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My capacitors appear to do nothing.  Super frustrating.  I'm only on the 4th mission and getting my ass handed to me.

This really stands up above the rest. Seriously good job.

Really nice.

Robbie Fraser Awesome game!!!!!! Gj guys, really, I finish the game like 5-6 times already. Plsssssssssssss add the free mode, with unlimited waves(you can use simple logic, for example - aliens will appear every 5 minutes, first wave will be - 30 tier1, 5 tier2, 2 tier3, 0 tier4, and then every 5 mins +10%).

for the first iteration, you can add this mode with static map, or a choice of 2-3 maps (from existing levels).

This already exists in the codebase. Next update will have endless mode, but it might be a while!

Awesome game! As I described it to a friend: A little bit of Anno, a little bit of Factorio, a little bit of Tower Defense, a little bit of Surviving Mars, mixed in with a healthy dose of Starship Troopers.

Graphics are smooth and easy to look at, runs great on Linux Mint 19.1 with an Nvidia GTX 980.

Keep up the good work! Looking forward to future developments.

Hello again Robbie Fraser.

I would like to suggest to you and development - if any others work on second life with you: You should consider recording development sessions for the alpha community who are invested in second earth so we all know how things are coming along, it would also give you a chance to receive feedback on primary development. :)

Hi there! Last year we we're doing streams and some short update videos on our twitter. Maybe we should start with those again soon...

(+1)

Looks good, but why on earth don't roads auto-connect and auto-rotate on corners? Couldn't figure out how to build roads so stopped playing for now.

(-1)

Drag the mouse over the end of the existing road. They don't auto-connect because you sometimes want two roads next to each other that aren't connected.

(+1)

I will try again later today, but honestly, it's confusing. You probably don't want to explain this to every new user :-)

The default should be auto-connect, and then for the edge case you explain how to avoid it.

I found it very intuitive to be honest, maybe some visual highlight is missing when dragging and dropping with the road tool.

I'm impressed! For a prototype, it works incredibly well so far. I have yet to encounter a real bug! It only crashed once when I was changing the resolution.

I really like the love to detail in the story/worldbuilding! Like how your different bosses insult and demean each other... Jeofry :)

How everything is hypercapitalistic and run by companies...  birthcompany?!?! What the heck!

How ones worth is simply their net worth, and so on... Well done!

The game is interesting and demanding aswell.

Thanks foor letting me play for free!


L

Thanks lucylu! We've recently hired a writer to help out on the story front - we have some pretty grand plans for the story/worldbuilding!

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I'm i missing some the game keeps telling me to build more capacitors,  but there isn't any in the build icon/resource area.  Please help

Definitely seems like a bug. Is this at the beginning of the first level

Yes

Okay I suspect it's just you building a bunch of things the tutorial wasn't expecting and it not knowing what to do. You'll unlock capacitors later on.

Hi there, I came across your game from a YouTube video. I have always love these strategy-based, building, colonisation themed games since the early 2000s. I am downloading it now and definitely will give it a spin and share some of my thoughts. ;)

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Hi team.

I played many games and think your product so cool to play.That the future game and how long are you release it? 

I have some suggesstion, are you can add the edittor mode to game to free ideas. User can build and share the map with others.

Add more model like as wind turbin and expansion the map. Degree the effect to keep game smoothly.

Thanks for the kind words! We're still working on the game, but we don't have a release date planned.

A map editor will come eventually.

To Second Earth's Development Team

Please add a Save/Load feature for the single player campaign. I feel extremely frustrated each mission only lasts at maximum 10-15 minutes, please consider giving us mission objectives 

Also, here is some other feedback.
- - - - -
Spaceport:
Criticism: Its the only available processor for Ore. Trips are unreasonably long.
Suggestion: Please Introduce another building that can help process ORE.
- - - - -
Hospital: 
Criticism: Extremely overpowered for income (Very easy to get 3k+ gold p/m).
Suggestion: Limit the amount of Hospitals that can be built or deflate the income generated from it.
- - - - -
You should really consider introducing additional features:
- - - - -
Brides: So roads and pipes can be connected across mountains and larva.
- - - - -
Railway & Trains: Fast traveling cargo transport (Railway tunnel through mountain would be nice).
- - - - -
Skirmish mode: (Non campaign maps), single player maps etc.
- - - - -
Spawn Waves: Number of waves should be unlimited for single player unless we accept victory or defeat (Each new wave becomes tougher and tougher!).
- - - - -
It would be good to see attack units for players to build and use in SECOND EARTH. This could potentially become as popular as a new C&C Game if you give us a infantry barracks and/or factory for vehicles and even aircraft.

