Eternal Starlight VR

Eternal Starlight VR

permadeath / save system
Ok, I've seen gameplays and reviews, and even complaints saying the game is not "roguelike enough" because the missions are not randomized enough, which to me is a positive point.

So, I would like to sincerely ask the developer, would you be willing to add a toggle for the permadeath feature? I am one of these people that do not like roguelikes. I prefer handcrafted experiences. Randomized levels are tolerable, but not permadeath. I want to save, experiment, fail, load the last game, experiment again, fail, reload the last game and so on.

I guess I could work around that by storing the save-state elsewhere every time I launch the game via scripting and get it back if I die unfavorably. I do that for other games I have. But I would prefer it the game had that feature baked-in.

To people who prefer roguelikes / permadeath: everybody has their own taste in games, I do not want to make the developer change the way you have your fun, just expand the way I could have mine. This game scratches all the right itches for me, except for permadeath.
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Showing 1-9 of 9 comments
Maroko Aug 8, 2021 @ 1:27am 
I'm on the fence with buying this one. It looks totally awesome but I'm hesitating because of the permadeath. Not sure if it won't be too difficult for my taste.
Update:
According to Discord the developer is preparing some changes regarding the permadeath. That is really nice. I just bought the game now since it looks like amazing game and these devs deserve our support.
Last edited by Maroko; Aug 8, 2021 @ 5:33am
WhiteNoise  [developer] Aug 8, 2021 @ 6:05am 
Hi Patola, I posted a longer reply here (and yes, save scumming is definitely possible).
Patola [Linux] Aug 8, 2021 @ 6:23am 
Thank you for your response, @WhiteNoise. Appreciated. I, for one, do not mind if the game is shorter without permadeath. And I already bought the game...

...which, having a Valve Index, I'm having some difficulty with, in the tutorial. When I click on the ship to make it move, most often than not, the click does not seem to register. When it does and I'm able to drag is to the target point, it seems to never 'register', if I press the triggers nothing happens and if I press the grip it seemingly undoes the operation. What should I press when my hand is in the target area?
WhiteNoise  [developer] Aug 8, 2021 @ 10:51am 
So, to move a ship you want to do sort of a drag and drop gesture.

1. Hover your hand over the ship - it should turn yellow and you'll feel the haptics buzz when you have hovered it successfully.
2. Click the trigger and hold it down - you should now be holding the wireframe version of the ship
3. Move your hand to where you want the ship to go. It will draw a line for the ship path.
4. Let go of the trigger.
5. If the game is still paused, unpause the game with the A button or pad. You do not need to have the game paused to move a ship, but it can help to keep things from moving around.

Does that answer your question? It sounds like maybe you are expecting to be able to assign the destination.

Patola [Linux] Aug 8, 2021 @ 11:55am 
Thanks. The tip about becoming yellow and giving haptics feedback helped me realize some things. It seems that for the menus before starting the tutorial, the sweet spot to select the options is way back from the letters. And it seems it is detecting wrong controls; when I just slightly touch (without pressing) the trigger, the index finger of the VR hand gets curled up; and when I press the trigger, the whole hand closes. When I click on the ship, it doesn't make a difference if I release the trigger or not: the index finger keeps curled up, meaning it is registering the trigger as pressed (even when I am not even touching the trigger). I was able to make the ship move somehow once, when I dragged the ship to the target then rapidly tapped the trigger and grip. Sometimes I drag the ship but a pink explosion happens randomly, which seems to mean cancelling the movement.

I use my valve knuckles on hundreds of other games which register the inputs correctly. It seems that there is some difference between what is expected and what is interpreted. No one with Valve Knuckles reported this yet? Am I the first one? If I am the oddball I don't expect you to take any action on this. I just want the game working for others too.

I could record a video if that would help. Or do any other action you require.
WhiteNoise  [developer] Aug 8, 2021 @ 1:50pm 
I used the Index and knuckles as my main development headset and haven't seen this personally, but I would love to figure this out. It might be easier to chat about this directly - you can join our Discord (https://discord.gg/NbZgQeuwc8) or maybe send me a message on steam so we can chat? A video would definitely be helpful in diagnosing it.

Squeezing grip will cancel any action. The pink explosion could be from grip being triggered or it could also happen if you shake the controller while dragging something (this is another way to cancel what you are doing). It sounds like maybe it could be an issue with the bindings or grip sensitivity or something like that.
WhiteNoise  [developer] Aug 12, 2021 @ 6:29am 
@Patola just wanted to let you know that I set up a development branch so that we can debug the issue - feel free to email me at contact@starlight-vr.com and I'll send you the password so we can see what's going on.
Patola [Linux] Aug 12, 2021 @ 6:43am 
Originally posted by WhiteNoise:
@Patola just wanted to let you know that I set up a development branch so that we can debug the issue - feel free to email me at contact@starlight-vr.com and I'll send you the password so we can see what's going on.
Thanks! Will do.
WhiteNoise  [developer] Aug 13, 2021 @ 6:50am 
Just noting for anyone reading this that I pushed an update to the main branch that should fix this. Rebuilding the app as 64bit seems to have fixed this issue on Linux, and resolved an issue another user reported on windows.
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