The new crafting system is very obtuse, it is difficult to see what you can craft at any given moment. I think it would be better if ingredient requirements had icons besides text, like a plant for foliage, a hammer for hammering, the icon of the item when it is directly needed(e.g. glowplant fruit for bio-chem), etc; And also the ability to see the possible outcomes of ingredients you have(like in v4)
I hate how getting splashed by a bit of water ragdolls my guy Never had anything truly run ending come out of it yet but god damn I friggen hate geysers
If I have more than the required items in crafting I would like to still be able to choose which one gets used, like say I have a 60% scrap metal and a 90% scrap, I'd want to choose the higher if it changes the durability of the item or the lower if its just a set requirement. Given that stacking is also a thing with the scrap I may want to use the 90% for the requirement one just because i am on the way to go back and pick up a 40% to combine with my 60%.
Another example would be since there are multiple types of bandages that can be sterilized and sterilizing agents I might want to use the bleach in my hand over the soda can full of soap in my bag, but I have no idea which is in use until the crafting is complete.
Anyway, It'd be nice to have a autofill thing that i can then manually trade the items out of if I intended on using a different one.
Its not about the destination, it's about the journey. The real prize isn't the McGuffin, it's all the Expies that flew down deep pits and died on impact.
New thing I found, you can mix the fluids in the drink containers, [ if you for example water down apple juice with water, mix both together you can make a container with a fluid that hydrates, and improves mood for longer overall, it should overall help decently.
... Landmines are still an instant run killer due to the minigames required
diluting the juice is a really good idea, I figured out how to add soda and opium to it so that one sip is one dose. And the mines aren't so dangerous if you have enough bandages. I survived two in one descent, and I would have survived a third, but I was eaten by a wall-eater.
I love this game! However, I'm confused by the new crafting system (v4 vs. v5). It's less... "epic." You have to manually "gather" items in one place. However, I understand that the new system may be easier for beginners. I think it should be optional.
Also, it would be good to add a save feature. Sometimes, I don't have enough time to continue playing, and at other times, the system might crash, causing me to lose all my progress.
The game is cool, but the update wasn't very good... 1. There's no saving of the state of the removed glass shards... If you step on it and don't have any tweezers, it's death... There's also a problem with the game slowing down, even though it didn't have any lag in previous versions... Additionally, I can't seem to complete the translation of the game... Either I haven't fully translated it, or not all the phrases are included in the JSON file. In general, you need to double-check how the game is described and how I translated the game... 3 errors, why when using any syringe, the name is displayed, but not in the inventory, along with this, when using, but if you do not enter, the game will think that you have already entered and will put a mark, it is also strange. These are all the errors and suggestions so far... Hmm, about the suggestion, is it possible to make the game multiplayer? There is a higher chance... But I think it can be added when the mechanics are perfect.
That's true. While we're waiting for bug fixes and the development of a single-player mode, the acceleration lag is most likely due to the new fluid mechanics... This is my assumption, as there is no source code available. Let's see what time has to say.
Yes... I'm using a translator... There may be some minor inaccuracies
One thing I like so much about this game is the sound design, and how it makes every situation 10x as intense and terrifying (Including the audio drones). I really like how powerless some of the songs can make you feel, especially the songs / audio drones that play during moments where it is unlikely that you are going to make it through. Because, even though it feels unlikely, you are always trying your hardest to survive in those moments, even if you know that there is absolutely no hope, just because you want to continue the run, or because you feel too stacked with resources and too powerful to die. Normally when this happens to me, just when I think I might be stable enough to sleep for a while or to continue on, I hear this one tune. Its always this one tune. Its so simple, yet so memorable, and the fact that I always bleed out or suffocate or faint forever very soon after hearing it makes it make me feel all the more hopeless about my situation, and that is amazing. The power the music has over the player is so extreme that I would argue that because of the audio and other factors that show just how well this game manages to make you feel exactly how the character does, a lot of the time.
To talk about the new update, I think the minigames are really fun and unique, although they do make some actions much slower to perform than in previous updates (which is cool, I love how this game gets harder with each update lol). It also means that if you are not completely conscious it is harder to do certain tasks. I have seen people hating on the new crafting system (rework kinda?) and while I do agree that it has some drawbacks compared to the old one, it is more self explanatory and relevant than the old one was. Lastly, I cant remember if the survival pod heating system was part of this update or the last one, but it’s really helpful and balances some parts of the game well. The improved trader ui and trading system in general is also a big plus, although maybe they sell a bit too many items, and since the addition of the large randomised fluid canisters everywhere that usually contain large amounts of very valuable liquids, its very easy to just get a bottle with a value of 50 or more and buy lots of items from one trader, making it maybe quite an over exploited feature.
Overall, this game somehow gets even better for like the tenth time, but I still cant put it any higher on my games list because it is already number 1.
"Its always this one tune. Its so simple, yet so memorable, and the fact that I always bleed out or suffocate or faint forever very soon after hearing it makes it make me feel all the more hopeless about my situation" This reminds me a lot of the learned helplessness phenomenon lmao.
