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- while in storage cannot use items (same as in shop)
- looting a wood palette lead to the item falling through a wall and unreachable (once)
- found an invisible bag next to the key shop that could be looted, but had no content
- grabbing 3 wood parts from storage had a large hygiene drop (only once, couldn't repro)
- talking to "real" npc gives sanity but there are some with one-liner replies, and the shopkeeper, who don't give any. it's not immediately clear why this is so.
- the stealing mechanic isn't transparent or narrated, feels like randomly taking agency away, where player can only guess what happened, or if anything happened at all. someone pilfered my TP while I was sleeping in the street, which seems to indicate it's working, but i could only see that as a result of 0 TP left, no otherwise signaling.
- there was a large amount of planks that can be nailed to the windows, supposedly to reduce stealing risk, but there is no transparency as to progress vs. effect or a stat for it.
- it wasn't always clear what had to be done to increase base level to be able to build more items. apparently painting the walls sometimes gives a point and sometimes not, not sure about planked up windows.
- for some upgrades higher tier items were needed (wooden pole, metal bar). but if we focus on getting a sustainable early game on, we never see them, because we are busy finding 10 small 2x4, 5 large 2x4 to fix the windows, and heaps of planks, nails and boards. the descriptions are a bit unfortunate because "wooden pole" could be a long 2x4, and a "metal bar" seems close to a "metal pole".
- after bribing vice, charlotte will still repeat her advice how to bribe him, maybe she can say something new or we could tell her it worked. not sure if she says vice or vince, there
may be some inconsistency.
- inconsistency in quest where the "to do" list says we should go to "the club" but it isn't clear that that's a club, so to do list knows more than npc tells us
- a number of items where we can't be sure how to use them and how many we need, e.g. torn hand wraps, broken bats. in case we don't need more than one that could be less prevalent in the random loot container, or have its specific container that can be avoided if other loot is preferred. for "hair elastic" it wasn't clear why we can "read" it, and then it vanishes. not sure that does anything. this leads to a situation where the game is difficult to playtest, because the loot pool is diluted with questionable items, adding artificial difficulty on top of an already difficult game.
Would have liked to test it more, but I didn't get to the next area (club?) because I was too busy upgrading and not dying. Maybe there could be a debug mode for playtesters. Seems like a lot of ideas went into there (liked the posters with reminders not to drink tap water, and talk a lot to people). I wish all the best for further development. Hope this helps.
I'm reasonably sure they didn't even read it; a polite reply takes a mere minute.
It's been a waste of my time and lost potential to get some easy fixes in. What a bummer.
Also for someone to try and defend the lack response by saying the dev streams..... what? The dev could literally respond to the comment on stream. It'll be no ones fault but the devs when the game fails. 2000's graphics with 1980s gameplay in 2023, and an Electronic Arts mindset of ignoring their community. This has made me lose the little interest I had left in the game. Not that the dev will see this or care lolol. If they did, at most could get an immature shout out on the dev stream and the same sorry game.