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Man... My last run was going quite well. I managed to keep my expie well fed, hydrated, and with a positive mood. I even found some very useful tools, that made everything significantly easier!... ...And then I accidentally fed my expie bleach ( ; n ; )

(+5)

where expie plushie merchwise

would be amazing if someone made a mod to stalker anomaly with the exact same health and pain system

(+2)

Like you say about mods: [ https://github.com/Paili-16 ]

I hope you like it, There is have 4 character skins you can choose and changed system file, Also have notes will let you know how to followed files to connected the game mod.

So have a enjoy.

How would one remap the controls to the arrow keys? Any time I try to change them, it resets to wasd.

sadly alot of games have that so we might need to wait for an update.

(+3)

QoL Mod adds a menu to rebind keys: https://itch.io/post/15369846

Alternatively, the keybinds.json file uses unity KeyCodes as the scheme (https://docs.unity3d.com/6000.3/Documentation/ScriptReference/KeyCode.html), which would be `UpArrow`, `DownArrow` etc.. if you want to instead edit the json file

(+21)

Wonderful stuff!
Now can I please have a version where they can sleep in a nice bed and eat good food and not recieve severe head trauma?
Thanks!

(-3)

sounds like a skill issue👀

I also feel very bad for what these creatures have to go through. Yep, it's a game but I still feel sympathy for them because of how expressive they are.

same, man... and the lore doesn't help either D:

(+9)

loving this game so much!!!! might be a silly question but can we make expie ocs? i wanna make one in honor of my first run to make any significant progress (and to rotate in my brain)

(+5)

hi i love you why do you make me suffer? i love you

(1 edit) (+5)

I absolutely love this game!!! I recently played the V5 update and I can say with confidence this is the best survival game I’ve played. That said, I have 2 simple suggestions that I think would improve the game:

Materials pouch available at the start. I love the new crafting system, but with only 6 inventory slots it’s a bit tough early game to carry all the materials you craft. I think having a materials pouch at the start would let people engage with the crafting a bit more, since they wouldn’t be worried about using inventory or bag space just to carry foliage and sticks. (Also if materials automatically went to the materials pouch when crafted, just as a small quality of life thing)

Secondly, wight limit. I’m sure this is no surprise, I think a lot of people also want a weight limit increase. Right now, with one full sling bag and a couple tools I start getting the moodle for high weight. Honestly, I think just doubling it is enough, heck if I was carrying 2 full bags and my tools I would understand that being a bit much, but right now just having a proper setup of items has you reaching the limit. 

Aside from those 2 things, 10/10 game, can’t wait to see more updates in the future :3

(+4)

Oh, and we should be able to light torches with the firestarter, that way we don’t need to make a whole campfire just to light a torch :3

(+2)(-2)

Absolutely love the depth and grit of the world and system. Not too into the whole being a dog thing, but hey that's a personal preference. 

I did sadly lose my progress trying to find the keybinds for using rope, pressing escape and then pressing the only button i could see out of impulse (main menu) which wiped my 20min run.

(1 edit) (+10)

i was bored and made some doodles
they are very unalike each other truth be told

have the Images i suppose



(+2)

Oh i like a baby, But i don't have a baby, I'm just have a Plushie Expie.

Just like i have like my children characters.

(1 edit) (+2)

Can you nerf how a traps can affect mood? It's very strange for an Expie to be happy and jovial at 35 mood, then a single trap crits and suddenly the Expie just gives up the will to live at -75 mood. Mood doesn't change rapidly like that. I would understand it happening later and/or over time, when the wounds are aching, or hitting multiple traps over a short period of time, but in that moment it would be more of a desperate fight to survive. I should be only having to fight the Expie if I've been making many mistakes over and over again

Addendum: I hear that the second chance mechanic is tied to mood. If that is the case, then making traps hammer mood is antithetical to the being given a second chance, to the potential random bullshit the game can spontaneously sneak upon you

(+11)

I'm ngl if a 10ft spike gets impaled into my stomach my mood would immediately not be so good.

(-2)

So you would just sit there and die, if you were impaled with a spike, even if you had the medical equipment to save your life?

