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| ID | Rating | Category | Description | Screenshot | Date |
|---|---|---|---|---|---|
| 5126 | 😠 | Bug | I have no build menu so game is unplayable | 2025-03-08 14:37:56 | |
| 5125 | 😟 | Bug | 「東へ移動」は指定した距離の移動が完了しないのに次の処理を実行してしまう。 西、北、南も同様。 | 2025-03-05 12:53:05 | |
| 5124 | 😟 | Bug | 「ユニットの移動」の「同期」は移動が完了しないのに次の処理を実行してしまう。 | 2025-03-05 12:51:38 | |
| 5123 | 🙂 | General | ive been on the game for 5 seconds | 2025-03-04 20:56:18 | |
| 5122 | 😟 | Bug | In "My Blueprints", setting a building to "Store" in another building in a multi building blueprint doesn't work. The setting disappears when clicking off of the building. In "Faction Blueprints", this bug does not exist. This bug also affects the "Signal Reader" target. | 2025-03-04 20:06:11 | |
| 5121 | 😟 | Bug | When a multi building blueprint is created by selecting multiple buildings, some of the icons show a "0". When setting an icon within the blueprint editor, the "0" does not appear and is removed if it was already present. | 2025-03-04 19:45:28 | |
| 5120 | 🙂 | Suggestion | Add a behaviour option to set unit's name to the value of a variable, (i.e. recipe or item name). Very useful for dynamic production blueprints that produce whichever item according to an input signal. | 2025-03-04 19:31:54 | |
| 5119 | 🙂 | General | Ich liebe dieses Spiel aber ich finde die erklärungen für die erstellung einer verhaltensweise zu schwer. Mir ist schon klar, dass es andere auch hinbekommen und diese Ihre Videos für Leute wie mich auf Youtube teilen. Ständig auf Youtube schauen zu müssen, dass ich zumindest einen Scout selbständig machen kann, ist mir zu wieder. Könntet Ihr vl. ein ausführlicheres Tutorial erstellen wie man mit der Verhaltenssteuerung umgeht und erstellt ? | 2025-03-04 09:51:38 | |
| 5118 | 🙂 | Bug | Shield is not being rendered after passing through a teleporter | 2025-03-04 07:51:23 | |
| 5117 | 🙂 | Suggestion | with dual (collateral) production items in games, generally one of the items will build up as waste. In the case of blight crystal and anom particals, you dont have to collect the particals, but when particals is the goal you're stuck with mountians of BC. In my last run I had to build storage for over 3000 BC that i will never use. I would suggest not linking particals to the BC but simply to mining in the blight, that still limits when it becomes available but makes it more accessable late game when you have terraformers and amplifiers and could gather particals from any blight mining activity | 2025-03-04 06:38:31 | |
| 5116 | 🙂 | Bug | Goal: Ship repair is not completing when mothership is finished | 2025-03-04 06:25:19 | |
| 5115 | 😠 | Suggestion | (Playing the demo) In the Behavoir Controller, the "function blocks" (I don't know what else to call them) currently can't send a specific output to more than one logic block, nor can they receive more than one input. This completely prevents many important math functions from being flexible, being able to reuse input data already given for a different function within the Behavoir Controller, or have multiple requirements for a condition. For example, you can't split the output from the "Get Inventory Item" to both the "Get Max Stack" and the "Count Items" functions, nor is it possible to feed an output to the comparison number used for the Compare Input function, so the comparison number changes as desired based on a value being different. Without ether of those, it's impossible to change the limiting threshold on how much of an item should be stored based on high it can stack. The inablility to create a intelligent set of conditions is absolutely aggrevating for a game that has the ability for players to create their own programing/logic for units/structures/etc. I would greatly apprecate the ability to create much more complex behavoirs by having the mentioned lack of features being added. | 2025-03-02 07:21:13 | |
| 5114 | 😟 | Bug | Had a bot searching for "solved" and deconstructing what it found. It happened to deconstruct the elevator before I could insert the core. Why can it even be deconstructed in the first place if it's necessary for the story? Save files are all after the fact unfortunately | 2025-03-02 05:01:06 | |
| 5113 | 😟 | Suggestion | Please consider a more mellow sound for the mining lasers; it's a bit aggressive and a busy mining area sounds too much like a battle. | 2025-03-02 00:58:51 | |
| 5112 | 😠 | Bug | Behaviors are so annoying to setup, and debug. Taking a break from this game, and maybe will play again, but really ruins the experience with magnifier's and behaviors costing several hours of effort to still not work right. Cant read what I'm currently mining, so they just keep mining, but they think they mine something else (so it says 200, but resource disappears) Then it selects nearest node and starts mining anyways, probably related to above Behaviors randomly just shut off Cant tell what its mining, cant tell when its storing, cant tell when its going to completed quit the behavior, makes it just a babysitting experience | 2025-03-01 22:31:12 | |