I wanna add too that Biological Exclusion Zone and the distorted version of There's Landmines On The Desert must be my favourites song of the game, for the second one, i only understand it plays when the character has a lot of debuffs; i heard it during my last run in the newest update, all i can say is that it didn't fail on making things feel more desperate and hopeless.
As for Biological Exclusion Zone, the song itself gives me the feeling melancholy and slight hopelessness; i only remember hearing it once in the wasteland layer and i was dealing with infections, a fracture, low mood, opioid craving and surely many other debuffs. All this combined made the current situation feel more miserable, i still tried to save the character until i finally realised there was no way out, so as last resort i tried killing him with mushrooms and overdose to make the death less painful; yet somehow the experiment still survived, i'm not sure if it was by a last stand or some kind of cursed miracle, but in the end, the character was left paralyzed and with a brain integrity of 27%, so i could only wait for starvation to finally end the run. Moments like these is the main reason why i love so much this game.
yeah biological exclusion zone is amazing at doing that as well. along with that, i think that all of the desert songs are the ones that are the most impactful, but I cant really describe why. I was trying to find the tune i was talking about yesterday to put into the original comment but I couldnt find it on the wiki, although I just found it and it was surprisingly the last 45 seconds of It's Ionizing, which surprised me because it is a track that can play anywhere and I remembered hearing it as I died a lot of times. I guess it just means that I die a lot in the wasteland lol
in the main menu theres a button okay? And that magical button says Keybinds. Click that and a notepad prompt will appear with stuff like
{
"binds": {
"jump": "Space",
"up": "W",
"left": "A",
"right": "D",
"down": "S",
"woundview": "R",
"throw": "T",
"switchhands": "Q",
"toggleinventory": "Tab",
"speed1": "Alpha1",
"speed2": "Alpha2",
"speed3": "Alpha3",
"ragdoll": "X",
"expanddesc": "LeftShift",
"attack": "Mouse0",
"iteminteract": "Mouse1",
"pause": "Escape",
"console": "BackQuote",
"restart": "Alpha0",
"craft": "C",
"bark": "B",
"favourite": "F"
}
}
To change the binds you simply click the letter inside the parenthesis and change it to a letter you want. THEN you do control (ctrl) + s close notepad and click the button below Keybinds that says Reload Keybinds, and just like that you did it! (A little more geeky for chaning controls but this game is a demo so liiike yknow.)
1 на замещение слов с RU в EN и 2 код перевод с HTTP переводчика... Я слежу за переводом... Если есть не есть не точность запоминаю позицию, так как в консоли показываются в какой строке идет перевод и что вставил...
И также автор перекрпатил игру и предыдущий перевод вообще не подходит под новую версию... Если навестись на кнопку сна... То будет надпись что не можете уснуть, но можем... Это перевод взялся из старой версии...
С тобой я согласен, пока просто нет нормального русского перевода, из-за чего я решил ручками и с помощью неронки это перевести, и мне, как кажется, получилось неплохо
и да свой перевод можешь предложить на гитхабе, только следить надо будет периодический, могут написать про исправление перевода и предложение правильного перевода.
Ну, во-первых, ты гений, чтобы отправлять нейронке, у которой лимит 3к символов, давать файл с 174к символами, надо было их разбивать на фрагменты, да и я использовал дипсик, и да, плюс нужен логический промнт, и смысл уже делать перевод, когда его я уже сделал, как будет выходить обновление, я буду сразу пытаться обновить перевод до актуальной версии
По некоторым личным причинам это делать я могу только в субботу и неделю
Я чуть-чуть лоханулся , когда назвал нейроперевод - бесполезным. В дискорд сервере разрабом есть чат с переводами на разные языки, я там нашел от "Russian Kid" и от "Takashi_wolf" переводы. Не знаю, если в их переводах был использована нейронка.
Как ранее упомянул Super0noob, оригинальный перевод работает только на версии 4.1, а вот на последнюю весь файл перевода был переписан, из-за чего перевод с версии 4.1 не подходил под версию V5 PreTesting2, поэтому я и создал собственный перевод на русский, чтобы игрокам, у которых плохо с английским, было приятно играть в новой последней версии игры
Hello! The update is great, but I think I may have some recommendations if possible...
Is it possible to in some way keep the old crafting system to a degree? So, you can pick what items you wish to craft together rather than the items being randomly selected out of your total supply. [ The way you have it set up is good, but the old system felt more intuitive, cleaner. especially because you can use your previous knowledge to your advantage and be able to make items as needed as long as you have the materials, rather than needing a level of RNG to get to the next intelligence level to gain access.]
Potentially... it can use the original system, but add in the new items with their own respective combinations?
