I'm either too used to items running away from me or this looks too accessible now, whereas it felt grim back in last 2 demos.
Frankly, the items being dropped situation was pretty decent in v1. it got worse in v2 because WATER/OIL got carried away pushing everyone and everything around.
idk, but this feels too gamy now compared to the more realistic and pessimistic prior feel of the game, just with that one change.
And the RED flashing whenever you attack things, I wish we at least get an option to disable it. better yet, enable if we have trouble telling things that we're attacking apart. Be honest guys, most of the time the sound alone gives it away.
EDIT: I'll be seeing if the traps and the stun mechanic are more accessible as well. cause those were the things that actually needed changing.
Well, my note is that we either just head on keep it or remove it. Cause it's going to make drastic differences to how the game plays. Why do I say we should remove it? 1. It's bandaging, and not fixing: So, basically it's good because items now don't run away from player right? THAT IS ABSOLUTELY TRUE! I like that I don't have to keep chasing for items. BUT there are other ways to address this issue, such as: - Making item movement physics less jittery, so they move less overall, and WATER/OIL don't blast them off as if someone launched them from a cannon. - Next up, the COLLISION SYSTEM. in previous versions at least, since I haven't tested demo 3 yet, items could literally move through blocks with enough velocity. mostly conducted by Old machinery, (sometimes if player falls down and loses consciousness, you'll find your items inside the blocks just bellow or next to you.) - Items (for whatever reason it is) always feel too stiff when picking up. idk how to address this one without causing more problems, but basically whenever you right-click on an item that's moving ever so slightly and slowly, it feels like you're fighting yourself not to pick it up. Sometimes it just feels so hard to grab things while they're on ground, and this has been an issue since demo v1, and it's a hard one to polish as well. 2. It's changing the FEEL of the game: So, the main reason I was interested in this game is not because it's the Darksouls of survival games, and I wouldn't even call this a survival game to begin with. In fact, the difficulty is not even the main point of the game. It's more about how you gradually learn all these different things, traps, enemies, mechanics that killed you before, and get past them with mastery! That's the engaging gameplay here, and games that are like this often burn out the players before those players make enough progress to feel confident while playing the game. The ATMOSPHERE is often what keeps players hooked in. Without it, and I'll be honest now, your game looks and feels just like any other and players WILL feel the urge to go play that other thing. ////////////////////////////////////////// As for the RED FLASH attack indicator, I know I will get used to it, but that first impression will feel rather gamy and lazy than a real artistic choice that was done because it was needed. and I mean this, because the game doesn't really need it, it already feels satisfying when you hit something and hear the Sound that is associated with it. the Red flash just feels extra.
First run and the earthquake murdered me while asleep inside a pod. Had knocked myself out with a mushtail. Got a laststand right away but never managed to wake up D:
omg i didnt even think about dealing with them while asleep lol, havent got to the dessert area this update so dunno if it happenes there but if it does i bet all the stalactite fall down in mass too
I am obseessed with this game. Everything about is everything i've dreamed of having in a game, quite literally. Thank you infinitely for making this masterpiece and please keep it up.
They're within the same established universe, I wager. Uses similar creatures, similar-sounding backstories (with blacks being cannon fodder (racist much, Orsoniks? jk) in both games), and a general fact that nothing stops both universes from existing within the same timeline. Oh, and both their bloods are yellow.
its pefect the only thing id want added is a bit of multiplayer and like a thing were you evolve with your environment like being more resistant to certain effects like depression or bleed if you suvive long enough or a item that effects your genes giving a possible buff or weaker buff if it fails or a major side effect if the creators see this they really did cook been a long time since we had a game that has so much potential if this gets added id pay for it if it was 30 dollars keep up the work ill be looking forward to this even if it dont get multiplayer
I was having fun with console commands and spawned multiple barbed wire fences.
Press "~" to open the console. You can find items names in "ScavDemo2\CasualtiesUnknown_Data\Lang\EN" in the "main". Type "spawn" in the console and then type the item name from the "main"
there is also a thing called "mindwipe". Instantly heals all mental damage but makes you unable to read description of thing and unable to hear music/your characte
bro, I understand everything, but 2 either canceled or frozen (and one done in 6 hours) there are already too many games, we are waiting for Orsoniks to work out from scav and go make a fourth game (and then he will abandon it :)
I still don't understand why he closed the public downloading for Bloodsaw when he can just stop making the game but allow people to still download it at the same time. That would be more logical decision to be honest because that game wasn't bad.
What can I say other than, holy mackerel this game is absolutely phenomenal. First of all the variety of ways that individual runs can go and the sheer amount of items available, makes this barely feel like an "alpha" to me, if this were advertised as a finished product I'd definitely buy it, even if it currently lacks a conclusion. That being said there's so much potential here; and I can see a version of this game tenfold its current size still maintaining the clarity and feel offered in this early stage; maybe I'm dithering but I think I'm just trying to say that for me, this game felt like something really magical.
That's the synopsis, I'm going to give a detailed rundown of all of my thoughts as best I can, in the hopes that it is useful, but everything past this point contemplate as much or little as you like, its all intended as ideas stock
Context, I downloaded this game 4 days ago and I've probably played about 20-30h, with my run count approaching 35 by my estimate. I've just beaten the final stage (in a way where I didn't die shortly afterwards), so that puts the difficulty at around 4-6 hours per level, I think the first one took me around 3 and the last one around 10. Difficulty feels extremely reminiscent of games I used to play that I considered "challenging", these include terraria (flashbacks to early hardmode), don't starve, and rain world; but definitely not rage inducing, which is the emotion I typically in games that are unpolished. If I had to describe this game to somebody, I would describe it as being reminiscent of those three, while also something of its own. I don't feel like I'm exaggerating in that comparison considering how this game made me feel; my interest in playing games peaked around 4-5 years ago and its rare that a game holds my attention long anymore; this had me practically not sleeping. Had this existed back then I'm pretty sure I'd have played the hell out of it exactly the same as now.
The atmosphere of the game is bleak and tragic, but made me confront and appreciate some of, that despite its occasional failings, the things we humans have built to make the world a better place, yes perhaps a bit sappy, but I guess the appeal of tragedies is to remind you how different things really could be; that's how I felt while playing anyway. I also feel like the exi species are relatable in some way; perhaps because they are a mix of human and survival-instinctual traits, but it hurts to see them suffer. I think a lot of the appeal of rain world comes from a very similar kind of mixing of man-made and natural elements. The set and setting of this game made me feel depressed and like a bad person for not being better at keeping my character alive, but in a really good and refreshing way; its kind of hard to describe.
