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Saving multiple times in a level will only keep your progress up to the beginning of that junction - an exception to this is being in the garage where there's no threats, then you can save in place and everything up to that point.
Edit: We've elaborated on how saves work and our reasoning behind that decision here: https://steamcommunity.com/app/1458140/discussions/0/4348858679321126538/
I am a gaming dad, means that gaming is sometimes paused/quit when family/kids require attention.
I understand the motion of not save-scumming a junction run.
But I'd really like to quit (with save) and return to the game/junction at the state where I am.
A single (auto)save would be totally sufficient.
I don't see why this would deminish the game/junction experience, but would tremendously allow more players to spend variable time on the game.
The whole idea of the game is for you to prepare in the garage and then go out in the very dangerous world in hopes of getting something good. Its risk vs reward and autosave will completely remove the risk.
The developers can't change a core (and intentional) feature of a game just because it is inconvenient for a select few.
In this way, you keep the game intact and most players get the intended experience. At the same time, you respect player's time and treat them as adults who are able to decide between the intended 'hardcore' gameplay and the easier mode with flexible saves.
It's like playing a dark souls and then complaining that dying to mobs is a waste of time.
Don't like it? Don't play it. The developers don't have to do that and nor should they be asked to especially since the entire gameplay loop revolves around it.
It would take away most of the replayability.
This is one of the reasons the demo was released, so you can try it and see if it suits you. Not because you could force the devs into making nonsensical changes.
I highly agree a save on exit is important. I like hunt show down but I have to block off 30 minutes but I can guarantee I won't need to break off. A single player game has a inherent advantage that it can be put down and picked back up at any point. It's a single-player game who cares of people save scum but convenient saving system is important for gamers that can't guarantee their sessions.
And yet you add different difficulty options including the one to turn off player deaths.
Simply disable achievements and enable save on exit.
Also, let us play the game the way we enjoy it. It's a single player experience, let me do it my way - if I want to save scum and easy experience, let me, I paid for it, what's the problem?
If it's hard to implement - you don't yet have a way to save/load world state and have to patch in serialization - then say it like that - not planned for initial release, and you don't have resources to do it properly atm.
Also, if you game crashed (which it did for me) im also ♥♥♥♥♥♥
Exactly this.
The game does not respect your time, it forces you to finish the zone/junction or lose all progress since exiting the garage.
The game does not care if you need to go to bed, your kids require attention, the postman is knocking on the door.
And to distinguish:
an autosave on exit is not save-scumming. You do not reset progress, you do not alter the outcome. It just gives the player the possibility to break/continue the gaming session to attend more important matters.
Dude, what are you on about? Which dangerous world? I was collecting ressources without a care in the world and went for a sunday drive for half an hour before I had to quit and noticed that I would had to redo everything again because the game won't save anything. Core feature my ass. The game you make a cause for only exists in your mind.
Even if it was something of a rogue-like name me one rogue-like which makes you redo 1 hour of ressource collection upon dying.