Thanks for reading this!
Regards, Adept.

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Thanks for the feedback! A lot of those ideas are already implemented or planned. eg. saving, endless mode etc.

Eventually a new build will be available!

Any chance you can release a launcher program that can serve to "update" the game?

Also, some cheat codes would be awesome for those who want to mess around on single player (try different stratagems etc).

No chance of a launcher, you'll have to wait for a steam release or something for that.

You can cheat in the current build by pressing shift+tab.

How do you play the game? I doesn't seem to work

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I really enjoy this game my only flaw in this game is the pathing i dont know how many times I have just lost people because they are not getting enough food when my farms are full trucks just not getting there in time and seems to always happen to me when just about to get attacked. I think the roads shouldnt have directional meaning and they can go either way on the road with out trucks running into each other its bad enough when there isnt enough room to build because you need so much room for power and mines not to mention the room for defense especially at the last two levels beat one so far but not the last still been working on that one for a 3 months now. I think if pathing was fixed it would be a little easier or change the resources pickup on the trucks or something like 1 for food for that farm another truck for that farm and to prioritize them to where you went the to stay at because when you connect a lot of roads the trucks just seem to do their own thing and isnt always the best

Thanks for the feedback! I think road directionality is important - but definitely want to make the trucks smarter/less frustrating.

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HAHA, just easy way to fix your problem. Need to know the large area of buildings need more highway to moving. 

With me, I used maximum 3 lanes to move the materials and always use the traffic circle for routing. You alway can pause the game and have the time for construction new buiding. Sometime I do that and make the rest time to enjoy to view attacker.

Do not use more 3 lane, keep your cost for create more house and support building, electric pole can sock the Worm and cheep to construction, maze of wall with zigzag block the worm and bomb, one house need one food production is the best.

And, I was finished all after few days :)))

Seems like capacitors dont work for buildings that do not have a battery capacity and hence even if you have enough capacitors , buildings cant run with a backup set of capacitors when powerlines get cut or when there is a storm , reducing energy production. Back to playing this game after a loooong time. Cant remember if this ever happened. Hope this changes

In the latest (non-public) version of the game, the power networks have been changed so this isn't an issue anymore.

(+1)

Played the game and it is funny and i rly hope that new maps will be added (or some kind of endless lvl)

But there are a few things that i somewhat disliked or are more a "bug" or "not working as intendet"

Walls:

Using Energy Poles (The things to connect buildings) are a much STRONGER wall then the normal wall. They stun the enemy if they gets destroyed, they deal dmg and are cheap (at least in the last map) placing a few of them infront of your normal wall is insane strong and makes the stun traps useless. (well the game gets somewhat laggy if u place to much of them)

Artillerie.

Both Artillerie towers suffer from diffrent problem.

Tritiumtower more or less never has ammunition left at the start of the real wave, course u always send a few units to attack and they use up most of their ammo.

Toxic Waste tower (Hand of Humanity) suffer from 1 funny problem: Toxic Waste has a Priority to be send to the depo and not to the tower. As long as the Depo still has space the towers get 0 toxic waste to use as ammunition. That sucks^^

Transport Trucks

Funny concept but the "tax collector" for the community center are... lets call them useless? I mean why is there a truck in the first place? There is a BIG community center in the center, shoudnt they collect taxes or take money for food? I find them annoying. But finding and building nice road connections for your industrie is fun :)

Hospital/Oxygen/Toxic waste

The Hospital is WAY to strong. they do what? trippel the income? the Oxygen thing to get more workers is somewhat underperforming. The range feels pretty low but i endet up using 1 of them on the last map course i was running out of space so they are working i guess.

