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When someone is about to die from either hunger or thirst, change their respective status to 'Starvation' and 'Dehydrated' perhaps?
Edit: I also get plenty of 'tired' events or debuffs, however even feeding them repeatedly with food, water and having plenty to do (radio, cards, checkers, book) they do not seem to recover after gaining it other than RNG?
I suggest that there is another item you can find or take with you to the shelter called 'sleeping bags' =3
Well there is an event in which you explore your house to be frank.
I meant in the style of exploring your house at the start.
Also more artwork would be great -- have artwork to reflect that a fire happened after the corresponding event, or the one about the pipe being exposed, etc... especially the events that lead to death after being unattended to for many days
Perhaps the chair corresponding to the family member could be removed once the log declares that they are likely dead and not coming back.
It would be nice if it was conceivable but rare to find a seemingly lost forever family member -- for example a family member who leaves for a cure or water actually gets what they needed and comes back, or your hostage taken wife gets rescued or escapes somehow.
Perhaps a person on an expedition encounters a family member who had seemed to be lost or finds evidence of their death
Also the "radio static" sound is being misinterpreted by many people as a geiger counter/radiation sound according to several video playthroughs I've seen. The play at the beginning of a day often doesn't seem to correspond to any event that has taken place
I'd like to see alternate "good" endings for those who survive long after having missed the army visit.
When you have a decision for each family member, for example when deciding rations or who to send outside, the selection menu currently displays how each person looks at their best on day 1.
Instead perhaps it could show their faces in their current state -- the artwork is already completed for it. This would be helpful in choosing which person to send on an expedition, for example. By the way it only tells you their suitability when you prepare for the expedition the previous day, not when you actually send someone -- that seems wrong
If a person gets rations more than when they complain for it, does it help with sickness, wounds, or tiredness? If so it would be nice if the text feedback gave some clue
i mean, this game takes place when the 'reds' were still considered an enemy to the united states and whatnot, so i get where the whole idea that 'if the man of the house dies, the rest have NO chance of living' kind of f#cked up stereotype comes into play,
but I literally pulled my hair out when i managed to finally get the perfect amount of supplies (5 soup, 5 water, shotgun, ammo, checkers, cards, radio, map, gas mask, and even bug spray), and even throw all the family members in , but then have ted die at the last second due to not getting to the shelter in time, then getting an immediate game over. tears were had that day
Not to be rude, but this is FAR from the first indie title I got on Steam or elsewhere where the only keyboard movement scheme ONLY catered to 'murrican keyboards like the rest of the world didn't exist or didn't matter. Developers need to consider *from the start* to either add support for foreign keyboard layouts (simple AZERTY/QWERTY toggle would be immensely useful), or allow keybindings to be customized.
I have to play the scavenging section with a gamepad, but it doesn't feel as responsive and I start most of my runs WAY handicaped as a result.