The mini games are also great! but it may be beneficial to... speed up some of them, for example. allow players to pull out the glass shards when you step on them by hand faster but have to use more bandages as a result [ due to increased bleeding] and a slight speed on the bandage minigame so skill in the cursor movement could increase the rate that you can stop bleeding. Other than these two, the concepts and systems are great! these two just need some touch-up's / alterations to keep it so that it's possible to handle multiple injuries quickly, but with more downsides. [ somewhat like the version before this comment was posted]
[Shortened]
If possible, please bring back the old crafting U.I for the given system, the new items are great! but the new system is noticeably... less intuitive
The minigames for the shards for wounds, and bandaging wounds, may benefit from being able to go faster on pace, because with what I have tested/ found... the shrapnel minigame is overwhelmingly punishing]
Finally, it may be a good idea to keep the ability to make things you yourself memorized, rather than relying on the Intelligence stat going upwards, similar to the old U.I., Other than those... the endurance and strength work well and for what i can guess, as intended.
Hopefully this Comment helped improve the game to some degree! or the recommendations are helpful in improving the work given into it so far! [these are just some constructive criticisms, you have made a great game for what I have seen, and I hope you can keep moving forward in a great mood knowing that your effort is showing success in the now]
I'd be lying to call the new update anything but expansive; it genuinely adds so much content -- mostly through the form of revamps, and that is indeed very exciting, but, it's also a little alienating :<
Not just in the sense of there being too much new stuff, as that's something you'd simply get used to with time, but more so because it injects a lot more complexity and tedium into a game, that well admittedly was always a difficult and cruel game, was still a fairly simple and streamlined game nonetheless, at least for something in the survival genre, and that's sorta bummy,
I'm gonna put time in it none the less, and I'll certainly always look forward to more content, but part of me doubts that I'll ever find myself enjoying all of the new systems from this update as much as I enjoyed the more straight forward game play from prior versions.
I love the beta and understand that its going to get changed. But i kinda dislike and also like the new crafting system because in one hand, its more complex and difficult, this is probably what Orsoniks wants but it has a lot of imperfections.
: You cant choose what type of item you want to use (example is if you want to make foliage rope but instead of using your actual foliage the game chooses your mushplant arm, which is way more valuable in this new update.)
: Also lemme just... Aham... I MISS THE OLD DAYS WHERE THE CRAFTING UI WAS MORE SIMPLE AND QUICKER TO NAVAGATE ufhwaiufha!
The new crafting system is incredibly difficult to learn, treatment of lots of bleeds now are impossible before you bleed out, spike traps are basically instant death, you will now do mining. yes, mining, like minecraft, and the copper ore takes 3-5 business days to break with your little claws Your little hands shake a lot trying to remove shrapnel- even if you do it perfectly it still hurts... Being just beside a glass shard will give you shards, you don't even have to step on it- ???????? Good luck crafting a flashlight so you can see shit. In a fight or a hurry to treat your inflictions? Good luck, you have to play like 10 different minigames now.
You can use the codes on Donatov.net and other sites, or use PayPal to support the project. Of course, I'm not from the Russian Federation, but from the Republic of Belarus, but the support methods are roughly similar
download gamehub apk. Install, add game to Steam librairy. Update gamehub in gamehub, sign in, download and install from steam section. Run(best if with a controller.)
After playing for dozens of hours, I’ve reached around the fourth layer.
The game has great potential, but right now the negative feedback feels as plentiful as the in-game characters (;w;)
I hope in future updates the game can introduce some refinements—especially a gentler difficulty curve—so more players can enjoy the later sections. It'd be great to keep the challenge but streamline the controls for smoother gameplay.
Keep the challenge but make the controls feel more comfortable.
Here’s some constructive feedback from my playthrough:
1. Picking up and moving items feels a bit cumbersome.
A drag-selection or area-loot feature would help a lot.
It’s frustrating when lots of items drop during trading or inventory management and there’s no quick way to pick them up.
Could be balanced by disabling it during earthquakes.
2. Transfer of battery power/charging.
Many key items require batteries, but crafting separate battery types isn’t possible—you have to craft whole items that come with them. Batteries also can’t share charge between types, which adds unnecessary steps.
Maybe add a universal power bank or a device that transfers charge between batteries.
(let players focus more on survival and combat.)
3. A crouch/protective stance action.
This could be a reaction-based move where the character curls up to reduce fall damage and stop movement.
It’d prevent those “one wrong step and my glass-cannon character shatters” moments
The trade-off could be that limbs take more damage, and it only works when conscious.
It could even synergize with prosthetic limbs later, or help reduce shake during earthquakes.
4. The mood system needs more ways to manage it.
Even when not hungry, thirsty, or injured, my character still gets seriously depressed. That doesn’t feel realistic for an alien-cave survivor.
Positive buffs should trigger when basic needs are met.
5. Meta-progression system after death.
Right now, death doesn’t seem to reward any progression. Since there are other survivors/drop pods with supplies, maybe the protagonist could earn something too?
Reward meta-currency based on depth reached, damage taken, survival time, discoveries, etc.
This could unlock starting gear (e.g., batteries, backpacks) or optional traits like drug resistance, toughness, or stamina.
(Some games let you pick perks/flaws at the start—this could make each run feel more unique, especially with animal-themed skill traits.)
6. More random encounters/content:
Supply drops, survivor communication devices, crystal zones (with monsters), abandoned workstations (for easier crafting/battery solutions),
monster nests (concentrated bio-materials), hot springs (recover stats/temperature), natural gas vents (fuel sources).