As far as balancing goes, I find most things are balanced pretty well (at least at my current level of skill, hindsight included). It is difficult but not impossible to scavenge most of what you need to enter into more dangerous areas, but usually you are missing at least a few important items unless your really taking your time; so you often have to have a kind of reactive playstyle, which I like. I also really like that despite the importance of items, things are still mostly skill based; my best run by distance was one of my worst runs by loot. It really feels like there are multiple viable strategies, depending on how you choose and play your cards, and I love that.
I've given some thought to what makes the game difficult. I haven't been able to figure it out exactly, but I think it has a lot to do with the balance between food and medical resources, and the kinds of playstyles each enable. For example having a lot of food and water allows you to play slow and recover naturally from injuries, which is often more efficient than using medicines, there's also a nice interplay between the law of diminishing returns and the snowball effect: needing to heal a twisted ankle is far better prepared for by having apple juice and a burger than by using a whole bruise kit that could be far better spent elsewhere, and this logic applies generally to non-lethal injuries. Contrary to the previous point, having a lot of medicine allows you to move quicker and loot more aggressively, with a small risk of critical injury that is just about liveable but will use up most of your resources, I also tend to find this playstyle makes my character more unhappy over time. This breaks the gameplay up into at least two main phases, "caution mode" for conserving medicine, while depleting food; and "looting mode" for restocking food and medicines at an elevated risk of using up medicine. Knowing which mode to be in at any given time, I find, is the main challenge of this game and produces a large number of very different ways a run can go, depending on how you handle your situation. Since figuring out this by trial and error was a lot of fun for me, and this was the knowledge that won me my first "run", I figure this is the core gameplay loop, but there's definitely more going on than that as well, more subtle interactions I haven't quite mastered yet.
I've seen others talk about game being too dark or too difficult to traverse. I didn't experience these things as walls or downfalls but just as being part of a rather steep learning curve, for example by run 20 I learned that its far better to explore in open areas, even if there's an increased risk of falls, because there's less digging involved and you cover far more ground. I can see how these things could become frustrating, but I think that just puts this game into a category that leans into sharp learning curves, and there's definitely an audience for that. I never encountered anything that felt unfair or immersion breaking, which is the main thing. I would encourage people to play the tutorial though as there's important mechanics that you can't really afford to skip learning
Regarding the individual balance of items. One thing I've noticed is storage is non-negotiable. I generally mandate my character have at ~10 units worth of storage, preferably high durability storage, before I even consider entering the lower levels. Most items in the storage category are useful to some extent, though the ones that attach directly to the body are by far the best. Initially I struggled to find any storage items at all (except for one hilarious panicked attempt to remove a grav bag from my inventory that ended in gory death) but traders are actually a fairly reliable source, and that gives me a reason to overstock on certain things with the hopes of selling them in early levels; which is good I think. Some item prices are interesting, as there are several items I consider too heavy to carry long distances (and thus lower value) that nevertheless fetch a high price (mostly tools/yellow blood bags), however sometimes that gives me a reason to go for these items whereas I otherwise wouldn't. Overall, the requirement for storage forces me to scrounge around and gather more items so that I can pawn them for better stuff later, and this feels very in-keeping with the spirit and atmosphere of the game.
As discussed before I think most items and mechanics in the game are balanced once you get a knack for it, with the sole exception of infection. I think I've died to most things that you can reasonably die from (at least once), but never really have I had to fear infection, and I don't prepare for it to any extent. Notably, its far too treatable, and compared to the other dangers little more than a relatively minor concern; and largely that comes down to the abundance of light fruits. I wouldn't like to see less light plants around (they add to the atmosphere if nothing else), but I think they should either heal infections a fraction of the amount they do now or cause extreme pain as a consequence of doing so. Functionally speaking, their relative value needs to be massively reduced for me to begin to consider other solutions; if infection is to be a serious threat light plants need to be worth less than alcohol or bleach, two items I consider very low-priority when deciding what to keep and what to discard (notably, they are very heavy, and don't really do a good job of treating infections relative to other countermeasures, though they do fetch a price that can make them at least worth holding onto). Also, different types of and more dangerous infections would be a fun thing long term, though that's obviously a bit more of a request. On a slightly different but similar note, I haven't really found a use for fluid drain, I'm assuming that I'm missing something or that it has a planned role, as I never really find myself being significantly hypervolemic, either way it seems a little redundant
Creatures/enemies are decent, I have plenty reason to fear them; I'm curious whether you plan on adding more though. I know I quite like when enemies are few and environmental hazards are great (in most games), but that's a personal preference, that said if enemy density is increased, there may need to be more and weapon options to combat them, also adding more enemies would increase the relative value of certain tools and caffeinated foods (I didn't mention this but I've found colas and coffees to be an extremely useful and rare survival tool, used the same way as and on par with life support, its the closest I've found to a "life hack" in this game). Maybe I just dont use tools enough. Most of them are quite heavy though and I only use them in the early levels.
That's pretty much all I have to say about balance, generally speaking I think almost everything in this game works extremely well at present, I've just tried to give some constructive criticism in a couple places where I think the creative vision differs from the present mechanic. Below I'm just going to list some specific thoughts I had while playing about specific items, but that's more or less the gist really.
Dynamite: seems useful in principle, in practise, far too dangerous for my blood. I think I played around with it twice, in fairness it was hilarious carnage, but honestly the blast radius is just too big for me to feel comfortable using it at present. I thought perhaps it could be changed so that the explosion is smaller and more manageable, but the stick had a small chance of exploding if you fall while holding it; that would keep the danger whilst enabling a bit more control. I may just have skill issue also, I've only used it twice
Light: generally I haven't had an issue with visibility or lighting in this game (if I carry light fruit with me), but perhaps some of the other light sources should be buffed in respect to light fruit, as the only light source I consider better than light fruit is the light bulb. Lantern and emissive crystal are far too heavy, rose petals are great but could last a little longer
Crystals: probably too heavy for what is offered, oxygen and blood crystals could do with a weight decrease, soothing crystal however is balanced if not a little OP
Devices: the two main non-tool devices I've used are the structure scanner thing and the digital watch. Structure scanner seems good though I think I remember it being somewhat low durability, but digital watch? clock? (cant remember) should definitely attach to the body in the hand slot, also perhaps a tad heavy considering it only really offers QOL, though is quite a fun item
Life support: seems to have a redundant durability meter? Not sure if its supposed to offer less support for low durability, I didn't notice any difference between a fresh one and a 35% one
Bicycle helmet/Balaklava interaction: balaclava incorrectly renders over top of bicycle helmet, not that this really matters
Jetpack: it is fun, but it feels somewhat incongruent with the rest of the game and goes against the established gameplay mechanics. Could be fun as an endgame item. In either case, has way too high durability for what it offers.
