If I recall correctly, I just completed the VR mission, took the elevator down and, in absence of plus buttons next to skills despite having a free skill point (I realize now it was a bug), I started randomly clicking on the UI, thinking I'm missing something. When I pressed this button, not only did all items disappear from my inventory, I got teleported to the spot where I got out of VR.
OH, wow, that is a super helpful discovery. That tiny button is a "detect lie" feature which however should not affect your position or inventory. I think I have a suspicion what's happening but, yeah, that is a proper bug. Thank you!
And yes, indeed, the label is illegible in the small UI version.
Is there a dedicated suggestions/bug reports/nitpicks thread somewhere? I didn't seem to find one on Steam.
Yes. You have a choice between local thread on a Codex:
https://rpgcodex.net/forums/threads/space-wreck-demo-feedback-loop-spoilers.137043/page-3
or, I regularly check on the Steam discussions as well:
https://steamcommunity.com/app/1063540/discussions/
Also, I wanted to say that I'm having loads of fun with the game. Didn't expect it to be this awesome. I'm curious, how much will chapter endings influence what follows?
Thank you! The endings are meant mostly to show you longer reaching consequences - sort of how Fallout ending slides worked, just here they are after chapters.
However, how you decide to progress can make quite substantial changes to your story. I mean, the plan is that you won't be able to visit all the locations in a single play-through - you sort of can branch off in the first chapter. Though it is subtle and not presented as THE CHOICE, I think it makes sense.
And lastly, what is the projected price?
Not decided yet but I am thinking of going as high as $14.99. We have a pretty substantial free demo, so I think it should be fair. It's comparable to the movie ticket which seems fitting to the length of the game.
Is there an armor system in the game? Light engineer suit's description seems to indicate that it offers some protection, while the basic passenger's spacesuit does not.
There is very basic armor system in place - DT essentially. Incoming damage gets subtracted by armor class (AC). Basic clothing usually does not offer any protection but space suits do - even the passenger space suit has AC 1, other suits - even more. One of the NPCs - Edzus - is wearing a
Miner space suit with an AC of 5. As your companion or adversary, he takes less damage in combat.
0wca, thanks for detailed feedback, will think about it! Some quick comments:
Talking to companions after you told them to wait in an area brings up the whole initial dialogue again. I had to win that card match against that guy everytime I wanted him to follow me again.
Yes, that is totally not good. Thanks!
I know that physical resources are a thing (and they should be), but a wrench getting destroyed everytime you use it to unscrew something? That's kinda lame. Maybe make it less common and give it a couple of more uses?
The logic here is that
Screwdriver item is needed to open vent covers. For the most part skill, checks should be hidden, as it rolls only for critical failure (
tinker roll < 0). Your item gets destroyed only if you fail the roll critically which should be an illustration of your general ineptitude with "tinkering". Like, your character really does not know how to use power tools and destroys the instrument. The higher the skill, the less likely is to roll below 0.
That's how it should be, I am not writing off some bug with rolls because your RNG seems to have been acting weird.
There is a system in place where, if you are getting shot in close range, the damage is substantially higher (e.g. 8 from distance, 13 in close range). This is intentional, as I did not like how firefights in Fallout could end up with two guys 1 step apart shooting each other eyes.
This system should incentivize keeping distance. That is also why say Ranged 3 is 80% effective from a reasonably big distance - I want characters with guns to use distance. There is also a KICK move that also is meant to help with that - it deals minimal damage but can push the opponent far away thus increasing distance.
Additionally, there's the QUICK SHOT and STEADY SHOT mechanic. The steady shot is available only, if you haven't moved yet in this turn (the aim is steady), then you get a +1 bonus for your Ranged skill which in this system is quite substantial. However, once you move (or spend any AP), you have only a QUICK SHOT available, which is 50% faster (less AP) but also can deal only 50% of damage. So, you cannot run to someone and then shoot them for max damage. However, if the enemy foolishly runs to you, then you can blast her/him/it to smitherines.
Really hoping for some more skills. I felt it was a little sparse (don't know if this is going to change in the full version) as it could give way for some more unique character builds.
This is by design. I am not against systems with a multitude of skills per se but Space Wreck is a take on a lightweight system with a limited skill count. I wanted every skill to be meaningful and have more than one use, whatever stats you pick should have a visible impact on your gameplay. If there were a lot more skills, I feel, some of them could be neglected.
I try to follow Warren Spector's mantra of "inch wide miles deep".