(+1)

In fact, it nails the panic not the desperation.

(1 edit)

That actually sounds like a good mechanic to add. That, if a Expie is panicked, they have an X% chance to drop items, or close out early from a minigame. That would be significantly better than the Expie being non-responsive AND losing it's chance for a last stand. I shit you not, the reason why I lost that Expie is because they resisted my commands FIFTY TIMES over the course of the bleed out. Roughly an entire minute of fighting the Expie that could have been used to save their life

(2 edits) (+2)

Don't worry! the last stand (second chance) takes mood from 10 Minutes ago, so you should still have a good chance. I tested the mood with commands, and you only lose 20-30 mood within the first 30 seconds of steeping on spike trap. Though, if it hits your head, it can be -50 mood loss (or more) because of trauma from losing your jaw / eye. Opioids are also great to use after a injury that makes you depressed or in severe pain.

(+1)

When it losing many blood volume, The Moods will be also falling tone, So this is why that gonna problem happened, And also hungry as will increased.

(+4)(-2)

Love the game, but there are a few mechanics that don't make a lot of sense and can turn the game from challengine into actively antagonising the player.

(1 edit) (+5)

I just had the most hilarious accident, and no doubt a key factor in my Experiment's death. they were feeling gloomy while I was vying to get secure cargo, so I did what anyone would do and put dynamite on my body storage, lit it with the intent to drag and drop, then run. emphasis on intent. they would not drop it. like "NO, BAD DOG! DROP THE STICK OR I SWEAR" by the third attempt to drag and drop they dropped it but it was too late :( i did get the cargo though :)

(+3)

best run i got yet, 1086 meters full  sliders with radline and unchipped

so far game is fun

(+5)

Shout-out to that mxer speaks guy in youtube for introducing me to this wonder, WILL be buying it the second it releases

(+1)

SAME. The game is so good!

(+1)

.. is the empty batteries from the flashlights intentional?  

it.. makes grav-bags unreliable due to such,  which.. can be a issue [cant find batteries to swap it out]

(+2)

There are charging stations found from the third layer onwards. Just have to hold onto the batteries until then

(+2)

You can used some tools off the battery, But that would encumbrance reduction heavying.

This is why i am The Grav-Bags master keeper.

What am i kidding? Because i holding 4 Grav-Bags.


(1 edit) (+1)

If you don't have spare batteries for them, your mad carrying that many. You'll be turned to paste if they all lose power.

Also, has anyone actually tested if they explode if you let the batteries run dry?

(1 edit) (+1)

Oh really, I already prepared many battery with me, In my collection.

Exploded, Yes it was, But i also have might sure to check when batteries mostly lelf.

So i been playing this for long time, How couldn't i know?

By the way, When to sleeping, Must off that battery for Grav-Bag yet, This will be save batteries and better safe.

(2 edits) (+4)

Hi dev!

I really liked your game

and I have a few ideas on how it could be even better. Here's what could be done:

1. Minigames for crafting items or certain items. I liked the minigames you added to your game, and I think

they would work for crafting as well (for example, wire pulling or something similar for crafting drill repair kit).

2. Reworking or nerfing landmines. The landmines are cool and explode is scary, but I'm thinking of making them more fair to the player, since just one mine is enough to quickly kill a character,

while other traps give a chance to survive.(I'm was killed by them very often, and all times reason was same-i just didnt see them in dried bush)

3. Expanding backpack space and/or increasing the character's carrying capacity. I'm often end up with a lot of useful items already on second layer, and I just don't want them to let go, but there's not enough space for them or max weight the character can carry. Completing this point would provide more crafting options for player because he could have more items to craft(crafting, in my opinion, is the most interesting mechanic in the game).

4. Adding new races or variety of old ones. The races already in the game are well-designed, but they get boring.

That's all my ideas. If you like anything, I hope you decide to implement it in the game; I'd be very happy.

Now, feedback on the recent update: everything that was added in recent update was great. Trader-character relationships, new notes and fonts in notes, as well as new crafting, etc.