These were all my thoughts, I am really hoping to see this game get popular, I definitely wont forget it and hopefully others share my positive experience. I'll try to support this project monetarily to the extent possible, so this project can be developed more easily into whatever it wants to be, I'm curious to see where it goes. Regardless, I'm certain this has an audience, and I'll try to tell others about it where I think they'll be interested.
Man where have you been? Thank heavens I see someone finally agreeing that the game is not too dark all the time, And that the darkness is part of the challenge and the appeal.
For what I recall from my own experience, the game is at it's absolute most difficult in the first 10 hours of experience, that's about time you get a clue on how it actually works, then by 20th hour mark you finally feel confident.
As for item balancing, I believe that most tools require buffing, or players with enough experience will just grow out of even carrying them to begin with.
The great thing about the game is that it gives you all types of items from any source and makes it clear that it wants you to improvise and use everything the game has to offer. The real balancing should happen to how traps and hazards leave you saying "very little of that was actually my fault; if any at all."
Please stop with your infection propaganda, it doesn't need a buff whatsoever. The point of infection isn't in killing you, but keeping you in check. If you'd seen the same runs I have by now, painfully dying to infection, hunger, thirst, bleeding, brain damage, etc... you won't be asking for more trouble.
Although, I'd say that having to deal with different types of infection, poisoning, etc... can be quite fun, but I'd bite my tongue asking for more difficulty in that regard.
"I haven't really found a use for fluid drain"
Chest drain? My god, you're such a lucky one. Prey that you never will.
As for the enemies, yeah, more is always better, but that can be dropped as an after thought, As for weapons ... that actually needs to change the main gameplay loop, not sure if it's the best idea for this game. Also, is it just me or life support is pure trash? at some point it soothed my sanity to know I had that but now I can't seem to get a use out of it anymore.
Anyway, if I were to give criticism I'd say REMOVE THE FREAKING HAZARD STUN MECHANICS. COMPLETELY! like for real, oil drops on your head? well that's bad! cause now you drop into an endless chasm of death, then your half broken body conveniently ragdolls downwards and you casually land on a mine.
But isn't that rare? well, the better you get at dodging the traps, the more forced non-interactions like this appear in the game just to end your every run.
Ever been positioned between a cactus and a landmine inside a driedbush? Assuming you dig the driedbush first, where do you run to? The landmine! the cactus takes longer than ONE second to dig and if you even slightly touch it while in panic, you'll be stunned till you explode. it doesn't help also that driedbushes conveniently camouflage at least half of the landmines in the map.
Dynamite: actually ultimately needs buffing, not nerfing
Light: there's this SS++++ tier item in the game called Flashlight. that's it ... get one of those and you're forever good to go. Rose pedals are actually perfectly balanced with no exploits.
Crystals: These... I find the most balanced items in the whole game. In fact, the extreme weight is the only thing keeping them from being absolutely OP.
Terrain Scanner: frankly can't seem to find a right use for it, looks pretty inessential to me.
Apple Watch: That's the best boy in the whole game, right after flashlight and scaffolding pack of course.
Life support: You are correct, though I find the item pretty redundant to begin with. if its durability affected the outcome, I'd never carry any.
Bicycle helmet/Balaklava interaction: No comment :P
Jetpack: Oh that's the 3rd SS++++ tier item on my ranking list alright, but between you and me, I found it very intimidating at first. The thing is, people are not gonna learn how to use it if they find it even a bit more challenging. As is, it's an unreliable source of total domination in the game. the keyword being "unreliable", since I doubt you'll find another by the time it runs out of juice.
That was a heck of reading, glad to see people are passionate for projects filled with passion.
Chest drain is definitely among the best items in the game no question, I'm talking about fluid drain being not very useful, an item for removing excess blood fluid (treating hypervolemia). Its pretty forgettable in its current state so perhaps thats where the confusion comes in
its interesting we have different points, and thats a good sign for the state of the game probably. I agree tools could certainly be buffed, though I disagree that traps should be nerfed, traps ought to be punishing and I don't think they should feel "fair", they ought to be threatning enough to force a response, otherwise it would be possible to complete every single run without injury, and that doesnt feel correct in my opinion. That is definitely a personal position though. I do agree fluid stun is annoying and it just feels bad to get swept by a small stream of oil landing on your head; if im being honest id call it kinda jank, but then I'm not totally averse to that in games so long as its limited to a few mechanics. However I'll concede I noticed it being annoying quite often
I never used flashlight, I did find one in one of my runs but decided not to take it, I guess that was maybe a mistake? Something something I avoid most tools on principle. I never found scaffolding pack so I cant comment on that.
I can see where you're coming from about infection and it being more of a mechanic to keep one honest. I always find that if I would die to an infection, I die to the thing that caused it first, but perhaps thats just a consequence of my playstyle.
I have had several runs die to traps hidden under other objects, for me never bushes but instead corpses (mostly faith plates actually in the upper 2 levels). I get what you mean about the landmines, though I like how this fosters a mentality of "be better prepared, because theres always a chance/you're never fully safe" (though perhaps landmines paticularly are too punishing in this capacity). I think I'd have enjoyed this game far less if I ever felt like I had full control over it, and hopefully that gives a good summary of my stance, but I can see your point of view
I have to admit I do like life support personally, but it is very situational: as it only really delays death so you have to be only just over the edge to be able to come back from using it. Still its nice to have around I feel, sometimes I use it proactively, eg to boost stamina in a pinch in a difficult combat
Thank you for writing your your comment, I appreciate seeing somebody elses perspective and opinions
I have no idea what you mean by Fluid drain. your description matches that of Chest drain.
But I'm assuming you mean Space drain.
Which I had to go digging for the name. as you mentioned, pretty forgettable.
It is supposed to remove fluids around where it is used.
Actually useful if you're bound to sleep and have no energy drinks. The thing is, you have to drop into water and then use it to suck the last layer in, otherwise it tries to suck in at your body level which is always higher than water level, unless you're ragdolling... that could work too.
You're telling me that the game kept the best items from you for last? ;p
You see, my mentality with Landmines right now is as follows:
- NEVER drop inside a driedbush (eventhough it can be lifesaving to hop in)
- NEVER just walk through stoneplants, corpses, etc... JUMP OVER THEM INSTEAD
- NEVER touch the bottom of an oil ocean, lake, or a humble pond. (without excessive eyeballing first, easier said than done)
- NEVER dig a driedbush close by another driedbush, unless you can manage an insta flight response in the opposite direction.
