: Dreams. If you get a full session of uninterrupted sleep, there could be a chance you have a dream. I envision it as making a "copy" of your character on a separate, small map for a quick no-stakes experience. Maybe it's a nice dream, like walking through a field of flowers or enjoying a big buffet of tasty food. Or maybe it's a nightmare, like re-experiencing abuse at the hands of the company's scientists, or being chased down and mauled by some horrid cave monster. Nice dreams would give you a little mood buff, nightmares would give you a mood debuff and you'd wake up screaming with a shot of adrenaline running through you.
Aside from those ideas, I have to say this game is very compelling and captivating. I feel so bad for the expies and their plight... I just want them to be happy. I hope one day there's a good ending where our expie can have a chance at survival.
Ngl, that peak as hell bro! 🔥😼🤙
One thing that arent that important that I wish they could be added is A:I would find it funny if the alcohol would actually make you drunk, aside it makes sense.
Expies can't digest alcohol
Honestly, that's even worse, as alcohol bypasses most membranes because of how hydro AND lipophilic it is. If Expies can't break it down, then it's basically lethal to them
Best game of all time
Honestly this game is a gem and is doing a lot of interesting things. The preview for the new layers looks very good too.
The biggest off putting thing to me when initially trying to learn the game was just identifying what items did - that being tied to intelligence is a bit wonky. An experienced player is going to know what items are just based on the sprite and or just know a series of crafting goals to build intelligence; whereas a new player is the one that needs this information the most but its withheld from them (or they just alt tab to wiki dive). Its also a bit weird in the aspect of: Great I crafted a flashlight - oh I suddenly know exactly what this serum does to me now. I think it would be a lot better if identifying items and their qualities was tied to just brain integrity (or tied to both); as in you by default know what at least most items are (not like IC you haven't been regularly doing training), but you still need that intelligence to craft it at all.
Past that, I'm sure you're aware of the QoL mod that does a whole lot of improvements that just the base game should offer. The save system it offers should just be opted out in a hardcore descent or something though.
Finally, there just needs more reason of why you're needing to descend. I'm sure you have plans for this already. Just an idea would be you could have each run with a guaranteed drop that the player knows of before hand or something; e.g. an experimental weapon or something that they're supposed to retrieve (but it still has use to survival).
So keep it up. Really look forward to seeing how this develops.
I wanna hug an Expie. :(
If you really like to know, How to good hug for it, Just check this notes of wiki:
https://scavprototype.wiki.gg/wiki/Survivor#Haggling:Gee it sure is neat seeing the comments of this great gam-
IS THAT THE FOUNDER OF LOBOTOMY CORPORATION!?!?
You mean my avatar face picture?
Of course, Is was from Lobotomy Corporation.
is an Android port too much to ask for at this stage?
Yeah... this was clearly not designed with mobile in mind. I mean between the movement, interactions, and the controls in general, you're probably not getting a port. Although it would be cool as hell if we could.
Yes.
need help the game works ok but in the tutorial the characters only say "tutexp" can anyone help?
Change the games language in the options for anything youd like or reselect english, that fixed the thing for me
Holy shit! This is awesome! Starbound meets Zomboid, such amazing complicated mechanics, and oh so delightfully upsetting. Watching the player character beg for mercy as we desperately try to dig our way out of certain death tugs on the heart. Things are going so well until you slip and spend the next half hour with serious brain damage, just trying so hard to find some way to carry on.
I have already recommended it like 8 people, time to throw more money at this awesome project!
What the hell
Seriously, what the hell?
not gonna lie, now this is one of my favorite games ever. Cute characters, cool and hard mechanics, even the cool pixel style of the game, and of course - gore system.
i give a promise - when this game will be out on Steam, i would buy it.
ty osrsoniks for made this game, and also thanks for gunsaw.
Enemy or trap idea the capture pod an enemy or trap to capture expie for rival corporation
Can I suggest a lower pitch text sound because the moment it started it scared the fuck out of every cat in my house.
Does it have controller support?
What's a good traps-loot balance for an easy mode?
120 loot, 70 traps
I dont know how easy or hard would be but having diffrent looks for the survivor you play has would be a cool thing.
I haven't play this yet but the experiment you play as is so cute and it looks like a interesting game to play as by the few pictures. hope this will be a full on game in the future.
Please help.
I don't understand how to set the Russian language for the game, but I want to play in Russian, since I don't understand English at all.
могу помочь, как с тобой связаться?
make inventory easier
Do you have the latest version of the game? The Material Pouch was buffed in regards to maximum individual item weight, you can put foliage and a bunch of other helpful things in there now.
Thanks ill check it out <3
So this is more of a question than a critique but those anyone else find crafting kind of useless? There are a lot of thing there that are useful but most just aren't worth the effort to try and craft them. Want to know if this is just me or no.
Most of it is for replenishing resources, but Material Pouch...
Material Pouch is all you need
I used to think so too, but then I realized you can craft pretty much anything you need to save or complete a run.
The first real key thing here is understanding how to properly manage weight so you can actually haul all materials you need for crafting. The Material Pouch, as Overload53 mentioned, is really helpful in that regard. But also increasing your strength and resilience by min maxing carry weight and using residual energy through exercise before sleeping is important.
Secondly, when you start remembering what types of items you need for certain recipes, it's easier to recognize when you are in a situation or place where you can quickly gather everything you need to craft something useful.
Generally just try to use the crafting system just because it's there for now, and with time you will get the hang of it and see how crazy good it actually is.
Any changelogs with these updates to the demo? I wanna know wht's new!
i really like this game, but one thing i think it's missing is active ragdolls, the current ragdoll just goes limp whenever it's activated, like falling or stepping on a pressure plate, wouldn't it be cool if instead it tried to actually protect itself (curl up, actually have a fall animation when falling really high) or have seizures (squirming on the ground when brain damage, etc) and grabbing it's wounds. I think it would really add to the game.
you can actually scoot around with movement keys when forcing ragdoll. not quite what youre asking, and i do wish crawling this way was easier and less hazardous.
yeah i am aware that you can do that, its fun atleast i guess
I love this game. I'm really impressed with the amount of detail that has gone into the health mechanics and I really enjoy how gritty and disturbing this game is. I first played it last year and enjoyed it then, and I enjoy the current build even more! Thanks for all the hard work you've put into it :o)