Surviving the Abyss

Surviving the Abyss

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Tyrax Jan 18, 2023 @ 4:29pm
Suggestions from early-mid game (3 biomes)
Hey, there's a huge potential to this game, here's some early feedback:

1. The clone "expiration" morale penalties are too harsh, especially since for most of the early game you don't have a way to extend their lifespan. They also seem permanent? I'm at day 200 and still have a -42% morale penalty from earlier days. Maybe make this penalty go away after a certain number of days? As it is now I hover at 10% morale with all the needs fulfilled and I am afraid to even make more clones...

2. I know the maps are random, but right now it feels too hard to find aluminium and copper and without them there's very little progress. After 200 days I barely found one aluminium deposit and I'm still searching for copper...

3. To help that, maybe make the sonar tower range bigger?

4. [BUG?]It would be cool to be able to see where people are (like to click to go to their location, visually, I know you can see a list). I have one member that is stuck somewhere - game says he has no access to a tunnel or dock, but I can't figure out where he is. Everyone else is fine, so maybe a bug?

5. Vertical building: You have a tunnel elevator already, it would be cool if we can stack buildings on top of each other on multiple levels, at least those with similar shape or function
Last edited by Tyrax; Jan 18, 2023 @ 4:30pm
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Showing 1-13 of 13 comments
GameMaster Jan 18, 2023 @ 5:14pm 
Yeah, it's very punishing early-game right now.

1. Yeah, I've got to agree with that. They have such a short lifespan early on that you NEED to rush to the gene-stability upgrades above all else. In addition, the RNG is... against you in some games, meaning you need those stabilizers far sooner than you want if you want a steady supply of gene-stock.

2. The current setup makes Frostpunk's larger maps look great from a materials location standpoint. Maybe have a concrete, coal, and iron large deposit be close enough to fuel your initial base?

3. I've got to agree, and have the sonar UI show the range of all towers. Also, lights are not effective right now. They allow construction of an area too small at this time.

4. I haven't seen this but I've seen some bugs like the mess hall not working.

5. That would be neat.
MickeyTJR Jan 18, 2023 @ 6:01pm 
There is a visual glitch with the Mess hall and Bio dome where sometimes the ring shows really small, but if you look the building affected by them still light up.

I agree, being sad someone dies should wear off after a few days.
/dev/null Jan 18, 2023 @ 6:05pm 
Also, most of my population appear to be in some sort of power generation job, pretty annoying to be honest..
fractalgem Jan 19, 2023 @ 8:28am 
Originally posted by MickeyTJR:
There is a visual glitch with the Mess hall and Bio dome where sometimes the ring shows really small, but if you look the building affected by them still light up.

I agree, being sad someone dies should wear off after a few days.
Or at the very least, be starting to wear off like 50-100 days afterwards. So, y'know...still incentivizes getting long lived clones. but right now...uh...game seems to be a biit too harsh with that being so permanent. especially for a first run where you probably don't realize the penalty to deaths is going to be PERMANENT, yet the game tells you to get cloning chop-chop LONG before you could POSSIBLY have unlocked so much as the first anti-mutaiton upgrade...

like. I happened to have noticed it being permanent rather "early" on so i stopped making new clones. But I got the impression we were...more or less the mad scientists who WANTED to go through with this project. And waiting on the reasearch to tick up another 600-1000 or whatever it will take me to eliminate ALL the mutations from the generalists while doing NO base expansion whatsoever doesn't seem like very fun gameplay.

edit 3: ...how DO i get zero-mutation chance anyways? after unlocking the third tier of research i see no way to further reduce my mutation chance. DO i need some sort of deep sea gathering? this is...a rather aggravating mechanich in what otherwise seems like it would be a gr
Last edited by fractalgem; Jan 19, 2023 @ 9:04am
Murphys Law Jan 19, 2023 @ 8:54am 
Day 240 and unfortunately this malus -45 dead crew that's really too heavy the malus of dead should disappear over time, the end is now unavoidable....
MickeyTJR Jan 19, 2023 @ 9:00am 
Glad they fixed the death wear off in the update!
fractalgem Jan 19, 2023 @ 9:04am 
Originally posted by MickeyTJR:
Glad they fixed the death wear off in the update!
Ah, so it DOES eventually wear off now? glad to hear that? About how long does it take to start wearing off?

edit: oh I see, literally the patch came out a little bit after I started playing, so i was still playing on the version where it wasn't.

