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IDRatingCategoryDescriptionScreenshotDate
5890🙂GeneralThere is a little bit of a learning curve but i'm getting it. 2025-12-31 21:55:31
5889🙂GeneralThe 2x1 (1M) building provided at the beginning of the game without research is too expensive at 3 circuits when compared to the 2x1 (1M1S) unlocked after the first tier of Building Research at 2 circuits. The 12 metal plats to make the building itself plus the 3 circuits - being 3 metal plates each - comes out to 12 + 9 = 21 metal plates to make 1 of those buildings. Also given that it takes 12 seconds to craft 1 circuit, it takes 36 seconds just to craft those 3 circuits.

Or, having a Fabricator on the medium slot of the Command Center can just craft metal plates at 4 seconds each. 9 metal plates are crafted in the time it takes to craft the 3 circuits, that being the "9" in the 12 + 9 = 21 above. So in the moment when the player could begin crafting the circuits for the first 2x1 (1M) building, if they instead just crafted 9 more metal plates in that same time, they will have 21 + 9 = 30 metal plates to just research the 1st building teir and gain access to the cheaper upgraded 2x1 (1M1S) building. The research itself taking entirely 30 seconds to complete with just 1 Uplink - 6 seconds shorter than waiting on another 3 circuits to craft.

The 2x1 (1M1S) takes only 8 more metal bars (4 seconds each Small slot = 32 seconds), and 8 more metal plates (4 seconds each Medium slot = 32 seconds, or 6 seconds each Small slot = 48 seconds), however, crucially, 1 LESS circuit (-12 seconds) which is 3 LESS metal plates (Med.= -12s OR Sm.= -18s).

At the beginning of the game with access to exactly and only 2 medium slots and potentially dozens of small slots, the metal bar and metal plate requirement are highly likely to have their work loads spread out while the circuits will likely be confined to 1 Med. slot. While the net resources between the 2x1 (1M) and (1M1S) buildings is only 2 bars more than a 1x1 (1S) building, the issue is less about the raw resources than it is about the sheer amount of time it takes to craft circuits. There's also an increased overall utility about the 2x1 (1M1S) building when compared to the 2x1 (1M) building.

In conclusion, at the current resource costs of the buildings, tech research, crafting time, and resonable slot access at the beginning of the game, the 2x1 (1M) building is just not worth building at all.

My solution would be to reduce the crafting cost of the 2x1 (1M) building from 3 circuits to 1 circuit, and reduce the inventory from 4 slots to 3 slots so that it remails limited to only early game item crafting that require only 2 ingredients and reduces its utility as a cheap 2x1 building in later game stages. Similar in utility as is between the 1x1 (1S) and 1x1 (2S) buildings, but for medium slot crafting purposes, and without replacing the utility of the 1x1 (2S) due to native overclocking.
 2025-12-31 20:30:53
5888😀SuggestionPlease give us a way to spend silica sand2025-12-29 09:30:03
5887😟Performance
I just did the count, I have over 2000 producers in my colony. all of them setup individially.

there is no group: configure productiom, upgrade buildings, requesting to building don´t work in groups of multi slot buildings, relocating building can´t be done in groups.

why do you want the game to feel like getting puches in the dick ??????
 2025-12-28 04:30:56
5886🙂Bugthere is a visual link from the miner to the storage, but no register is set 2025-12-27 00:47:57
5885😟Bug"Alien Datakey" was unlocked by "Energy Manipulation" (through the "Advanced Alien Factory"), instead of through "Anomaly Technology" 2025-12-27 00:16:59
5884🙂Suggestion
storage block in the build menu.

when you resource medium size it is places after the small one on the build menu
(which makes sense )

when you research the big storage block, it is places before the small one.

so it end up being in order : biggest, smallest, medium ... why ????
 2025-12-26 13:20:21
5883😟BugEverytime I close the game and then join the game again, the recuring orders all cancel. 2025-12-25 20:55:25
5882😟Bugwhen i used the teleporter, i got teleported to coordinates of scale 500 Million.
(unit linked on hotkey 9)
 2025-12-25 14:28:00
5881😟General
upgrading buildings are really bad,. you can only upgrade singler buildings, and for some reason you need to confirm twice.

why can´t we upgrade rows of (Identical)building ?? and with a single confirmations
 2025-12-25 09:49:31
5880😟BugAOE repair components don't heal flowers 2025-12-25 08:57:43
5879😟PerformanceLatest Experimental, performance seems to have dropped. As requested by beatwho on discord, submitting a save.  2025-12-25 05:10:24
5878😟Bug
when I select 1 double slot building I can request 2 producers to be delivered.

if I select a row of double slot building, no matter how many I rerquest, they only deleiver 1 per building. which mean I have to request again.

also another annoence. when I select 1 building I can select the production options. but if I select a row a building that option disapears.