7. More impactful items:
Many usable items now have short effects. How about long-term utility items?
· Books (spend time to gain stats, recipes, or reduce stress)
· Food dehydrator/preserver (lighter, longer-lasting food but less hydration)
· Gear that reduces thirst buildup
· More protective gear like airbags (trigger on impact)
Oh, and a few more things that significantly impacted the experience
Sometimes you encounter areas that are incredibly deep with no alternative path. Building blocks to descend consumes a massive amount of materials, and the platforms aren't always stable.
It might be a great idea to add a tool like a piton and safety rope for controlled vertical descent and scouting.(I was thinking from the start about using crafted plant fiber rope for this.)
(Maybe even allow using pitons to climb on background walls?)
Additionally, I felt the game currently lacks reliable ways to handle falling from great heights, as well as active defensive items.
This made me think it would be great to have something like a shield– perhaps even an energy shield – that could be used not only for blocking enemy attacks but also for pointing downward to cushion a fall.
Furthermore, items like a life buoy could be introduced. It could help mitigate impact damage and prevent drowning, which is another risk that currently lacks a clear solution.
Also, for breaking metal-type blocks, besides crafting explosives by hand, perhaps you could add a material like thermite. It could be used not only to destroy steel but also act as a flare for illumination or a heat source for warming up (though getting too close would cause burns).
Since there's already a filtering straw for water, perhaps you could also add water purification tablets for filtering water in canteens or other water storage containers.
These functionality gaps were things I frequently encountered during gameplay, feeling like clear needs that currently lack the right tools to address.
Overall, really looking forward to seeing the game grow! Can’t wait for the full release. (I'm a non-native English speaker and used some assistance for translation.)
I really like these suggestions, only thing I want to say is I personally really like the difficulty curve right now though I am a very seasoned scav player so I wouldn't know what its like for newer players,
Im not very active on the discord but I know the dev isn't taking any suggestions right now (he closed the forum for suggestions and theres a rule on the discord against giving suggestions unless he asks for it, which is completely fine since he is selling this amazing game by himself for the price of free) But you can ask him for permission to make a mod if you know how to code
of course the game is in-dev right now so some of these will probably be added since these are good suggestions in my opinion,
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Хуя обновы часто выкатывают, автору респект
да
how does one get good at this game. . .
Pain, Agony.
Repeat until the pain starts feelin funny
The new crafting system is very obtuse, it is difficult to see what you can craft at any given moment. I think it would be better if ingredient requirements had icons besides text, like a plant for foliage, a hammer for hammering, the icon of the item when it is directly needed(e.g. glowplant fruit for bio-chem), etc; And also the ability to see the possible outcomes of ingredients you have(like in v4)
I hate how getting splashed by a bit of water ragdolls my guy
Never had anything truly run ending come out of it yet but god damn I friggen hate geysers
do not play the funny bone man song on the blue pods
why
it apparently: blows you the fuck up
WHAT A BARGAIN! I MUST TRY THIS
wow it actually worked
whatd they add in pretesting3
multiplayer
you hath not fooled me
it shows on the right while you're deciding your run settings
GO MY SCRUNCHLINGS
art by WickFlix
FIVE. HUNDRED. STATUS EFFECTS.
If I have more than the required items in crafting I would like to still be able to choose which one gets used, like say I have a 60% scrap metal and a 90% scrap, I'd want to choose the higher if it changes the durability of the item or the lower if its just a set requirement. Given that stacking is also a thing with the scrap I may want to use the 90% for the requirement one just because i am on the way to go back and pick up a 40% to combine with my 60%.
Another example would be since there are multiple types of bandages that can be sterilized and sterilizing agents I might want to use the bleach in my hand over the soda can full of soap in my bag, but I have no idea which is in use until the crafting is complete.
Anyway, It'd be nice to have a autofill thing that i can then manually trade the items out of if I intended on using a different one.
great idea, but so fricking hard.
Its not about the destination, it's about the journey.
The real prize isn't the McGuffin, it's all the Expies that flew down deep pits and died on impact.
New thing I found, you can mix the fluids in the drink containers, [ if you for example water down apple juice with water, mix both together you can make a container with a fluid that hydrates, and improves mood for longer overall, it should overall help decently.
... Landmines are still an instant run killer due to the minigames required
diluting the juice is a really good idea, I figured out how to add soda and opium to it so that one sip is one dose. And the mines aren't so dangerous if you have enough bandages. I survived two in one descent, and I would have survived a third, but I was eaten by a wall-eater.
Whats the ratio ? if you know
an how much does your character normally drink at once?
I love this game! However, I'm confused by the new crafting system (v4 vs. v5). It's less... "epic." You have to manually "gather" items in one place. However, I understand that the new system may be easier for beginners. I think it should be optional.
Also, it would be good to add a save feature. Sometimes, I don't have enough time to continue playing, and at other times, the system might crash, causing me to lose all my progress.