- I'd say also never get stunned xD, but frankly, that counts for every trap in the game.
You do ALL THESE, PERFECTLY, ALL THE TIME, and you have 10% chance of a landmine ending your run anyway.
OH WAIT, I took too long and the new update dropped. Well, now it's all about seeing how the balancing is handled
I did in fact mean space drain, but I think I might have missed or misunderstood part of its mechanics. I swear when I used it on my body it caused bloodletting, but maybe i've just got "recently hit by a soundcannon" syndrome. In either case seems we've got a whole new update to play with, so its water under the bridge I guess
Oh, and I now try to bring tweezers in all my runs where possible due to the possibility of shrapnel. Damage limitation at best, but its the most consistent safety precaution I have around landmines, also helps me be less worried about broken glass, not that I really should be worried about broken glass but I the major skill issue still have. I think I've survived about 2 out of my last 4 recent direct contacts with landmines, although in one of those I died shortly afterwards due to getting inexplicably projectiled into one of those heat resistant steel shipping containers WITH NO ENTERANCES OR EXITS, just a solid wall of metal all the way around.
"so its water under the bridge I guess" Yeah, sorry for late reply. /////////////////////////// Broken glass will always be there for everyone. I've personally grown used to them and just don't feel threatened all that much anymore. I mean you bleed hard at first but the shrapnel itself doesn't really do anything if you know what I mean. It just keeps you from treating other problems, so it's a good idea remove it sooner than later, but realistically, I do it whenever my character's not already in any pain.
EDIT: Did I also ever tell you how OP jetpack is? It is now nerfed to the ground :P I'll still use it to see how badly, but I don't think it's SS++++ tier anymore...
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Very interesting so far. But it feels almost too hardcore due to the troublesome level generation. It’s also extremely dark so I can barely see anything. There’s glowfruit to use as lanterns but you ALWAYS have to use them because it’s so dark. The entire game shouldn’t be worse than shaded citadel in rain world, maybe half of it but at least not all of it. It’s too easy to slip into a pit with no way out and no possible way around it if you managed to avoid it. You also get damaged extremely easily. You’re even more delicate than a banana. Because you get damaged so easily you can barely see anything from the overwhelming visual effects. And it’s dark so you can barely see anything anyways. I don’t want the game to be much easier though, just a tiny tiny bit lower damage and more light in the environment. Wall jumping is important but feels awful and is difficult to figure out. You also become exhausted very quickly, and overheat/freeze very quickly too.
I would love to see where this goes. This has a lot of potential.
I hope we get to customise our guy eventually. We need to be able to make our ocs and watch them suffer. Customisable blood colours too. Maybe some kind of customisable body plan or internal biologies because of the genetically altered creature thing if the dev think that fits. Probably too complicated but I don’t know their plans.
I can only dig about 6 blocks before getting the first tier of exhaustion, maybe 12 blocks would feel a little better for gameplay. We’re furries with claws too. Different level generation would make this less annoying anyways.
I don't mind the 'can't dig much barehanded', but at least make it so tools open up strategies for digging instead of just being slightly better for a quarter total weight capacity.
Cool game though, look forward to seeing it develop.
I learned how walljumping works now and it’s not so bad. I just have to hold space and I will automatically bounce off of walls. Here’s some more random critique I’ve just thought of.
I’ve gotten a bit better so I think most damage feels fine but some damage sources are still a bit too much, especially barbed wire, I stepped on a tiny bit of it and started bleeding out of every body part. It’s really easy to overdose on fentanyl because it injects so quickly, the slightest tap uses almost too much. Realistically it is quite powerful but in medications it should be easier to correctly dose because it’s balanced for users. If it was not medical then it should be the same as it is currently. The inject speed for everything could be slower. Sometimes being near a note is annoying because I keep accidentally reading it while trying to escape. Another random thing is that people in this comment section have mentioned losing body parts but I’ve only ever lost hand function. I haven’t lost anything else even if I land on a landmine several times in a row. Maybe it’s not obvious, the health screen doesn’t really show anything but 0 health for those parts. It’s not obvious that I’ve lost a hand until I look at my inventory. Another thing is that it’s difficult to figure out how to trade with survivors, and I seem to get stuck on an option after clicking on it. I don’t know if this is intended or not.
Played the tutorial, left the game open, locked the PC, came back, loged into my pc, screen went black with the sond still playing,restarted pc now it just opens a zero dimension window with no picture or video and only the sound plays
← Return to game
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Is it just me or it looks abit more polished now?
And is that a good thing?
I'm either too used to items running away from me or this looks too accessible now, whereas it felt grim back in last 2 demos.
Frankly, the items being dropped situation was pretty decent in v1. it got worse in v2 because WATER/OIL got carried away pushing everyone and everything around.
idk, but this feels too gamy now compared to the more realistic and pessimistic prior feel of the game, just with that one change.
And the RED flashing whenever you attack things, I wish we at least get an option to disable it. better yet, enable if we have trouble telling things that we're attacking apart.
Be honest guys, most of the time the sound alone gives it away.
EDIT: I'll be seeing if the traps and the stun mechanic are more accessible as well. cause those were the things that actually needed changing.
I like the feature of the hovering items, but like you said, just feels too easy. I wish it was a option like "unchipped"
Well, my note is that we either just head on keep it or remove it.
Cause it's going to make drastic differences to how the game plays.
Why do I say we should remove it?
1. It's bandaging, and not fixing:
So, basically it's good because items now don't run away from player right?
THAT IS ABSOLUTELY TRUE! I like that I don't have to keep chasing for items. BUT there are other ways to address this issue, such as:
- Making item movement physics less jittery, so they move less overall, and WATER/OIL don't blast them off as if someone launched them from a cannon.
- Next up, the COLLISION SYSTEM.
in previous versions at least, since I haven't tested demo 3 yet, items could literally move through blocks with enough velocity. mostly conducted by Old machinery, (sometimes if player falls down and loses consciousness, you'll find your items inside the blocks just bellow or next to you.)
- Items (for whatever reason it is) always feel too stiff when picking up.
idk how to address this one without causing more problems, but basically whenever you right-click on an item that's moving ever so slightly and slowly, it feels like you're fighting yourself not to pick it up. Sometimes it just feels so hard to grab things while they're on ground, and this has been an issue since demo v1, and it's a hard one to polish as well.
