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6804😀GeneralRun starting version 1.0.17546 (Apologies if some of the issues have already been resolved)
Bugs
Unlocked behaviours can spam construction locations in an area from a point and place under existing buildings
Behaviours can construct in blight before the needed techs.
Clicking behaviour exceeded loop recursion limit notification causes clicking a subsequent unit destroyed notification to be ignored and closed instead of zooming on the unit location.
Human explorables give the repair item signal before completing the puzzle unlike other explorables.
Cancelling a relocation of a 2x31L3M then manually trying to place allows overlap with other buildings on the location tile.
On researching satellites it still says to build a satellite package even though those have been removed.
On killing bug hives, there can be an extra wave of units spawning even after it is dead and occasionally they will rebuild the hive even while being actively fired on.
The human Recoilless Rifles, Tank Turrets and Heavy Missile Launchers are not registering with the loop producers behaviour function.
Human Small Satellites that are selected to be built by a launcher do not have a model appearing in blueprints.
Satellite launches of reused satellites still do not count to the launch total.
Higgs ending mission chain lacks steps in the upper left UI.

Feedback
Blight damage should come up as a different warning from regular combat.
(Potentially resolved with latest versions) At 100% difficulty enemies scale too quickly with ravagers appearing before the wolf frame is unlocked and viper worms and mortakos spawning before super computing or the human tech tree is researched (<25 techs researched). This makes effective counterattacks nearly impossible due to unsustainable losses.
Given viper worms have 15k life when the player will only have access to 60dps weapons, consider splitting them into two forms like the scale and shield worms.
Abandoned mining outpost will supply delivered repair materials before using them. Maybe make the quest component reserve the materials? Same for the broken explorer.
Given how late plasma cannons are under advanced hybridization, their stats are pretty underwhelming.
Possessed units should have some sort of timer or count down as to how much longer remains on the effect.
The solve explorable behaviour function needs a path blocked node.
The HIGGS cores no longer count as having been unlocked on obtaining from the elevator/putting into the resimulator. This makes it more of a challenge to identify mission progression.
The Sensor Spike Component Feels rather underpowered given it is a late tech tree large component that chews 500 power yet has only 66% of the range of a scout radar.
It was recently changed that behaviours can no longer place construction sites out of line of site. This presents a problem for large power poles which can extend the logistics network even further than the average structure has vision for. Maybe make an exemption for tiles in the logistics network?
Reformation Synthesizer needs a recipe pulldown similar to the resource converter.
The new feature unlocked text on the main screen should not time out and require specific player interaction to dismiss.
The Has Like Component behaviour function should be renamed for clarity
When extracting the cores with the simulator there should be a notification of what gets unlocked with each.
There feels there should be some reward for hacking bug holes and smaller hives. Even if it is just a nominal timed trilobite spawner as a defence on proximity.

2026-04-22 08:04:02

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