The game is cool, but the update wasn't very good... 1. There's no saving of the state of the removed glass shards... If you step on it and don't have any tweezers, it's death... There's also a problem with the game slowing down, even though it didn't have any lag in previous versions... Additionally, I can't seem to complete the translation of the game... Either I haven't fully translated it, or not all the phrases are included in the JSON file. In general, you need to double-check how the game is described and how I translated the game... 3 errors, why when using any syringe, the name is displayed, but not in the inventory, along with this, when using, but if you do not enter, the game will think that you have already entered and will put a mark, it is also strange. These are all the errors and suggestions so far... Hmm, about the suggestion, is it possible to make the game multiplayer? There is a higher chance... But I think it can be added when the mechanics are perfect.
The multiplayer will be epic. But first, solo play needs to be finished
That's true. While we're waiting for bug fixes and the development of a single-player mode, the acceleration lag is most likely due to the new fluid mechanics... This is my assumption, as there is no source code available. Let's see what time has to say.
Yes... I'm using a translator... There may be some minor inaccuracies
A patch should be out now, making shrapnel save between tries :)
multiplayer will actually be insane i can't wait
One thing I like so much about this game is the sound design, and how it makes every situation 10x as intense and terrifying (Including the audio drones). I really like how powerless some of the songs can make you feel, especially the songs / audio drones that play during moments where it is unlikely that you are going to make it through. Because, even though it feels unlikely, you are always trying your hardest to survive in those moments, even if you know that there is absolutely no hope, just because you want to continue the run, or because you feel too stacked with resources and too powerful to die. Normally when this happens to me, just when I think I might be stable enough to sleep for a while or to continue on, I hear this one tune. Its always this one tune. Its so simple, yet so memorable, and the fact that I always bleed out or suffocate or faint forever very soon after hearing it makes it make me feel all the more hopeless about my situation, and that is amazing. The power the music has over the player is so extreme that I would argue that because of the audio and other factors that show just how well this game manages to make you feel exactly how the character does, a lot of the time.
To talk about the new update, I think the minigames are really fun and unique, although they do make some actions much slower to perform than in previous updates (which is cool, I love how this game gets harder with each update lol). It also means that if you are not completely conscious it is harder to do certain tasks. I have seen people hating on the new crafting system (rework kinda?) and while I do agree that it has some drawbacks compared to the old one, it is more self explanatory and relevant than the old one was. Lastly, I cant remember if the survival pod heating system was part of this update or the last one, but it’s really helpful and balances some parts of the game well. The improved trader ui and trading system in general is also a big plus, although maybe they sell a bit too many items, and since the addition of the large randomised fluid canisters everywhere that usually contain large amounts of very valuable liquids, its very easy to just get a bottle with a value of 50 or more and buy lots of items from one trader, making it maybe quite an over exploited feature.
Overall, this game somehow gets even better for like the tenth time, but I still cant put it any higher on my games list because it is already number 1.
"Its always this one tune. Its so simple, yet so memorable, and the fact that I always bleed out or suffocate or faint forever very soon after hearing it makes it make me feel all the more hopeless about my situation" This reminds me a lot of the learned helplessness phenomenon lmao.
I wanna add too that Biological Exclusion Zone and the distorted version of There's Landmines On The Desert must be my favourites song of the game, for the second one, i only understand it plays when the character has a lot of debuffs; i heard it during my last run in the newest update, all i can say is that it didn't fail on making things feel more desperate and hopeless.
As for Biological Exclusion Zone, the song itself gives me the feeling melancholy and slight hopelessness; i only remember hearing it once in the wasteland layer and i was dealing with infections, a fracture, low mood, opioid craving and surely many other debuffs. All this combined made the current situation feel more miserable, i still tried to save the character until i finally realised there was no way out, so as last resort i tried killing him with mushrooms and overdose to make the death less painful; yet somehow the experiment still survived, i'm not sure if it was by a last stand or some kind of cursed miracle, but in the end, the character was left paralyzed and with a brain integrity of 27%, so i could only wait for starvation to finally end the run. Moments like these is the main reason why i love so much this game.
yeah biological exclusion zone is amazing at doing that as well. along with that, i think that all of the desert songs are the ones that are the most impactful, but I cant really describe why. I was trying to find the tune i was talking about yesterday to put into the original comment but I couldnt find it on the wiki, although I just found it and it was surprisingly the last 45 seconds of It's Ionizing, which surprised me because it is a track that can play anywhere and I remembered hearing it as I died a lot of times. I guess it just means that I die a lot in the wasteland lol
If something happens, how can I show the developer fan art for his game? Directly in the comments?
i mean thats what ive seen people do so
They have a fan art section in their discord
Dear developer, please make it possible to change the controls.
so imma hold your hand when i tell you this.
in the main menu theres a button okay? And that magical button says Keybinds. Click that and a notepad prompt will appear with stuff like
{
"binds": {
"jump": "Space",
"up": "W",
"left": "A",
"right": "D",
"down": "S",
"woundview": "R",
"throw": "T",
"switchhands": "Q",
"toggleinventory": "Tab",
"speed1": "Alpha1",
"speed2": "Alpha2",
"speed3": "Alpha3",
"ragdoll": "X",
"expanddesc": "LeftShift",
"attack": "Mouse0",
"iteminteract": "Mouse1",
"pause": "Escape",
"console": "BackQuote",
"restart": "Alpha0",
"craft": "C",
"bark": "B",
"favourite": "F"
}
}
To change the binds you simply click the letter inside the parenthesis and change it to a letter you want. THEN you do control (ctrl) + s close notepad and click the button below Keybinds that says Reload Keybinds, and just like that you did it! (A little more geeky for chaning controls but this game is a demo so liiike yknow.)You know, a bit of players doesn't know how open notepad of games. (Me rarely even use that option, just for cheating in some single player games.)