Toxic waste -> Besides the Hand of Humanity there are no other ways to handel the toxic waste why cant we well just dump it into the magma^^ No investment will be lost and who cares for nature. (Storing them in a depo is working course the maps are short but on a longer/biger map? not so much)

Tower balance

In the last map i more or less endet up only using the turrets, 2 Hand of Humanity and 2 Towers (those that increase the range by 50%). Used 3x strong wall with a 4x strong Energy pillar wall in front of it. The AoE dmg from the turrets just outperforme the other towers (At least as long as u can handel the Power Consumation) but hey ~100k Batterie and ~850 Income can handle a lot xD



But all in all i was having fun playing the game :)

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Don't hate on the tax collecting truck! Trucks actually deal damage when they run over bugs (it's hilarious to watch), and that tax truck ensures you get cash on the regular instead of a time sequenced payout.

Thanks for the feedback! I agree with almost all of your points actually. Glad you had a good time :)

Could you design an icon for the game? It's a really great game, but it would look better with its own icon. Thanks

Well I've beaten all but the last two levels (which I played and lost multiple times) and I have a couple suggestions/ideas.

1) Difficulties. Easy mode would have less aliens, hard mode would give them more health... it would make beating the game easier, and give it a replay ability.

2) Achievements. Like suggestion #1, it would give replay ability. Achievements are fun.

3) Upgrade tree. Like xodarap777 said, Second Earth feels like a puzzle game. Adding an upgrade tree, where each upgrade opens a new branch of upgrades and closes another, would add greater customization and let strategies evolve as the game progresses.

4) Sandbox and survival modes. I personally love sandbox modes, because it lets me see what the game is really capable of. And survival modes, where you're faced with an infinite amount of increasingly harder waves is also pretty cool.

5) Flying units. Regular turrets are pretty much useless in late-game rounds. Something that can only be targeted by them would balance it out.

6) Variants of the basic turret. Again, basic turrets get obsolete as the level progresses. They're useless against swarms, and don't have the dps to kill stronger aliens. And they're too inaccurate to kill kamikazes. A machine gun turret would make for better crowd control while a sniper could pick off kamikazes and kill tanks.

7) More/better traps. Stun pads are useless. Because they only stun one enemy, they're no good against swarms. And tanks (the aliens you really want to stun) only ever appear in swarms. Mines would be useful.

8) Mine boosters. Just like you can boost community centers and farms, you should be able to boost mines.

Yeah this is long, but Second Earth is a really great game. It's got a ton of potential and is pretty much the only game of its genre, so i really want to see it on Steam in a few months.

Ahhhh thanks for the lovely feedback Bochinator! We have a lot of plans that are similar to what you're describing :)

NICE! I understood the Starshiptroopers reference! 

Game pauses in 2nd colony right before enemy attack and it won't unpause! I don't know where else to post this issue, Sorry if it's the wrong place. I've tried the space bar, The + and - keys, the esc key, and even unplugged unused USB devices and shut down background programs and still no luck getting it to unpause. Is there a way to disable the tutorial and just  play on my own? I have a feeling that it's something in  the tutorial freezing it up.

Arg! People keep reporting this but I haven't been able to reproduce it. My best advice would be to press shift+tab and cheat past the broken tutorial. Sorry!

Im sorry to tel you this. but im having the same problem. 
U can count me in to buy the game anyway i really like it!

Am I able to play this game yet? have been trying to download but will not work on my HP laptop...suggestions?

Hrmmm. What happens? Is the game crashing? Is it not starting at all?

This game has immense potential and is high on my radar for the future.  However, the current state feels less like a functional alpha of a full game than a proof of concept and demo of ideas.  There's no window for fun (as it currently stands), though there always feels like a promise of it.  Everything is either way too easy or way too hard with no player options or creative wiggle room.  In other words: It's not really Tower Defense from a strategic or creative point of view; it's more like a timed puzzle game with TD elements.  Every wave, I feel like I either jumped the predetermined hurdles in the right order at the right time - and in no way feel "connected" to my setup or invested personally in it - or I didn't.  When I didn't, I don't feel like it's my fault, either.  Either way, I feel like the game set me up one way or the other, and I either decimate them or they decimate me, and it feels like I'm watching someone else's game because I didn't creatively set up my own TD system.