Problem solved, woohoo!
Last edited by fractalgem; Jan 19, 2023 @ 9:07am
Murphys Law Jan 19, 2023 @ 9:08am 
Update 0.1.4.1 Patch Notes

Crew Relations:
Crew Relations Recent Death Affecter is now removed properly. :steamhappy:
theseeman Jan 20, 2023 @ 5:47am 
Regarding sonar size, under stand the limitation but building and destroying and rebuilding the tower eats steel.
What if there was a way to make a sonar sub or put sonar on the exploration sub? as an alternative to the tower and maybe it can only scan once every 30 seconds to make it mobile but less powerful?
also, does sonar draw the beast?
Moglitz Jan 20, 2023 @ 7:07am 
Originally posted by fractalgem:
Originally posted by MickeyTJR:
There is a visual glitch with the Mess hall and Bio dome where sometimes the ring shows really small, but if you look the building affected by them still light up.

I agree, being sad someone dies should wear off after a few days.
Or at the very least, be starting to wear off like 50-100 days afterwards. So, y'know...still incentivizes getting long lived clones. but right now...uh...game seems to be a biit too harsh with that being so permanent. especially for a first run where you probably don't realize the penalty to deaths is going to be PERMANENT, yet the game tells you to get cloning chop-chop LONG before you could POSSIBLY have unlocked so much as the first anti-mutaiton upgrade...

like. I happened to have noticed it being permanent rather "early" on so i stopped making new clones. But I got the impression we were...more or less the mad scientists who WANTED to go through with this project. And waiting on the reasearch to tick up another 600-1000 or whatever it will take me to eliminate ALL the mutations from the generalists while doing NO base expansion whatsoever doesn't seem like very fun gameplay.

edit 3: ...how DO i get zero-mutation chance anyways? after unlocking the third tier of research i see no way to further reduce my mutation chance. DO i need some sort of deep sea gathering? this is...a rather aggravating mechanich in what otherwise seems like it would be a gr


You need to find better habitats. With better fish you find better genes. I have clones that live for ever.
fractalgem Jan 20, 2023 @ 7:29am 
thanks, though i've long since found better fish myself, such as the jellyfish (which are amazing with a huge -mutation chance).

and this mechanic is DEFINITELY more tolerable with the patch, now that death penalties don't stick around forever (so you can actually make clones if you want even without rng giving you a good fish source very early on in your exploration.)
Lminith Feb 13, 2023 @ 6:36pm 
Originally posted by Tyrax:
Hey, there's a huge potential to this game, here's some early feedback:
1. +1
Although I think the morale will be off for a while, these usually are the last to balance when everything is already in place so I'm not looking much into that.

2. +1
Don't know if anything was changed. I found aluminium on day 5 or 6 last game but I expanded early on, copper seems harder though.

3. +1
This is linked to the previous point, but a wider range would help even if deposits stay the same.

4. Early access, expect bugs.

5. +1 For me there's no reason for Elevator Shafts to be in game and not have basic functionality already like allowing building an access path above buildings/stockpiles. Later on adding layers on same buildings would be nice.
Lminith Feb 13, 2023 @ 6:39pm 
Originally posted by theseeman:
Regarding sonar size, under stand the limitation but building and destroying and rebuilding the tower eats steel.
What if there was a way to make a sonar sub or put sonar on the exploration sub? as an alternative to the tower and maybe it can only scan once every 30 seconds to make it mobile but less powerful?
also, does sonar draw the beast?

Power lines recover 100% on dismantle. Sonar Towers could be the same. (Btw there's a UI bug on them, it says they don't require power but they require 2)
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