2. It's changing the FEEL of the game:
So, the main reason I was interested in this game is not because it's the Darksouls of survival games, and I wouldn't even call this a survival game to begin with. In fact, the difficulty is not even the main point of the game. It's more about how you gradually learn all these different things, traps, enemies, mechanics that killed you before, and get past them with mastery! That's the engaging gameplay here, and games that are like this often burn out the players before those players make enough progress to feel confident while playing the game.
The ATMOSPHERE is often what keeps players hooked in. Without it, and I'll be honest now, your game looks and feels just like any other and players WILL feel the urge to go play that other thing.
//////////////////////////////////////////
As for the RED FLASH attack indicator, I know I will get used to it, but that first impression will feel rather gamy and lazy than a real artistic choice that was done because it was needed. and I mean this, because the game doesn't really need it, it already feels satisfying when you hit something and hear the Sound that is associated with it. the Red flash just feels extra.
SCAV UPDATE RAAAAAAAAAAAAAAAH
first game in on the new update and an earthquake happened, i love where this is heading lol
First run and the earthquake murdered me while asleep inside a pod. Had knocked myself out with a mushtail. Got a laststand right away but never managed to wake up D:
omg i didnt even think about dealing with them while asleep lol, havent got to the dessert area this update so dunno if it happenes there but if it does i bet all the stalactite fall down in mass too
its been a nice amount of days before the demo 3 update :3
I LONG FOR MORE SUFFERING
demo 3
now this is the peak of gaming
True adversary to baldur's gate 3
DEMO 3 UPDATEEEEE
HELL YEAHHHHH
I am obseessed with this game. Everything about is everything i've dreamed of having in a game, quite literally. Thank you infinitely for making this masterpiece and please keep it up.
Nerd
Shut Jams
Where can i get bloodsaw game?
Hi there, just wanted to let you know that the game isn't properly set up, and can't be downloaded using the itch app. Have a great day!
New update fixed it
Does this have to do with Gunsaw? that other game?
both games use the same creatures so..
They're within the same established universe, I wager. Uses similar creatures, similar-sounding backstories (with blacks being cannon fodder (racist much, Orsoniks? jk) in both games), and a general fact that nothing stops both universes from existing within the same timeline. Oh, and both their bloods are yellow.
It's the same universe. Gunsaw takes place after Casualties Unknown / Scav Prototype.
its pefect the only thing id want added is a bit of multiplayer and like a thing were you evolve with your environment like being more resistant to certain effects like depression or bleed if you suvive long enough or a item that effects your genes giving a possible buff or weaker buff if it fails or a major side effect if the creators see this they really did cook been a long time since we had a game that has so much potential if this gets added id pay for it if it was 30 dollars keep up the work ill be looking forward to this even if it dont get multiplayer
this commenter sleeps with one eye open, careful not to let punctuation sneak up on him
yet i still find myself falling off of every cliff on the map lol
I think he's hurt.
did you get hit with a sound cannon and fall on a fence? And how'd you get so happy without drugs???
I was having fun with console commands and spawned multiple barbed wire fences.
Press "~" to open the console. You can find items names in "ScavDemo2\CasualtiesUnknown_Data\Lang\EN" in the "main". Type "spawn" in the console and then type the item name from the "main"
Cheaters never prosper :D
Unless, ...
I will not play the tutorial
(downloading it very quickly before the game gets taken down)
why would the game get taken down lol
do you see blood saw anywhere?
Ah that's where it went. I played it a while back and haven't found it since, and I hadn't known they'd taken it down.
What happened to bloodsaw
🔥🔥🔥
This is unironically such a banger, what the hell
What's the name of soundtrack that plays after saving character from suicide attempt(<-90 mood value)?
How did you? You mean that's actually a possible thing?
Yes, by using drugs, antidepressants or keeping character in a healthy conditions(warm, not hungry, not thirsty, almost no pain).
nvm then, it is impossible xd
there is also a thing called "mindwipe". Instantly heals all mental damage but makes you unable to read description of thing and unable to hear music/your characte
Yup, your character goes feral and becomes an actual dog.
Made a skin based on the scav
fire!
Comatose, Respiratory arrest, Lung failure, Catastrophic bleeding, Internal bleeding, Exsanguinated, Fractured bone, Dislocated joint, Fractured ribs, Dislocated spine.
All because of "shortcut".
is that creatures of sonaria
bro, I understand everything, but 2 either canceled or frozen (and one done in 6 hours) there are already too many games, we are waiting for Orsoniks to work out from scav and go make a fourth game (and then he will abandon it :)
I still don't understand why he closed the public downloading for Bloodsaw when he can just stop making the game but allow people to still download it at the same time. That would be more logical decision to be honest because that game wasn't bad.
are you on the discord server?
SOMEBODY is a rain world fan lmao
omg i was right!!!
which game is that?
The other also very engaging, GUNSAW, Orsoniks .inc game
Can't download it for some reason. Wait i can download it from a browser but not from the program.
This game is so good, I can't wait for more!
What can I say other than, holy mackerel this game is absolutely phenomenal. First of all the variety of ways that individual runs can go and the sheer amount of items available, makes this barely feel like an "alpha" to me, if this were advertised as a finished product I'd definitely buy it, even if it currently lacks a conclusion. That being said there's so much potential here; and I can see a version of this game tenfold its current size still maintaining the clarity and feel offered in this early stage; maybe I'm dithering but I think I'm just trying to say that for me, this game felt like something really magical.
That's the synopsis, I'm going to give a detailed rundown of all of my thoughts as best I can, in the hopes that it is useful, but everything past this point contemplate as much or little as you like, its all intended as ideas stock
Context, I downloaded this game 4 days ago and I've probably played about 20-30h, with my run count approaching 35 by my estimate. I've just beaten the final stage (in a way where I didn't die shortly afterwards), so that puts the difficulty at around 4-6 hours per level, I think the first one took me around 3 and the last one around 10. Difficulty feels extremely reminiscent of games I used to play that I considered "challenging", these include terraria (flashbacks to early hardmode), don't starve, and rain world; but definitely not rage inducing, which is the emotion I typically in games that are unpolished. If I had to describe this game to somebody, I would describe it as being reminiscent of those three, while also something of its own. I don't feel like I'm exaggerating in that comparison considering how this game made me feel; my interest in playing games peaked around 4-5 years ago and its rare that a game holds my attention long anymore; this had me practically not sleeping. Had this existed back then I'm pretty sure I'd have played the hell out of it exactly the same as now.