| 5111 | 😟 | Bug | The ground texture shifts, relative to the ore nodes (or a nearby rusty drop pod explorable) when I move the camera up to near vertical and back, while zoomed in. Shader bug? | 2025-03-01 17:55:31 | |
| 5110 | 🙂 | Suggestion | Multiple behaviour blueprints. To be able to paste a behaviour into a behaviour. For example, a behaviour blueprint to check the battery and move towards the base, in order to recharge it. Insert it into an existing behaviour, either as the full series of steps or as a single step that contains those steps. This is similar to multiple building blueprints and would be extemely useful for common unit behaviours. | 2025-03-01 11:59:31 | |
| 5109 | 😟 | Suggestion | Destroyed bots and buildings should leave removable/deconstructable wreckage specially when killed by bugs as they are nae being atomized they are being torn apart. | 2025-02-28 22:00:21 | |
| 5108 | 😀 | Suggestion | Dismantling of fully solved ruins should yield variable materials based on the kind iof ruin. Like pile of metal would give bars and plates. A facotry might gives some wires and cables and reifnorced plates. A downed drone or sattlite might give circuits and energized plate. Just as some ideas. Sure deconstructing them clears space but as a race of AI and robots efficiency means to nae waste finite resources essential to robotic growth. Much like how deconstructing our own buildings returns materials. But since it is ruins and damaged units etc it would yield variable things based on what it is and maybe with some randomization from a "loot table" of what that kind of ruin is made up of. | 2025-02-28 21:58:38 | |
| 5107 | 🙂 | Suggestion | Allow setting warehouses to store a specific item type and allow it to pull from any constructors or miners set to send to any storage rather than a specific storage. | 2025-02-28 21:22:12 | |
| 5106 | 😟 | Suggestion | a replace destroyed building button/command for bug attacks. reconfiguring every storage and such after an attack is very tedious. Can even maybe make a menu for replacing runners and miners etc that will take from newly made runners or a reserve stockpile and autoconfigure em to replace a lost unit that was on task such as making a new worker, setting it to seek out a miner when one is available and then resuming the task of a lost miner.... Make settings that let players disable this replacement list or clear things from the list they do nae want to replace. | 2025-02-28 21:21:12 | |
| 5105 | 😟 | Suggestion | With aggressive bugs on the "attack immenent" alert should remain present until manually cleared or until the attack is over. It disappears very quickly and is very easy to miss. Likewise there should be some tech or setting that allows for predicting possible directions. | 2025-02-28 20:20:52 | |
| 5104 | 🙂 | Bug | walls tend to slide into the terrain/cliff | 2025-02-27 22:26:57 | |
| 5103 | 🙂 | Bug | some teleporters don't show the trace to the linked unit | 2025-02-27 22:13:04 | |
| 5102 | 😟 | Bug | Прогресс квеста остановился. Перелетный Модуль починил а по квесту нужны еще ресурсы. | 2025-02-27 18:17:51 | |
| 5101 | 😟 | Bug | 在1X1M槽中有上行链路, 所有材料都的情况下,通路技术无法研究 | 2025-02-27 16:08:16 | |
| 5100 | 🙂 | Suggestion | Hi, I'd like to say first that games looking pretty good and I'm happy that you expanding it with space, enemies and other interesting items. But... :D For now during playing of the Demo version, it was realy hard to undertand and..hmm..determine where is "Build" button, "Research" button and so on, all colors are seems kinda same "sky blue" color with slight difference. In general it would be good improvement to highlight buttons a little bit, and make them more intuitivly understandble for the user. If I skipped tutorial, it can be so confusing to understand where and what those buttons do :) | 2025-02-27 14:51:09 | |
| 5099 | 😟 | Bug | hey, it's me, the "controller bindings not working on steam deck" guy. they work, there's just no bindings for menu navigation as far as i have found out. but if i use the touch screen to start a game controller bindings work in game. also cursor often invisible in main menu for me | 2025-02-27 07:09:45 | |
| 5098 | 😟 | Bug | ui elements prioritize not overlapping more than staying on screen | 2025-02-27 07:03:53 | |
| 5097 | 😟 | General | controller not working on first launch on steam deck (will be checking subsequent launches in a sec. bug report submit keybind (f8) not on steam deck on screen keyboard, had to rebind | 2025-02-27 07:02:53 | |
| 5096 | 😟 | General | manchmal kann ich gegenstände nicht looten obwohl noch genug platz verhanden ist. | 2025-02-27 06:03:37 | |
| 5095 | 😟 | Bug | The Subtract Math node seems to have an error 157 - 120 != 17 Whereas It should be 157 - 120 == 37 | 2025-02-26 23:50:53 | |
| 5094 | 😠 | General | Fabricator refuses to build citing no space, but as can be seen the inventory is empty. | 2025-02-26 19:23:18 | |
| 5093 | 😠 | General | When the UI is hidden, pressing escape should still reveal the main menu. Had to lose progress because I randomly hide the UI and didn't realize it was a feature. | 2025-02-26 11:18:25 | |
