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I don't think the developers intended for there to be a way out of this. I think the story is a little vague, but generally about the dangers of messing with time and that entropy is a fact. Also about acceptance?
That was the general idea to keep the loop constant and allow them to avert any and all disasters.
The Moon rewound Earth, which then later rewound the Moon when the need arose. That's why there was no communication between the two and other limitations like that in the journals, they were both sent back in different ways.
The reason the Moon base has gone to such disarray is because the Earth is no longer capable of rewinding the Moon, so the only thing that happens is that the Earth is constantly rewound over and over. Eventually, as you stated, the base will become inoperable and the entire operation will stop. This was inevitable the second they hit an event that rewinding couldn't solve.
That's why I kind of wish the ending was more that Aria decided to finally give up and stop. She's the only one left on the base because everyone else gave up and took a ship back to Earth to die with everyone else. Aria refused to accept the end, and went back to the base to attempt to solve the problem. The worst part is that she doesn't even know what she's preventing anymore. All she knows is she wakes up and sees the Earth get destroyed, and figures out how to rewind it. She's in a Hell of her own making. At what point during the game did we spend any time whatsoever actually figuring out what can be done about Earth's demise? We never do. Aria spends all of her time rewinding Earth and none of it saving Earth.
If I recall, they didn't even make it off the moon.
It's a bit odd that the devs did decide to make the ending so open. If there was some definite theme or message of the game like "We should have never reset in the first place," it would make sense for her to quit. But most of the messages surrounding the actual process of resetting seemed to be, in my opinion, neutral at worst, or that there was no point. A big assumption a lot of us (including myself) have had is that, somehow, the Entropy Centre itself has caused the cataclysm, but this has never been confirmed - it's only been assumed from a trendline. And, heck, Aria does still make the decision to reset in the end, and she doesn't seem disappointed about it.
A lot of the things in the game seemed sort of weird, abstract, and almost absurdist. For instance, the staff seemed extremely surprised that the final cataclysm wasn't averted the first time they tried. I think they even went so far to imply that the Entropy Centre had never failed before, which seems surprising given the thousands and thousands of times they had apparently reset the Earth. They also oddly avoid discussing the exact nature of the final cataclysm. I mean, the Earth literally bursts apart in a fiery ball, but none of the notes hypothesized as to why that might be the case, or even made it seem like they were trying to figure it out. If I recall, even Aria's research focused more on the mystery of the loop and didn't include any specific details about the cataclysm. It was as though the devs were telling us that the nature of it was utterly unimportant and wanted us to focus entirely on the time loop itself. So little detail was given about anything outside of the Entropy Centre that the Earth itself was almost a MacGuffin in the story.
My fan theory, which I think I mentioned somewhere earlier in this discussion, is that the explosion of Earth is caused by the rewinding of Earth itself, since Aria literally rewinds Earth with the massive Entropy Canon while it is being rewound by her Entropy Device. My silly idea is that the double-rewind (which Astra previously states could cause black holes) might cause a cataclysmic event that goes backwards in time. Thus, the very act of rewinding the Earth causes the destruction one is trying to undo with that rewind, so the only way to save the Earth would be to never rewind it no matter what.
Overall, it was a really good but strange game. It would have been nice to have a more consistent theme, or at least to have a choice at the end. As it is, the lack of a definite stance on the rewinding or the time loop make the entire thing seem... inconclusive. Maybe that was the intention, but given the feeling is that the time loop itself won't last forever, it really feels like we're only getting a part of the story.
I hoped she'd see the pattern by the end, and did something to break the loop, like staying with Astra would've done it since they keep saying "Find Astra". But that didn't seem to change anything.
1) The discussion started almost 6 months ago, which means that if ending changed at all it would be discovered already
2) Although I agree that it would be nice to have a confirmation from someone who actually tried to beat the game second time. I don't know how to ping someone on steam, but at the bottom of the second page Dos-stlk said: "...I will go through the game 2 more times to figure out the strangeness about “3 whole planets earth” from the end of the game, and find all the hidden computers..."
IMPORTANT QUESTION:
"Did someone ask developers if there are any changes (at least minor) after beating the game first time?"
Reasoning why there might be any (other than lore):
- After beating the game save slot is still there. Loading it seems to just start the game over, but isn't that strange? Think about it: "Why would you leave it there?". From a gamedev perspective (although I'm not familiar with UnrealEngine) it would be much easier to just delete an old save file to make a new empty save slot
- There are 2 files (1 general and 1-3 for save slots apparently) related to save system that game syncs using Steam: "Project_Kilo_Saved_SaveGames_Game0.sav" (first save slot?) and "Project_Kilo_Saved_SaveGames_Profile.sav" (general). I can't find a way to send an image, but on the line 28 there is:
- Further research is required to prove this one, but something tells me that [new empty save slot] is not the same as [save slot after beating the game first time].