The atmosphere of the game is bleak and tragic, but made me confront and appreciate some of, that despite its occasional failings, the things we humans have built to make the world a better place, yes perhaps a bit sappy, but I guess the appeal of tragedies is to remind you how different things really could be; that's how I felt while playing anyway. I also feel like the exi species are relatable in some way; perhaps because they are a mix of human and survival-instinctual traits, but it hurts to see them suffer. I think a lot of the appeal of rain world comes from a very similar kind of mixing of man-made and natural elements. The set and setting of this game made me feel depressed and like a bad person for not being better at keeping my character alive, but in a really good and refreshing way; its kind of hard to describe.
As far as balancing goes, I find most things are balanced pretty well (at least at my current level of skill, hindsight included). It is difficult but not impossible to scavenge most of what you need to enter into more dangerous areas, but usually you are missing at least a few important items unless your really taking your time; so you often have to have a kind of reactive playstyle, which I like. I also really like that despite the importance of items, things are still mostly skill based; my best run by distance was one of my worst runs by loot. It really feels like there are multiple viable strategies, depending on how you choose and play your cards, and I love that.
I've given some thought to what makes the game difficult. I haven't been able to figure it out exactly, but I think it has a lot to do with the balance between food and medical resources, and the kinds of playstyles each enable. For example having a lot of food and water allows you to play slow and recover naturally from injuries, which is often more efficient than using medicines, there's also a nice interplay between the law of diminishing returns and the snowball effect: needing to heal a twisted ankle is far better prepared for by having apple juice and a burger than by using a whole bruise kit that could be far better spent elsewhere, and this logic applies generally to non-lethal injuries. Contrary to the previous point, having a lot of medicine allows you to move quicker and loot more aggressively, with a small risk of critical injury that is just about liveable but will use up most of your resources, I also tend to find this playstyle makes my character more unhappy over time. This breaks the gameplay up into at least two main phases, "caution mode" for conserving medicine, while depleting food; and "looting mode" for restocking food and medicines at an elevated risk of using up medicine. Knowing which mode to be in at any given time, I find, is the main challenge of this game and produces a large number of very different ways a run can go, depending on how you handle your situation. Since figuring out this by trial and error was a lot of fun for me, and this was the knowledge that won me my first "run", I figure this is the core gameplay loop, but there's definitely more going on than that as well, more subtle interactions I haven't quite mastered yet.
I've seen others talk about game being too dark or too difficult to traverse. I didn't experience these things as walls or downfalls but just as being part of a rather steep learning curve, for example by run 20 I learned that its far better to explore in open areas, even if there's an increased risk of falls, because there's less digging involved and you cover far more ground. I can see how these things could become frustrating, but I think that just puts this game into a category that leans into sharp learning curves, and there's definitely an audience for that. I never encountered anything that felt unfair or immersion breaking, which is the main thing. I would encourage people to play the tutorial though as there's important mechanics that you can't really afford to skip learning
Regarding the individual balance of items. One thing I've noticed is storage is non-negotiable. I generally mandate my character have at ~10 units worth of storage, preferably high durability storage, before I even consider entering the lower levels. Most items in the storage category are useful to some extent, though the ones that attach directly to the body are by far the best. Initially I struggled to find any storage items at all (except for one hilarious panicked attempt to remove a grav bag from my inventory that ended in gory death) but traders are actually a fairly reliable source, and that gives me a reason to overstock on certain things with the hopes of selling them in early levels; which is good I think. Some item prices are interesting, as there are several items I consider too heavy to carry long distances (and thus lower value) that nevertheless fetch a high price (mostly tools/yellow blood bags), however sometimes that gives me a reason to go for these items whereas I otherwise wouldn't. Overall, the requirement for storage forces me to scrounge around and gather more items so that I can pawn them for better stuff later, and this feels very in-keeping with the spirit and atmosphere of the game.
As discussed before I think most items and mechanics in the game are balanced once you get a knack for it, with the sole exception of infection. I think I've died to most things that you can reasonably die from (at least once), but never really have I had to fear infection, and I don't prepare for it to any extent. Notably, its far too treatable, and compared to the other dangers little more than a relatively minor concern; and largely that comes down to the abundance of light fruits. I wouldn't like to see less light plants around (they add to the atmosphere if nothing else), but I think they should either heal infections a fraction of the amount they do now or cause extreme pain as a consequence of doing so. Functionally speaking, their relative value needs to be massively reduced for me to begin to consider other solutions; if infection is to be a serious threat light plants need to be worth less than alcohol or bleach, two items I consider very low-priority when deciding what to keep and what to discard (notably, they are very heavy, and don't really do a good job of treating infections relative to other countermeasures, though they do fetch a price that can make them at least worth holding onto). Also, different types of and more dangerous infections would be a fun thing long term, though that's obviously a bit more of a request. On a slightly different but similar note, I haven't really found a use for fluid drain, I'm assuming that I'm missing something or that it has a planned role, as I never really find myself being significantly hypervolemic, either way it seems a little redundant
Creatures/enemies are decent, I have plenty reason to fear them; I'm curious whether you plan on adding more though. I know I quite like when enemies are few and environmental hazards are great (in most games), but that's a personal preference, that said if enemy density is increased, there may need to be more and weapon options to combat them, also adding more enemies would increase the relative value of certain tools and caffeinated foods (I didn't mention this but I've found colas and coffees to be an extremely useful and rare survival tool, used the same way as and on par with life support, its the closest I've found to a "life hack" in this game). Maybe I just dont use tools enough. Most of them are quite heavy though and I only use them in the early levels.
That's pretty much all I have to say about balance, generally speaking I think almost everything in this game works extremely well at present, I've just tried to give some constructive criticism in a couple places where I think the creative vision differs from the present mechanic. Below I'm just going to list some specific thoughts I had while playing about specific items, but that's more or less the gist really.