This is likely mostly a matter of tuning and creative latitude (e.g. more towers, more economic choices, upgrades, etc.)  TD suffers when there's a predetermined "right answer" and "wrong answer;" that's not strategic, it's a puzzle.  That can be fun, too, at least for some, but I don't think this game sets itself up for that.

More towers, tower upgrades, and the "wiggle room" allowance for creative solutions outside the campaign expectations would all go a long way.  Longer levels that allow for real "city building" would also be great.  Specific difficulty modifiers like "allow pause-building during waves" would also help for those of us with particular abilities.

Thanks for the feedback xodarap777! This is very much a prototype and not a vertical slice, so I wouldn't consider the core loop to be done at all.

A lot of what you're talking about is stuff we've been trying to figure out from day 1. We want the game to be more city-builder-like and we're still exploring the right mechanics and systems to get the experience we imagine.

As for the game feeling puzzley. That's just a consequence of having a high difficulty level. Which is something some players really love. It's tricky to balance, but I really wanna add some different ways to play the game.

I don't think we'll do pausing during waves, but I want more customisable difficulty in some form.

Saw an youtube video about this game. I like it.
Devs, if you don't mind, please, answer two question:
1. What version of Unity do you use?
2. Do you use DOTS/ECS stack?

1. Current version is 2019.2

2. Not yet. We're looking into it - but not sure it'll be worth it considering the effort required.

(+1)

I was just wondering when the next update would be?

I think that this is amazing but I think that the game should have a survival  mode where u can keep playing on a large map that doesn't end. that the only thing that I think is holding the game back but if this was in the game then I would 100% be plain the game more.

Really enjoyed it, hopeful that work will continue.


My biggest complaint is about pacing, I never feel ready for waves to come and its ironman so I feel pressured to be working putting stuff down during the wave to give myself the best chance of survival and then i am missing all of the eye candy.

I would prefer these phases of the game to be broken up, either I cannot build at all when the wave comes so i just sit back and watch and whatever happens happens or my preference which would be that pause building isnt so much of a requirement and attacks are more continuous so that i can enjoy the eye candy.


Not sure if it is working as intended, probably it isnt but I was using the residential sites, community centres i think they are called as meat shields, stuffing them into choke points with guns behind.

They regenerate health and the cars that drive round them destroy bugs and the biggest bugs dont fit around them.


It all feels a bit binary atm, either i crush everything easily or get crushed, I would like to be building all over the map and leaving channels for bugs to march through being worn down on their way through with check points at chokes and such but I dont have enough time or enemies to do that.


It takes a long time to get started and then ends too quickly.  I enjoy building and layout planning and such like but actually the layout is not really relevant, you either build up your gold and purple resources fast enough or you didnt.


Power management makes no sense, didnt really use the fertilizer, was expecting windmills as with planetbase.


Trucks never go home nor is there a requirement to give them a way home.


Would prefer a more complex and meaningful economy and more reason to make complex defences, I pretty much just built machine gun towers and waste missiles.

I did use mortars and lava things where possible but they just didnt seem necessary, it was overly difficult to get lava things into position as i was already dealing with roads, walls and power lines.

I would very much like to gates to allow roads to go past walls.

Mortars are a mixed bag because you really need them to be placed where they will fire against static targets blocked by walls, but if you then later put down a range booster it will screw up the placements so its kind of a ball ache for no benefit, waste launchers are superior in every way.


I really liked the guys on the walls and in early stages of the game they were a great way to have cheap powerless defences but this didnt scale well later in the game where the real estate required to make people was far more costly than simply making more power to run more effective weapons, I would like to see less arbitary drains on population usage to allow soliders on walls to play a greater role later in the game.

Lava pipes also should be able to pass underneath walls.