Thank you for such a great game! One of the best indie games I've played :3

(+2)

Very cool game, but HOLY this dev needs to fix the spawning with the world gen, I made it to the overgrown jungle like area which was the farthest I've gotten, and ofc it has to spawn me in this structure with bricks and concrete and reinforced doors so it was just a pain to try to leave, by the time I could actually get out, a big creature came and crapped all over that

Very cool game but yikes the dev has to fix the spawning and world gen

i got spawned trapped underwater. It was brutal

(+8)

big mistakes where made

(+5)

This game is awesome, but it has a few unpowered Grav Bags that weight it down. From in order of importance:

Please nerf water. It's WAY too powerful with how much force it exerts. I know it sounds weird, but make it more sticky so it doesn't move as much when there is only one tile deep of water. Also make it so that water loses momentum over time. It's kinda silly that water slowly gains momentum and eventually tosses the Experiment across the world and back.

Please allow for beginning of layer saves points. There could be any number of reasons why a player would need to stop mid layer. Too tired, power outage, having a spontaneous responsibility that needs to be done. I know that it could be used to save scum, so to counteract this, make it so that, if a player exits early, the health state of the Experiment stays when the exit happens, but the items go back to when the last save began. That way, a player couldn't just flee death by reloading a save, but can also keep their progress if needed.

A quality of life that would be nice to have is to be able to use backpack items without putting them on. An example would be the ripped duffel bag. You can use it in your inventory slot in the beginning, but then can't once it's repaired.

Experiments seem to be too weak. I don't know how big the Experiments are, but if you give them a some meds, two gauze, and a few tools, they act like a black hole has been place on their back. I don't know what a u is, but if it's anything like 2.2 pounds or a kilogram (since that is what you used to measure the Experiments weight), then their starting carrying capacity is insultingly low. Humans can carry a quarter of their weight comfortably without training. Experiments are also part animal, and animals generally have a natural strength buff, so Experiments should have around 20u starting strength, since they start at 50 Kgs.

Hunger drains too fast? Experiments loose weight extremely quickly. Muscles are very efficient when it comes to energy consumption. An example is jogging five miles only burns about a cookies worth of calories. Another thing is the negative effects of being underweight. The a healthy body isn't effected by losing weight until starvation (literally no fat remaining) which is about 70% baseline body mass. Then death doesn't start creeping around until 60% baseline body mass. If we use the 50 Kgs that Experiments start with, that means there wouldn't even be a negative moodle until 35 Kgs, and wouldn't suffer potential spontaneous death until 30 Kgs.

Other than that, this is a very enjoyable survival game. It's nice to have a more realistic health system to play around.

you can already save scum through the ` console.

Well I wanted it baked into the game for purists who don't know, or want to know, console commands. That being said, how do you save with console commands so I can have shorter game sessions?

(+3)

` then "saveandquit" without the quotes 

(+2)

Thank you

np np, it was a lifesaver to learn about 

(+4)

Love the game, but there are a few mechanics that don't make a lot of sense and can turn the game from challengine into actively antagonising the player. I know it's probably not easy to adjust because of existing mechanics, but I'm still going to mention them.

One big one is water. Had many casses where a few pixels of water (basically the height of the feet) ragdolled the experiment. A creature weighing ~40kg should not be pushed around by 2cm of water (not talking about when a geyser pushes water out, that makes more sense, since, yeah, it's supposed to be a trap).

Another is a bit tricky, but let's call it "lack of self preservation". 2 examples I encountered:

  1. Experiment was severely dehydrated. There was lumalgae around, so I drank that. Experiment stopped behing dehydrated, but got so depressed from drinking the lumalgae, that it blew it's head off with a shotgun.
  2. Experiment was very sleepy. Tried to sleep, but got pushed by 2cm of water and fell down into a puddle that was torso deep. Experiment was so sleepy that it started to take a nap, drowning in this otherwise harmless puddle.

Not gonna lie, I lauged my ass off when these happened, but thinking about it, it just feels weird.

As I said, I love the game, and will keep playing despite these small shortcommings. It's a fun and challenginge expirience.