I think the controls here are excellent
Перевод с английского на русский / English → Russian translation
Это нейроперевод, поэтому могут быть ошибки, но общий смысл сохранён.
📂 Ссылка на Google Диск: https://drive.google.com/drive/folders/1dMZ_sDFScS-5_UN-y088iq4fq6TGjyTe?usp=sharing
Если заметите неточности или захотите внести исправления — пишите в ответ на этот комментарий. Спасибо! 💬
English → Russian translation
This is a neural translation, so there might be some mistakes, but the general meaning is preserved.
📂 Google Drive link: https://drive.google.com/drive/folders/1dMZ_sDFScS-5_UN-y088iq4fq6TGjyTe?usp=sharing
If you find any issues or want to suggest improvements, feel free to reply to this comment. Thanks! 💬
спасибо, добрый человек <3
А зачем нейроперевод? В описание ссылка на гитхаб (в самом конце), где переводы на разные языки есть, в том числе и русский.
Который обновляли 2 месяца назад...
Недо перевод выходит
Я же использовал другую стратегию. 2 кода
1 на замещение слов с RU в EN и 2 код перевод с HTTP переводчика... Я слежу за переводом... Если есть не есть не точность запоминаю позицию, так как в консоли показываются в какой строке идет перевод и что вставил...
И также автор перекрпатил игру и предыдущий перевод вообще не подходит под новую версию... Если навестись на кнопку сна... То будет надпись что не можете уснуть, но можем... Это перевод взялся из старой версии...
С тобой я согласен, пока просто нет нормального русского перевода, из-за чего я решил ручками и с помощью неронки это перевести, и мне, как кажется, получилось неплохо
Тоже пытался через локалку и грока...
Грок сразу отвал из-за длины текста
А локалка бред выдала...
gpt на три буквы отправил.
и да свой перевод можешь предложить на гитхабе, только следить надо будет периодический, могут написать про исправление перевода и предложение правильного перевода.
Идея... А что если дать 2 файла с RU и EN с моей механикой перевода... И написать про анализ и где ошибки.
тогда можно будет исправить мой перевод из-за перекидывание из RU в EN
Удачьно я пришел и придумал...
Правда скорее всего меня опять на 3 буквы но грок пережувал 2 списка перевода правда думал больше 3 минут.
Ну, во-первых, ты гений, чтобы отправлять нейронке, у которой лимит 3к символов, давать файл с 174к символами, надо было их разбивать на фрагменты, да и я использовал дипсик, и да, плюс нужен логический промнт, и смысл уже делать перевод, когда его я уже сделал, как будет выходить обновление, я буду сразу пытаться обновить перевод до актуальной версии
По некоторым личным причинам это делать я могу только в субботу и неделю
Я чуть-чуть лоханулся , когда назвал нейроперевод - бесполезным. В дискорд сервере разрабом есть чат с переводами на разные языки, я там нашел от "Russian Kid" и от "Takashi_wolf" переводы. Не знаю, если в их переводах был использована нейронка.
В Дискорде я не сижу, я сделал этот перевод для друга, а он попросил дать этот перевод в публичный доступ, чтобы всем было комфортно играть
Как ранее упомянул Super0noob, оригинальный перевод работает только на версии 4.1, а вот на последнюю весь файл перевода был переписан, из-за чего перевод с версии 4.1 не подходил под версию V5 PreTesting2, поэтому я и создал собственный перевод на русский, чтобы игрокам, у которых плохо с английским, было приятно играть в новой последней версии игры
Я уже понял, что есть нормальный перевод в дискорд-канале разработчика, вот ссылка на нормальный перевод https://github.com/Russiankids/scavgame-locale-ru-test2/blob/main/RUPlaytest2.json
Переводом я больше не вижу смысла заниматься, так что используйте либо дискорд разработчика, либо гитхаб
Hello! The update is great, but I think I may have some recommendations if possible...
Is it possible to in some way keep the old crafting system to a degree? So, you can pick what items you wish to craft together rather than the items being randomly selected out of your total supply. [ The way you have it set up is good, but the old system felt more intuitive, cleaner. especially because you can use your previous knowledge to your advantage and be able to make items as needed as long as you have the materials, rather than needing a level of RNG to get to the next intelligence level to gain access.]
Potentially... it can use the original system, but add in the new items with their own respective combinations?