Btw it makes no sense that I am not using the lava to make energy though i do like the idea of sucking up the lava and blasting it at bugs, its certainly a cool idea.

Thanks for playing and taking the time to write all this feedback!

1) Pacing: We're working on a sandbox mode that'll have more customizable pacing. Also wanna add more difficulty/accessibility options in the future.

2) Meat shields: Yeah, that's just a bug/unfinished.

3) More complex/meaningful economy: That's our goal too! We're still experimenting with some ideas how to get there though.

4) Soldiers on walls: Ideally we wanna add stuff that'll enable you to keep the soldiers relevant in the late-game.

So another thing that i dont like is that when things are destroyed they are deleted and to rebuild them i have to both remember what i built where and spend what is always the most valuable resource in a game, my APM - actions per minute, my time.


I would like to see things being repaired, perhaps involving trucks.

Walls are really broken atm, they just dont work, they either completely block the entire threat or they shatter instantly like glass.  I think i would prefer them to do a better job of blocking and funneliing enemies but for me to have a requirement to leave the bugs a path to get in and for some types of bugs to be able to climb over or maybe use the walls themselves.

A huge part of the problem with these bug attacks is as i said before how binary it is, they either break through and win or they dont.

Its just a concentrated mass which do loads of damage, like those bomb bugs, they are really not good, they are so powerful but none of it is in a good way.

There is no struggle, no finesse.  All the bugs just go route one for the main base and i know thats the only thing i ever have to defend.


I want to have to defend everything and to be defending against more smaller attacks, perhaps building after a much longer time to one crushing final wave?

I really dont like the mechanic that lets me recover lost purple, it seems like a patch fix to cover a broken core.

I want the outcome to be decided by my planning and the strategic choices made, right now it is decided by how much i abuse the community centre bug but more so it is entirely economic, did i make enough gold to build enough roads to mine enough purple to build enough or any defences to win or not, while i can see that is always going to be a factor it should not be the single deciding factor and all other choices and considerations irrelevant.

Something i did really like was building remote bases but the power tab etc only considers it to be one base and there is no requirement for a sub command centre to build in a remote location or anything like that, I dont have to join up these things.

Maybe i could be shipping minerals by air between pockets of bases with a sea of chaos in between?

I dont know if you ever played the original dune rts game, those were truely awful days for gaming, its extremely painful to go back to it now, but there was one very good thing in it and that was ornithopters, if you had those they would pick up your spice harvesters and take them back to the base but you didnt have to have them it was a boon and that was really awesome.

Actually it was the best thing about the game, building up a fleet of harvesters backed by a smaller amount of ornithopters.

Sandworms are cool.

Im not sure if that fits into what you are doing here or not really but i guess it goes with this idea Im putting forward about securing pockets of the map and intermitant danger being outside which can be further migitated with rare / valueable air lifts out to safety.

I would also like an auto update patcher, right now Im not sure where i am getting my updates from, i guess here but i would have to check and no patch since oct means its going to be a while so i am hoping i dont forget about the game or something?

I use steam a lot, which is probably awful but it keeps thing updated for me? =/

I frickin love this game, it's challenging and makes me so spiteful towards all the buggies destroying things I paid good ore for lol 

I have been noticing an issue scattered at different levels, not sure if it's a known bug. Fairly often I have to restart a level or the whole game due to an ore mine (placed correctly) simply not producing ore at all, always at 0. 

Always excited for new updates on this game, excellent work and thank you!

Love the game, but I am stuck on the last level. It's always the big armored bugs that get me. I've tried a bunch of weapons and strategies, but nothing seems to kill them fast enough. Any tips?

Funny thing happened in my match, the large bugs got stuck on a community building - they tried to break the houses but it seems houses are indestructible. I then built a few tesla coils near the bugs, and watched them slowly die. I built the base in the bottom right corner.

I find a good set of the missile silos wipes them out. You still need a decent set of the normal defences to delay them long enough though

Really enjoying this - any news on the next update or release? 

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I was finished all the parts of mission. How long to more campain or multiplayer option are release - something like resouce war, deep story and unlimit time...