Dynamite: seems useful in principle, in practise, far too dangerous for my blood. I think I played around with it twice, in fairness it was hilarious carnage, but honestly the blast radius is just too big for me to feel comfortable using it at present. I thought perhaps it could be changed so that the explosion is smaller and more manageable, but the stick had a small chance of exploding if you fall while holding it; that would keep the danger whilst enabling a bit more control. I may just have skill issue also, I've only used it twice
Light: generally I haven't had an issue with visibility or lighting in this game (if I carry light fruit with me), but perhaps some of the other light sources should be buffed in respect to light fruit, as the only light source I consider better than light fruit is the light bulb. Lantern and emissive crystal are far too heavy, rose petals are great but could last a little longer
Crystals: probably too heavy for what is offered, oxygen and blood crystals could do with a weight decrease, soothing crystal however is balanced if not a little OP
Devices: the two main non-tool devices I've used are the structure scanner thing and the digital watch. Structure scanner seems good though I think I remember it being somewhat low durability, but digital watch? clock? (cant remember) should definitely attach to the body in the hand slot, also perhaps a tad heavy considering it only really offers QOL, though is quite a fun item
Life support: seems to have a redundant durability meter? Not sure if its supposed to offer less support for low durability, I didn't notice any difference between a fresh one and a 35% one
Bicycle helmet/Balaklava interaction: balaclava incorrectly renders over top of bicycle helmet, not that this really matters
Jetpack: it is fun, but it feels somewhat incongruent with the rest of the game and goes against the established gameplay mechanics. Could be fun as an endgame item. In either case, has way too high durability for what it offers.
These were all my thoughts, I am really hoping to see this game get popular, I definitely wont forget it and hopefully others share my positive experience. I'll try to support this project monetarily to the extent possible, so this project can be developed more easily into whatever it wants to be, I'm curious to see where it goes. Regardless, I'm certain this has an audience, and I'll try to tell others about it where I think they'll be interested.
Man where have you been? Thank heavens I see someone finally agreeing that the game is not too dark all the time, And that the darkness is part of the challenge and the appeal.
For what I recall from my own experience, the game is at it's absolute most difficult in the first 10 hours of experience, that's about time you get a clue on how it actually works, then by 20th hour mark you finally feel confident.
As for item balancing, I believe that most tools require buffing, or players with enough experience will just grow out of even carrying them to begin with.
The great thing about the game is that it gives you all types of items from any source and makes it clear that it wants you to improvise and use everything the game has to offer. The real balancing should happen to how traps and hazards leave you saying "very little of that was actually my fault; if any at all."
Please stop with your infection propaganda, it doesn't need a buff whatsoever. The point of infection isn't in killing you, but keeping you in check. If you'd seen the same runs I have by now, painfully dying to infection, hunger, thirst, bleeding, brain damage, etc... you won't be asking for more trouble.
Although, I'd say that having to deal with different types of infection, poisoning, etc... can be quite fun, but I'd bite my tongue asking for more difficulty in that regard.
"I haven't really found a use for fluid drain"
Chest drain? My god, you're such a lucky one. Prey that you never will.
As for the enemies, yeah, more is always better, but that can be dropped as an after thought, As for weapons ... that actually needs to change the main gameplay loop, not sure if it's the best idea for this game. Also, is it just me or life support is pure trash? at some point it soothed my sanity to know I had that but now I can't seem to get a use out of it anymore.
Anyway, if I were to give criticism I'd say REMOVE THE FREAKING HAZARD STUN MECHANICS. COMPLETELY! like for real, oil drops on your head? well that's bad! cause now you drop into an endless chasm of death, then your half broken body conveniently ragdolls downwards and you casually land on a mine.
But isn't that rare? well, the better you get at dodging the traps, the more forced non-interactions like this appear in the game just to end your every run.
Ever been positioned between a cactus and a landmine inside a driedbush? Assuming you dig the driedbush first, where do you run to? The landmine! the cactus takes longer than ONE second to dig and if you even slightly touch it while in panic, you'll be stunned till you explode. it doesn't help also that driedbushes conveniently camouflage at least half of the landmines in the map.
Dynamite: actually ultimately needs buffing, not nerfing
Light: there's this SS++++ tier item in the game called Flashlight. that's it ... get one of those and you're forever good to go. Rose pedals are actually perfectly balanced with no exploits.
Crystals: These... I find the most balanced items in the whole game. In fact, the extreme weight is the only thing keeping them from being absolutely OP.
Terrain Scanner: frankly can't seem to find a right use for it, looks pretty inessential to me.
Apple Watch: That's the best boy in the whole game, right after flashlight and scaffolding pack of course.
Life support: You are correct, though I find the item pretty redundant to begin with. if its durability affected the outcome, I'd never carry any.
Bicycle helmet/Balaklava interaction: No comment :P
Jetpack: Oh that's the 3rd SS++++ tier item on my ranking list alright, but between you and me, I found it very intimidating at first. The thing is, people are not gonna learn how to use it if they find it even a bit more challenging. As is, it's an unreliable source of total domination in the game. the keyword being "unreliable", since I doubt you'll find another by the time it runs out of juice.
That was a heck of reading, glad to see people are passionate for projects filled with passion.

Chest drain is definitely among the best items in the game no question, I'm talking about fluid drain being not very useful, an item for removing excess blood fluid (treating hypervolemia). Its pretty forgettable in its current state so perhaps thats where the confusion comes in
its interesting we have different points, and thats a good sign for the state of the game probably. I agree tools could certainly be buffed, though I disagree that traps should be nerfed, traps ought to be punishing and I don't think they should feel "fair", they ought to be threatning enough to force a response, otherwise it would be possible to complete every single run without injury, and that doesnt feel correct in my opinion. That is definitely a personal position though. I do agree fluid stun is annoying and it just feels bad to get swept by a small stream of oil landing on your head; if im being honest id call it kinda jank, but then I'm not totally averse to that in games so long as its limited to a few mechanics. However I'll concede I noticed it being annoying quite often
I never used flashlight, I did find one in one of my runs but decided not to take it, I guess that was maybe a mistake? Something something I avoid most tools on principle. I never found scaffolding pack so I cant comment on that.
I can see where you're coming from about infection and it being more of a mechanic to keep one honest. I always find that if I would die to an infection, I die to the thing that caused it first, but perhaps thats just a consequence of my playstyle.
I have had several runs die to traps hidden under other objects, for me never bushes but instead corpses (mostly faith plates actually in the upper 2 levels). I get what you mean about the landmines, though I like how this fosters a mentality of "be better prepared, because theres always a chance/you're never fully safe" (though perhaps landmines paticularly are too punishing in this capacity). I think I'd have enjoyed this game far less if I ever felt like I had full control over it, and hopefully that gives a good summary of my stance, but I can see your point of view
I have to admit I do like life support personally, but it is very situational: as it only really delays death so you have to be only just over the edge to be able to come back from using it. Still its nice to have around I feel, sometimes I use it proactively, eg to boost stamina in a pinch in a difficult combat
Thank you for writing your your comment, I appreciate seeing somebody elses perspective and opinions
I have no idea what you mean by Fluid drain. your description matches that of Chest drain.
But I'm assuming you mean Space drain.