Yeah, my 2nd "death" (i got last stand and survived) was because i was stuck in a hole with only 2 tiles of dry land, and kept falling asleep into the water, and i slowly froze and drowned... Also, lumalgae says "inedible", but going from a bit depressed to killing yourself in that time period does seem a tiny bit unfair. even more if you were not even that sad before.

(+5)

This game looks good, but it feels like I won't be able to play for a year. I felt really sad from Experiment's sad and painful noises that I decided to quit playing. But the game looks really good.

(+1)

there should be an accessibility option that gives you pyrovision (if you know you know), everything's happy, confetti blood, yipee and all that. would be funny methinks 

Huh never thought about it. Thanks I guess.

(+44)(-2)


dumb head canon that i made a good while ago

(+7)

whoever put a dislike was a misclick, this is neat

Noice

Awww! I love it! we need a whole bunch of artwork of these cuties.

(+3)

WHAT THE HELL JUST HAPPENED????  my fella went to take a nap  in a small pit,  no injuries perfectly fine and healthy


NOW GAME CRASHES WITH  INSTANT DEATH

w h a t

(+1)

When it sleep closing to the wall, Before you press button to sleep hold press [X], Or it will been overharm by the wall clamping it head.

Sometimes i have saw someone else have recorded show like it died for, like you said death from sleeping.

I also have been before happened last year.

(+5)

Fell down a 10 meter hole and got a free lobotomy. 10/10

(+2)

YOU ARE OFFICIALLY IN MODDED TERRITORY   SOMEONE MADE A BONELAB MOD FOR THE TRAPS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

aww, no 6th layer :( when are we gonna get a place for these fungus items that definitely seem like plant loot?

(1 edit) (+4)

wow! the interactive music, sounds, and visual effects that happen to the character when experiencing various crises and situations are truly inspired! stunning and immersive!

(+4)

(+5)

I didn't feed Experiment for 5 minutes and it killed itself from it. Talk about an overreaction, XD

(+8)

when he eats burger with no honey mustard :(

(+4)

would be cool if there were a little practice mode for the minigames in the main menu for stuff like applying dressings, taking out shrapnel, fixing dislocations, etc

is this a 60 seconds reference :fire:

The dev has been known for references so maybe :D

(+2)

good job bro

(+3)(-7)

Can you just add game on steam?

Deleted 5 days ago
(+2)(-2)

i pray this isn't used for anything bad, like really bad. O_O

0_o

(+1)

There are no laws against Expies, batman!

(+2)(-1)

uh WUT?!

(1 edit)

it shouldn't be giving me that look then. lmao, deleted post??

Soup

I kinda miss the old crafting system but this one is a bit more stream lined (and you cant cheese the crafting recipes anymore.)

I agree, I don't really like the new system since its a lot more ambiguous compared to the old one

(+6)

i like the gaem

(2 edits) (+2)

I am completely aware that this is a challenging game, in terms of difficulty, but holy. I get one cut or an infection and the run is already OVER, no matter how many times I disinfect and bandage and put an ice pack, death is inevitable (illusion of safety?). Anyway, game is immersive and chilling, with very neat concepts.

(+3)

You have to be on top of the infection. Disinfectant doesn't stack, but also dissipates quickly. You might not even know that the infection is progressing if you become distracted. Also, becoming immune-compromised make it so the infection doesn't go down even with disinfectant. 

(+2)

It's also nice to have shower time to time

Make sure you're using glowplant fruit, and infections go down quite quickly if you keep a very close eye on them. Also, Disinfect before you go to sleep! being clean and well fed will also help.

(+4)

i hope to see more updates from this as the gameplay is fun and unforgiving

(+4)(-2)

i loaded in my game and died instantly 10/10 very buggy

hmm, i tried to resume my run entering layer 5 and it never loaded, and it sounded like i died in the background. oh well, time to download V5.03 i guess

yup thats exactly what happened to m

thinking about it more, its like the world didn't load, Expie fell all the way to the bottom and went splat! i think this because upon quitting and coming back, it showed the next layer as if i progressed

people should stop downvoteing this because you need to go back to preschool if you get mad at someone stating bugs

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