 Wish!

i can't understand about the attract citizens to the radio tower. can someone explain this to me about how to do it?

Believe you are talking about one of the early tutorial levels, if I remember right just a matter of connecting the civilian housing to the command center with roads, maybe also getting a farm setup and connected also.

As a C&C fan this was a fun run-through. For those claiming impossibility, well, sorry, but keep trying. I had to replay one map, just once. I found it challenging, but not so much I wasn't enjoying myself. Keep up the good work Robbie. This is an extremely polished start and I hope the finished game is about 400% bigger. Feels like a classic.

Thanks for the kind words!

Tutorial needs balancing work, the first mission is trivially easy, but the second mission steps up to impossible. If you follow the tutorial hints exactly, the text suggest you need four solar collectors but you need to complete 5 to get the next step, you do not then have enough material to build the second capacitor.  During the first way which always seems to coincide with dust storm the guns will brown-out and the critters will over run.

If you instantly pause on restart, min-max the tutorial build you can just survive the first waves, but the guns run out of power during the second wave and you are over-run.

If you ignore the tutorial instructions completely and instead min-max production you can build about twice as many defence towers for each wave; a wall in front of the guns, and have garrison added at each invasion point you will still get overrun by the third wave.

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em=""></em>

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em="">>em class="style-scope ytd-popup-container" prevent-autonav="true" focused=""<the buildings="" do="" not="" snap="" to="" the="" roads="" so="" can="" easily="" catch="" out="" new="" player="" especially="" given="" connection="" is="" invisible="" under="" graphics once="" building="" complete.<="" em=""></the></em>

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em="">>em class="style-scope ytd-popup-container" prevent-autonav="true" focused=""<the capacitors="" do="" not="" work="" as="" implied,="" guns="" will="" still="" flash="" the="" out="" of="" power="" icon="" during="" sand="" storms="" while="" show="" full="" charge="" available.="" warning="" to="" build="" solar="" panels="" and="" are="" in="" sync.="" when="" you="" complete="" enough="" one="" suppress="" its="" warning,="" they="" for="" other="" appears="" just="" reaks="" confusion="" round="" robin="" building.<="" em=""></the></em>

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em="">>em class="style-scope ytd-popup-container" prevent-autonav="true" focused="">Get rid of the powerlines for adjacent buildings, they just make the city ugly and offer little to game play, give buildings the same power AOE as the polls so they are only necessary for isolated buildings.</em>

Hey Robbie when ever I try to download this game it says "forbidden" are there any other sites I can download this game?

hello, great game, only thing i could want is a sandbox mode, now that would be awsome, with waves of enemies in increasing difficulty, and maybe bigger maps? anyway`s awsome work so far, ceep it up :-)

Thanks for playing! Sandbox mode is coming!

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Guys!! This game is unbelievable and very challenging! I just played 2nd mission for like an hour and I lost! ๐Ÿ˜‚ That was really nice tho, love this game! 

When I saw the name on a YouTube video I didn't even click on it I searched and downloaded it asap! Good name , Great game! Will definitely finish it ! 

Keep up the good work!!!

(+1)

Thanks so much, glad you're enjoying it!

Can't wait for final game

Same, anyone know of a general ETA on the new update?

We were hoping to get one out before the end of the year. But it'll be early next year cause the we're closing in a few days.

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Stuck on mission 3 - mission 2 was VERY hard to understand.  It wanted me to build 3 mining installations, but I built one on the far side and it didn't count it.  Also, it took a while to figure out WHY they were not counting (was not obvious.) It turned out they were not delivering ore to the "main" building?  I figured it out, but it took a few tries.

(+1)

Thanks for the feedback! The tutorials are new in this version so we're still working on them.

You need to connect mines with a 2 way roads same with some other buildings so what I mean is to go pass the mine entry and to do like a square and go back, not a 1 way road !! 

I just failed 2nd mission my self kept losing power and not much food ๐Ÿ˜‚

That is the log but I'm talking with a person on the discord and 2nd could you put like system requirements on this website like if you have to have directX to play this game

Thank you

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