- Looking on the ".sav" file in the HxD, it's obvious that there is data for saving player transform, checked emails, achivements and [something else]. By [something else] I mean something specific to the game data or the way save system works or anything else really (I haven't done enough research + I don't have enough knowledge to make assumtions and guesses about [something else])
What is "ACH_ACT17"?!?!?!?!?!?!?!?!?!?! There is no act 17 in the game + no such achivement. Is this name used for a different achivement? Why?
I'm niether qualified enough for a deep research (like decompiling the game and doing other tricks) nor have enough time to continue this + I don't want to beat the game again because I'm sure someone already did it.
I assume that there might be more info on the Discord server (I'll probably check it when I finish writing this).
Anyway, thanks for reading this, can't wait for other people thoughts
ACH_ACT6
ACH_BESTFRIEND
ACH_ARCHIVIST
ACH_CHAINREACTION
ACH_FASHION
ACH_HANDYMAN
are listed in a row, in that order. And that makes sense. A player playing through the game would reasonably get those 6 achievements in a row, and in that order because after Act 6 is the beach with your first opportunity to pet 'E', the museum, your first combat area, the giftshop, and finally leaving the museum with all the walls intact.
Conspicuously missing though is the achievement for relaxing on the beach, which would happen right after Act6. Well, that just happens to be the one achievement I missed on my first play through the area. Reading further through the list, you get all the way to the end, and that's where you'll find ACH_SUMMERLOVE as well as ACH_TERMINATED since those were the last two achievements I got on that specific file.
So what does all this have to do with ACH_ACT17? Well, at least in my file it sits nestled between ACH_ACT16 and ACH_LOOPER. Which... Well there's nothing there. Not really. You finish chapter 16, and then just walk through the endgame until you get Looper. So somewhere between finishing chapter 16 and before officially beating the game is an old outdated script trigger that attempts to unlock an achievement that no longer exists.
"it sits nestled between ACH_ACT16 and ACH_LOOPER". Yeap, same thing for me.
Now it all makes sense (thanks). Also according to Discord community moders didn't find tracks of anything suspicious (like secret ending, DLC, act 17 and etc.), which means we can safely confirm that mystery is now solved [ imagine Astra's clap-clap sounds and icon :) ]
I have 2 small theories why this achievement was left in the save file, but it doesn't seem to be important anyway...
The centre itself is not rewound (that explains the abandoned-for-years look), on the moon only Aria and Astra are rewound, but the centre keeps decaying, so in a couple of loops it would either become impossible to comlete, which is most likely, or there is a slight chance that we do not end up being rewound.
Also I have a question: on some computers i found messages that personnel is evacuating. Where to? The Earth is about to die
Of course, I think it's implied that the shuttle exploded before making it to Earth, so it may be moot...
The game heavily hints that reversing time on an object damages it slightly, like a copy of a copy. Every time the Entropy Center "saved" Earth, they made it more unstable. Aria fails to realize this and gets off on the high of being Earth's savior; even though she is its downfall.
Aria should have stopped, like every other sane person who abandoned the Entropy Center. You can't save everyone.
As for what makes the cataclysm so unstoppable, I had a theory going during the entire game that never really got contradicted, so here it is (and it'll make more sense if you've read Homestuck): the universe is sentient to some extent, enough to take notice when a certain species is refusing to accept its fated end, and keep trying more and more ridiculous things to wipe it out. Eventually, it just decides "boop this" and sends a meteor that would need divine intervention to stop, and not even moving the planet would be enough (not that the Center is capable of that, or at least it's not said that it is).
It could also, as several mentioned, be a side effect of the Entropy Device itself. Rather than the universe being intrisically sentient and wanting to smite one specific species in particular, it's a bit more like hume energy and magical backlash in the SCP universe. The more you alter reality in one location, the weaker reality gets in that area, leading to Anomalies (you could also think of S.T.A.L.K.E.R. but long-term build-up rather than a single fracturing event). Meteors that weren't supposed to exist, suddenly do and their orbits are aimed right at the Earth. A supervirus spontaniously evolves and can't be stopped without foreknowledge from a previous loop. And so on.
On a side note, that ending gave me Scanner Sombre vibes, and if you've played that one, you'll know why. Especially since both Aria and the Spelunker 1) have no memory of previous loops, 2) are wandering the path as if it's their first time, 3) start to regain their memories toward the end of the path, 4) may or may not be responsible for the endless looping heck they're stuck in, and 5) at the very end they get a rewinding recap of their journey shortly before appearing back at the start, memories wiped clean to begin again.