Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But to answer: there are no other abilities that can be unlocked
Quicksave/retry features basically aren't compatible with the physics, the whole thing is a fire and forget simulation of the entire solar system
It would be a shame to give up so close to the end, I'll try my best to help without any spoilers!
Not entirely true. You do unlock the ability to take a nap at a campfire after 2 loops, which helps with the 2 or 3 puzzles that require exact timing and don't have a workaround.
That's about as close as it gets though.
The puzzles are fine, it's not like they require super elite skills, but I'm getting older and I don't have my youthful reflexes and it's just ugh when messing up means anywhere from 5-15 minutes getting set up to try again.
I really enjoyed puzzles more like the quantum moon which are just about learning and thinking your way through it rather than jumping or getting somewhere really fast or trying to figure out how to efficiently wait for the right time in the loop and then get one shot at doing it.
Please don't reply with "try harder" or "you're just doing it wrong." It really doesn't help this game find a wider audience.
Just to be complete: There is also the "Meditate until end of loop" ability you can learn. It's an ability for convenience so you don't have to try all sorts of things just to kill yourself to end a loop.
I also wouldn't call it a story-based game. Yes, the story is important but this is no "walking simulator" like Firewatch, this is very much a gameplay driven game. I feel that many people come in expecting something like Firewatch and then burn themselves (no pun intended :) ).
So basically what I (and I think the other person) are saying is that we don't mind the parts being difficult, we mind having to redo boring easy parts to get back to the difficult part. If we could just try the difficult part repeatedly we would solve it and get that satisfaction because we're always working on the thing we need to master. When forced to experience significant downtime or filler easier bits in front of it the frustration and tedium overwhelms the sense of achievement, I just think 'I'm glad that's finally over'.
Edit: Think of it like an unskippable cutscene you have to interact with every time. Most people really really hate unskippable cutscenes before a boss fight.
So I get that, but again as I get older I find shorter games are better.
Like if you told me the game was only 3 hours long but it's a tight 3 hours over a padded 6 or 10 (arbitrary numbers here), I'd still pay for that. I realize I may not be a majority enough opinion for it to be profitable, though!
I'm still going to try to finish this one up, so here's hoping I make it through!
I'd be slightly less cynical there, this is extremely tightly packed and having watched a lot of playthroughs, ones without taking the convenience options are far, far better experiences - for both player and audience. In a purely physics based simulated solar system so much is going on that you're going to miss without spending time in it. Plus the option to quit and reload is always there
When people get spoiled about Meditation early they tend to start resetting at the slightest inconvenience and they turn the game into an information collectathon without paying any attention to what they're learning, get to the end and have no idea what's going on. It especially makes all the time puzzles difficult since they don't spend any time actually looking around
It's clearly there to be difficult to find by chance but something you can let on exists if the player is stranding themselves frequently and are getting frustrated