Which I had to go digging for the name. as you mentioned, pretty forgettable.
It is supposed to remove fluids around where it is used.
Actually useful if you're bound to sleep and have no energy drinks. The thing is, you have to drop into water and then use it to suck the last layer in, otherwise it tries to suck in at your body level which is always higher than water level, unless you're ragdolling... that could work too.
You're telling me that the game kept the best items from you for last? ;p
You see, my mentality with Landmines right now is as follows:
- NEVER drop inside a driedbush (eventhough it can be lifesaving to hop in)
- NEVER just walk through stoneplants, corpses, etc... JUMP OVER THEM INSTEAD
- NEVER touch the bottom of an oil ocean, lake, or a humble pond. (without excessive eyeballing first, easier said than done)
- NEVER dig a driedbush close by another driedbush, unless you can manage an insta flight response in the opposite direction.
- I'd say also never get stunned xD, but frankly, that counts for every trap in the game.
You do ALL THESE, PERFECTLY, ALL THE TIME, and you have 10% chance of a landmine ending your run anyway.
OH WAIT, I took too long and the new update dropped. Well, now it's all about seeing how the balancing is handledI did in fact mean space drain, but I think I might have missed or misunderstood part of its mechanics. I swear when I used it on my body it caused bloodletting, but maybe i've just got "recently hit by a soundcannon" syndrome. In either case seems we've got a whole new update to play with, so its water under the bridge I guess
Oh, and I now try to bring tweezers in all my runs where possible due to the possibility of shrapnel. Damage limitation at best, but its the most consistent safety precaution I have around landmines, also helps me be less worried about broken glass, not that I really should be worried about broken glass but I the major skill issue still have. I think I've survived about 2 out of my last 4 recent direct contacts with landmines, although in one of those I died shortly afterwards due to getting inexplicably projectiled into one of those heat resistant steel shipping containers WITH NO ENTERANCES OR EXITS, just a solid wall of metal all the way around.
Gotta love collision I guess ;)
"so its water under the bridge I guess"
Yeah, sorry for late reply.
///////////////////////////
Broken glass will always be there for everyone.
I've personally grown used to them and just don't feel threatened all that much anymore.
I mean you bleed hard at first but the shrapnel itself doesn't really do anything if you know what I mean.
It just keeps you from treating other problems, so it's a good idea remove it sooner than later, but realistically, I do it whenever my character's not already in any pain.
EDIT: Did I also ever tell you how OP jetpack is?
It is now nerfed to the ground :P
I'll still use it to see how badly, but I don't think it's SS++++ tier anymore...
"no compatible downloads were found?"
Me sinto enganado, pela descrição, pensei que dava para conseguir a carga
O jogo tá em demo ainda
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who tf is shipping raw algae water??😭
delicious
i might've ate all of it,, sorry :(
NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
is that why you're puking in the picture
nah im just bleeding to death thats all
so i turned my computer on, went mining, fell, punctured a lung and died, then went to hell. then i played scav prototype
real scavheads will get this one
this is so good. maybe if there were more difficulties options but i don't judge. maybe port the crying sound option from gunsaw?
nice
Great concept but sadly killed by level generation, its impossible to traverse the level
you can mine through the rock
Real tough, but I think I'm addicted already. It's got a lot of systems going on and great "one more run" potential.
Someone told me of this one, "reminds me of Cortex Command but controls feel alright" so now I gotta check it.
well well well
Very interesting so far. But it feels almost too hardcore due to the troublesome level generation. It’s also extremely dark so I can barely see anything. There’s glowfruit to use as lanterns but you ALWAYS have to use them because it’s so dark. The entire game shouldn’t be worse than shaded citadel in rain world, maybe half of it but at least not all of it. It’s too easy to slip into a pit with no way out and no possible way around it if you managed to avoid it. You also get damaged extremely easily. You’re even more delicate than a banana. Because you get damaged so easily you can barely see anything from the overwhelming visual effects. And it’s dark so you can barely see anything anyways. I don’t want the game to be much easier though, just a tiny tiny bit lower damage and more light in the environment. Wall jumping is important but feels awful and is difficult to figure out. You also become exhausted very quickly, and overheat/freeze very quickly too.
I would love to see where this goes. This has a lot of potential.
I hope we get to customise our guy eventually. We need to be able to make our ocs and watch them suffer. Customisable blood colours too. Maybe some kind of customisable body plan or internal biologies because of the genetically altered creature thing if the dev think that fits. Probably too complicated but I don’t know their plans.
"You also become exhausted very quickly" I would love to see you dig a tunnel through a solid rock wall with nothing but your bare hands
I can only dig about 6 blocks before getting the first tier of exhaustion, maybe 12 blocks would feel a little better for gameplay. We’re furries with claws too. Different level generation would make this less annoying anyways.
I don't mind the 'can't dig much barehanded', but at least make it so tools open up strategies for digging instead of just being slightly better for a quarter total weight capacity.
Cool game though, look forward to seeing it develop.
I learned how walljumping works now and it’s not so bad. I just have to hold space and I will automatically bounce off of walls. Here’s some more random critique I’ve just thought of.
I’ve gotten a bit better so I think most damage feels fine but some damage sources are still a bit too much, especially barbed wire, I stepped on a tiny bit of it and started bleeding out of every body part. It’s really easy to overdose on fentanyl because it injects so quickly, the slightest tap uses almost too much. Realistically it is quite powerful but in medications it should be easier to correctly dose because it’s balanced for users. If it was not medical then it should be the same as it is currently. The inject speed for everything could be slower. Sometimes being near a note is annoying because I keep accidentally reading it while trying to escape. Another random thing is that people in this comment section have mentioned losing body parts but I’ve only ever lost hand function. I haven’t lost anything else even if I land on a landmine several times in a row. Maybe it’s not obvious, the health screen doesn’t really show anything but 0 health for those parts. It’s not obvious that I’ve lost a hand until I look at my inventory. Another thing is that it’s difficult to figure out how to trade with survivors, and I seem to get stuck on an option after clicking on it. I don’t know if this is intended or not.
Why does the intro when the game launches have to rape my ears?
nevermind i fixed it by asking chatgpt,its incredible that it actually managed to fix the issue.
game.exe -screen-width 1920 -screen-height 1080 -screen-fullscreen 1
Played the tutorial, left the game open, locked the PC, came back, loged into my pc, screen went black with the sond still playing,restarted pc now it just opens a zero dimension window with no picture or video and only the sound plays
i got to the stage where radioactive stuff spawns in and i got randomly jumpscared and died instantly
that's the sound cannon