The mini games are also great! but it may be beneficial to... speed up some of them, for example. allow players to pull out the glass shards when you step on them by hand faster but have to use more bandages as a result [ due to increased bleeding] and a slight speed on the bandage minigame so skill in the cursor movement could increase the rate that you can stop bleeding. Other than these two, the concepts and systems are great! these two just need some touch-up's / alterations to keep it so that it's possible to handle multiple injuries quickly, but with more downsides. [ somewhat like the version before this comment was posted]
[Shortened]
If possible, please bring back the old crafting U.I for the given system, the new items are great! but the new system is noticeably... less intuitive
The minigames for the shards for wounds, and bandaging wounds, may benefit from being able to go faster on pace, because with what I have tested/ found... the shrapnel minigame is overwhelmingly punishing]
Finally, it may be a good idea to keep the ability to make things you yourself memorized, rather than relying on the Intelligence stat going upwards, similar to the old U.I., Other than those... the endurance and strength work well and for what i can guess, as intended.
Hopefully this Comment helped improve the game to some degree! or the recommendations are helpful in improving the work given into it so far! [these are just some constructive criticisms, you have made a great game for what I have seen, and I hope you can keep moving forward in a great mood knowing that your effort is showing success in the now]
I'd be lying to call the new update anything but expansive; it genuinely adds so much content -- mostly through the form of revamps, and that is indeed very exciting, but, it's also a little alienating :<
Not just in the sense of there being too much new stuff, as that's something you'd simply get used to with time, but more so because it injects a lot more complexity and tedium into a game, that well admittedly was always a difficult and cruel game, was still a fairly simple and streamlined game nonetheless, at least for something in the survival genre, and that's sorta bummy,
I'm gonna put time in it none the less, and I'll certainly always look forward to more content, but part of me doubts that I'll ever find myself enjoying all of the new systems from this update as much as I enjoyed the more straight forward game play from prior versions.
maybe I'll be wrong though.
I love the beta and understand that its going to get changed. But i kinda dislike and also like the new crafting system because in one hand, its more complex and difficult, this is probably what Orsoniks wants but it has a lot of imperfections.
: You cant choose what type of item you want to use (example is if you want to make foliage rope but instead of using your actual foliage the game chooses your mushplant arm, which is way more valuable in this new update.)
: Also lemme just... Aham... I MISS THE OLD DAYS WHERE THE CRAFTING UI WAS MORE SIMPLE AND QUICKER TO NAVAGATE ufhwaiufha!
The new crafting system is incredibly difficult to learn, treatment of lots of bleeds now are impossible before you bleed out, spike traps are basically instant death, you will now do mining. yes, mining, like minecraft, and the copper ore takes 3-5 business days to break with your little claws
Your little hands shake a lot trying to remove shrapnel- even if you do it perfectly it still hurts...
Being just beside a glass shard will give you shards, you don't even have to step on it- ????????
Good luck crafting a flashlight so you can see shit.
In a fight or a hurry to treat your inflictions? Good luck, you have to play like 10 different minigames now.
yeah they need to make the bandages faster imo
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA WTF IS V5 holy hell what is going on I hate this-
MMMMINIGAAAAAAAAAMESSSSSSSS
it's like he's in some king of. . . decaying winter
talk about a demise of eden...
*Shaves your Baron*
Bergehaartrückung
how could you,,,
Is there a list of what new stuff has been added for v5?
## ADDITIONS
- minigames for a bunch of things to make the game more interesting to interact with
- - bandaging
- - injecting
- - lockpicking crates open
- - opening drop capsules
- - removing shrapnel
- - correcting dislocations
- yapper now yaps when carrying too much
- elders give adrenaline now
- the plush now has a new function
- toggle unchipped command
- claw damage
- layer modifiers
## CHANGES
- light items now dont shine through containers
- earthquakes do not activate when you're asleep
- edited most drug sprites to be more unique between eachother
- halved the blueprint value
- tweaked the weight and values of a lot of items
- the LRD has 3 uses now and gives less opium
- the brain damage flash is different now
## FIXES
- radiation now doesnt show up in unchipped
- thornbacks no longer get stuck trying to bite the player sometimes hopefully
- having an arm dismembered now drops the held item
- thornbacks wake you up when nearby
- "yet hopeful" actually shows up now
- can't open the inventory when dead
- cant use items on dismembered limbs
- you cant miss the suicide shot anymore
- trader rep farming is harder
- quantum armor entanglement
- fixed >24 hour overflow
- generation screen no longer stretches when above 1x timescale
- fixed wearable text
- removed container overfilling
- text and images should no longer overlap on the into screen on different resolution
- traders shouldnt talk when dead
## REMOVALS
- plush no longer reduces trauma by a intangible amount
Awh man i missed the ghost milky complaining about the damn light ):
we are so back
The best game I've played in a while.
I am from Russia and I cannot support the project, but I really want to. Is there another way without going through Ichi?
You can use the codes on Donatov.net and other sites, or use PayPal to support the project. Of course, I'm not from the Russian Federation, but from the Republic of Belarus, but the support methods are roughly similar
the game is amazing
Man I can't believe that steam says that the game isn't available in my country :( I hope I can buy the full version on here when it releases.
wait the game's on steam now?
Nope.
