Opus Magnum

Opus Magnum

UPDATE: A new mini-campaign exploring "production alchemy", and more!

36 Rate up
Share
< >
12 Comments
Izark Nov 22, 2017 @ 1:07pm 
No idea teleporters could be moved, thanks god I read this.
Edgywise The Vaping Clown Nov 22, 2017 @ 7:21am 
This track update is what ive needed
cactus Nov 22, 2017 @ 5:28am 
...Wait, what? Teleporters are movable? I didn't know that... Oh my. -_-
McWill97 Nov 22, 2017 @ 4:57am 
There should probably be a tutorial message on the silver paint level explaining that you can move the teleporters. It was not immediately obvious to me.
Alchemist John Nov 21, 2017 @ 9:26pm 
Did someone say 'quantum tunnels'? :helium: :helium: :helium:
DariusOne Nov 21, 2017 @ 8:35pm 
Welp stuffs fixed :D
DariusOne Nov 21, 2017 @ 7:32pm 
Currently in Production alchemy you can remove the teleporter cells(by dragging them left for one) without a way of getting them back and this crashes the game when anything gets close to the other half of that teleporter. And whatever solution you've done at that point is forfeit and gotta remake it in a fresh puzzle.

Not the biggest of deals but be a bit careful not to do that mid puzzle, it's a bit of a pain.
Shadow of Avalar Nov 21, 2017 @ 7:13pm 
It's not super clear how to resize the production alchemy ports that transfer between the work spaces. Anyone know how to do this?
krispykrem  [developer] Nov 21, 2017 @ 6:08pm 
@T-A$$ Mendez: I'll see if we can get these to import for the new puzzle.
Sahuagin Nov 21, 2017 @ 5:57pm 
This is great. I would really love a "hard mode" with "production alchemy" versions of all the main campaign puzzles.