| 5092 | 😟 | Bug | DEMO: "Fix slot to an item" does nothing. Dialog pops up but clicking any item template is not possible. | 2025-02-25 18:53:24 | |
| 5091 | 😟 | Bug | DEMO: "Send to shared storage" withrout effect. I do have storage with shared storage module and free space, but nothing happens when clicking it. | 2025-02-25 18:52:13 | |
| 5090 | 😀 | Performance | Have fun with running behaviors for purposes of optimizations. | 2025-02-25 17:17:44 | |
| 5089 | 🙂 | General | hi, hatte die produktion beim drohnenhafen abgebrochen. aber die benötigten rohstoffe stehen da noch drin und ich kann das modul nicht austauschen. | 2025-02-25 07:46:18 | |
| 5087 | 🙂 | Suggestion | You cant skip forward through the tutorial. This is very irritating when I already know how to change the camera, zoom and use basic commands. | 2025-02-23 20:36:39 | |
| 5086 | 🙂 | Suggestion | Blueprints/scripts are great. However, there needs to be a central location to find them. Unlocking magnifier + drones I know I could learn to use the scripting system, but I don't want to spend several hours learning something just to play the game. Part of what I loved about the game has been that its not like Factorio/Satisfactory/DSP, where horizontally scaling was the only way to expand any base. Eventually factorio/DSP hit a problem where you feel a need to download blueprints, and that becomes a problem itself. | 2025-02-23 16:16:49 | |
| 5085 | 😟 | General | oyun biraz daha gelişe bilir depodan üretime atılan ürünler bölüm bölüm seçilse ve depodan otomatik atılsa bütün boş yerleri doldurmasa yani 8 boş yer den 2 tanesi 1 öğe 2 tanesi 1 öğe kalan 4 ü ise üretilen olsa mükelmel olur depodan bir atıyoron full onu dolduruyor anlaşılır bir şekilde ayarlansa güzel olur | 2025-02-23 15:15:30 | |
| 5084 | 😟 | Bug | Renaming a blueprint folder by chaning its name in the title box creates a new folder with the desired name instead, while leaving the old folder in place. All blueprints stay in the original folder. The second folder with the new name is empty. The expected behavior would be that the original folder changes its name (as suggested by the tooltipp "Rename") and all contained blueprints stay in place. | 2025-02-23 11:27:19 | |
| 5083 | 😟 | Suggestion | Getting Attack notifications from blight damaged units equipped with repair kit in is getting annoying. I would need a filter or something | 2025-02-23 10:46:50 | |
| 5082 | 😟 | Bug | Upload/download a blueprint folder when all of the blueprints within it exist anywhere in the target, the game will report that the folder already exists, even if it doesn't and no blueprints will be copied. Example blueprint arrangement to reproduce the bug: Source folder 1 -> Blueprint 1, 2. Target folder 1 doesn't exist yet. Target folder 2 -> Blueprint 1 Target folder 3 -> Blueprint 2. | 2025-02-23 10:20:30 | |
| 5081 | 😀 | General | ヒト、人類、人間等の用語がわかりにくいが、シナリオが良くできていてわくわくして楽しい(^^) | 2025-02-22 16:54:47 | |
| 5080 | 🙂 | Suggestion | Its been a while since a game has grabbed me quite like Desynced so keep up the good work. I like how you can choose to use bot programming or not and it doesn't stop you playing the game. Great way to be inclusive to different types of players. Here is my feedback. Mini Games I like the idea of the mini games to unlock a loot cache, the mini games are fun and I'd like to see some more variety. The current few get repetative after a while. Maybe solving each mini game a certain number of times then unlocks a bypass that means you don't have to do them from that point on, or if you want to make it player choice a side reasearch for each puzzle type so they can leave their favorite puzzles ;) Resources The resouce count on normal feels too low, and the metal ore seems imbalanced compared to crystal. To encourange exploration I'd like to see some kind of infinite resource node with a different mining mechanic, like having to deploy a mining building to expose the resource so it can be mined indefinitly. Exploration I like exploring the map, but I need more of a reason other than resources and explorable caches to go looking. Lore I like the narrative so far. More voice acted parts to complete the immersion rather than just text. Expanded Game Play Will we get to see the Mothership. Will it become part of the game play in some way. Could we land the ship to effect repairs, but have to terraform a large area to give it space to do so. I'm looing forward to seeing where you take the game next. Regards Simon | 2025-02-22 09:12:00 | |
| 5079 | 😟 | Bug | after typing screen continously scrolling to left | 2025-02-21 19:58:51 | |
| 5078 | 😟 | Bug | 「ストレージを増やす」クエストについて。 英語では「the planet」だが、日本語だと「地球」になっているのはおかしいように思う。 | 2025-02-21 18:34:21 | |
| 5077 | 😀 | General | Minor incorrect text on a behavior. | 2025-02-20 20:08:08 | |
| 5076 | 😠 | Bug | I found that the 3*3 teleporter and the 1*1 teleporter sometimes don't work Especially when transferring from warehouse to handling machine There is a problem with AI's automatic judgment | 2025-02-20 09:18:21 |