Planning to put this on Steam early access?
Mobile when? 🙏
I will try this on gamehub and see if it will run, yes it can
I couldn't do it, if you can, please give me instructions on how to do it
download gamehub apk. Install, add game to Steam librairy. Update gamehub in gamehub, sign in, download and install from steam section. Run(best if with a controller.)
Best game and well made!
After playing for dozens of hours, I’ve reached around the fourth layer.
The game has great potential, but right now the negative feedback feels as plentiful as the in-game characters (;w;)
I hope in future updates the game can introduce some refinements—especially a gentler difficulty curve—so more players can enjoy the later sections. It'd be great to keep the challenge but streamline the controls for smoother gameplay.
Keep the challenge but make the controls feel more comfortable.
Here’s some constructive feedback from my playthrough:
1. Picking up and moving items feels a bit cumbersome.
A drag-selection or area-loot feature would help a lot.
It’s frustrating when lots of items drop during trading or inventory management and there’s no quick way to pick them up.
Could be balanced by disabling it during earthquakes.
2. Transfer of battery power/charging.
Many key items require batteries, but crafting separate battery types isn’t possible—you have to craft whole items that come with them. Batteries also can’t share charge between types, which adds unnecessary steps.
Maybe add a universal power bank or a device that transfers charge between batteries.
(let players focus more on survival and combat.)
3. A crouch/protective stance action.
This could be a reaction-based move where the character curls up to reduce fall damage and stop movement.
It’d prevent those “one wrong step and my glass-cannon character shatters” moments
The trade-off could be that limbs take more damage, and it only works when conscious.
It could even synergize with prosthetic limbs later, or help reduce shake during earthquakes.
4. The mood system needs more ways to manage it.
Even when not hungry, thirsty, or injured, my character still gets seriously depressed. That doesn’t feel realistic for an alien-cave survivor.
Positive buffs should trigger when basic needs are met.
5. Meta-progression system after death.
Right now, death doesn’t seem to reward any progression. Since there are other survivors/drop pods with supplies, maybe the protagonist could earn something too?
Reward meta-currency based on depth reached, damage taken, survival time, discoveries, etc.
This could unlock starting gear (e.g., batteries, backpacks) or optional traits like drug resistance, toughness, or stamina.
(Some games let you pick perks/flaws at the start—this could make each run feel more unique, especially with animal-themed skill traits.)
6. More random encounters/content:
Supply drops, survivor communication devices, crystal zones (with monsters), abandoned workstations (for easier crafting/battery solutions),
monster nests (concentrated bio-materials), hot springs (recover stats/temperature), natural gas vents (fuel sources).
7. More impactful items:
Many usable items now have short effects. How about long-term utility items?
· Books (spend time to gain stats, recipes, or reduce stress)
· Varied sleeping bags/tents (allow repeated rested sleep)
· Night-vision gear/alien food (see in darkness)
· Food dehydrator/preserver (lighter, longer-lasting food but less hydration)
· Gear that reduces thirst buildup
· More protective gear like airbags (trigger on impact)
Oh, and a few more things that significantly impacted the experience
Sometimes you encounter areas that are incredibly deep with no alternative path. Building blocks to descend consumes a massive amount of materials, and the platforms aren't always stable.
It might be a great idea to add a tool like a piton and safety rope for controlled vertical descent and scouting.(I was thinking from the start about using crafted plant fiber rope for this.)
(Maybe even allow using pitons to climb on background walls?)
Additionally, I felt the game currently lacks reliable ways to handle falling from great heights, as well as active defensive items.
This made me think it would be great to have something like a shield– perhaps even an energy shield – that could be used not only for blocking enemy attacks but also for pointing downward to cushion a fall.
Furthermore, items like a life buoy could be introduced. It could help mitigate impact damage and prevent drowning, which is another risk that currently lacks a clear solution.
Also, for breaking metal-type blocks, besides crafting explosives by hand, perhaps you could add a material like thermite. It could be used not only to destroy steel but also act as a flare for illumination or a heat source for warming up (though getting too close would cause burns).
Since there's already a filtering straw for water, perhaps you could also add water purification tablets for filtering water in canteens or other water storage containers.
These functionality gaps were things I frequently encountered during gameplay, feeling like clear needs that currently lack the right tools to address.
Overall, really looking forward to seeing the game grow! Can’t wait for the full release.
(I'm a non-native English speaker and used some assistance for translation.)
I really like these suggestions, only thing I want to say is I personally really like the difficulty curve right now though I am a very seasoned scav player so I wouldn't know what its like for newer players,
Im not very active on the discord but I know the dev isn't taking any suggestions right now (he closed the forum for suggestions and theres a rule on the discord against giving suggestions unless he asks for it, which is completely fine since he is selling this amazing game by himself for the price of free) But you can ask him for permission to make a mod if you know how to code
of course the game is in-dev right now so some of these will probably be added since these are good suggestions in my opinion,
This game is absolutely amazing. I wish i knew how to play it well, and thrive, like I know i could.
I want to follow this game through its whole development journey!
Guns found in the wild should with ammo <3
update when?