I can´t order producers and set them up in bulk. which I really annoying.

if I want to set up a 50 double slot building iron bar line.. then I first have to request 50 producers, then wait, then go back and order another 50 producers. then I have to set up the 100 producers individial. why ??????
 2025-12-25 00:28:54
5877🙂BugWenn ich ein neues Spiel starte, dann kann man doch einstellen, dass "keine" Insekten erscheinen sollen.
Dies funktioniert aber nicht. Die Option "Keine" verhält sich so genauso wie "Passiv".
Es erscheinen dennoch Insekten.
Ich bin ein gemütlicher Aufbauspieler und mag kein Stress. Ich hatte ein Spiel gestartet ohne Insekten.
Da auch keine Insekten zu sehen waren, hab ich mich natürlich gefreut und mehrere Stunden Fortschritt gemacht.
Weil ein Insektenloch im Weg war, habe ich dieses dann versucht zu entfernen. Daraufhin erschienen dann Insekten und es kam ein Meldung, das die Insekten jetzt feindlich Gesinnt sind.
Da ich keine Abwehr aufgebaut hatte wurde ich überrant und mein Game war futsch. hmm.

Daher bitte, baut die Option "Keine" Insekte richtig ein.

Danke für das super Spiel und ein Frohes Fest. ;)
2025-12-24 20:00:32
5876🙂General
why can´t people delete feedback. ????

i´m sure most of the feedback is just people misunderstanding stuff, and they want to delte the feedback when they understand

some of my feedback I would love to take back.

just seems like you would be swamped with stuff people would delete if they had the oppunituity
 2025-12-24 14:39:42
5875😀Bugthe lines are goint to nothing? maybe graphical glitch or something? 2025-12-24 02:11:23
5874😀BugBuilding A stores into building B. If you relocate building B, and then, before building B has finished relocating, you relocate building A as well, after both buildings have finished relocating, building A loses its configured storage location. 2025-12-23 21:09:44
5873😟BugWhen setting a component register of a remote unit, which is a drone in my case, once the register 4 (go to) is set for example, it can't be overritten anymore.. 2025-12-23 19:08:49
5872🙂GeneralFeedback (Version 0.1.16573):
Component efficiency increases power draw but not power production. Consider giving power generating components a boost in output based on efficiency.

Milestones should carry across playthroughs, especially the satellite ones since how many AMACs will a player be able to constantly feed even late game.

The Larva and the frames it spawns on death just have Melee Pulse Attack as the weapon component unlike the other bugs which have more natural sounding attacks.

When the Blight Simulation Core for the space elevator arc is produced it feels like there should be some more dialog from HIGGS about the relevance of the core.

The AI Behaviour Controller would benefit from being able to search the network/power grid it is in for units/items matching filters similar to how radars search at a local level.

The functionality of Set To Component Remotely to set the signal, visual, store and go to of units should be made more clear or accept the values in the menu above parameters.

There is currently no way to automatically set behaviour input parameters and registers (eg. Store/Go To) for units produced by behaviours. Consider adding a field to the Produce Unit behaviour action that allows the unit to be associated with a variable on production completion?

The whole accessing human technology though the Time Egg quest seems very pyric in that it requires advancement of the human tech tree to Human Science to complete and only gives Human Refineries and the Human Science Lab before needing the Human Warehouse to be unlocked by conventional research which is only 120 Human Research Data away.

Under behaviours the Is Passable function needs the top node to be noted as occupied by player entities.

The range limitations of the Get from Component Remotely and Set to Component Remotely should be specified in the description of those behaviour functions.

For the autobase functions of the AI Behaviour Controller it would be nice if there was one that could enumerate all frames in the network matching a blueprint.

For the AI Behaviour Controller add a function that allows remote launching so mothership ejection can be more easily automated.

As satellites automatically return, the Land behaviour function seems obsolete.

Consider changing the Launch function to an Activate since it can already also eject from the mothership. Adding additional functionality to handle plot "click to proceed" events, such as those involving the explorer interaction with quest related explorables or the console, would also be welcome for players trying a no human intervention challenge.

Under the game settings there should be an option, potentially unlocked by beating the story, to include an active AI Behaviour Controller set to a behaviour from the player favourites in the internal socket of the starting Command Center bot.

Add a Unit field to the Restart Behaviour function to allow bots to automatically reactivate behaviours on other bots. Potentially can have the same range limitations as Set To Component Remotely with/without an AI Behaviour Controller.
 2025-12-23 09:08:06
5871🙂BugVersion: 0.1.16573
Some explorable loot signposts still list outdated resimulator conversion recipes.

Explorable deployers for 2x2 structures sometimes place 1 tile off is using the drag to position feature despite the placement model being in the correct position.

Malacostra weapon uses the ID string and not the actual name.

Gigakaiju weapon uses the ID string and not the actual name.

Mortako Glob Split weapon component details uses the same icon as the Medium Turret.

The abandoned mining base under details has c_bug_mission_trigger and c_bug_capture_trigger listed before ownership is changed.

When ordering two visibility modules components of the same type for Building 3x2 (1L3M), it cancels the order for the second component on delivery of the first. This was tested using internal and medium.

Selecting over 120 construction sites removes the button to abort.

Behaviours can place construction sites outside explored map areas.

Virus Infector internal component uses the blight Resource Converter visual when equipped to an external socket.

Missile Launcher visuals pierce through the ground after hitting the target.

If a construction over the deployer for a structure relocation is built before the single use re-deployer is picked up the placement for the relocation is cancelled.

The Get Unit Power Info function ignores values in the Unit field and always defaults to self.

Virus Source Code and Anomaly Particle items cancel orders when additional stacks are being told to unload to the same unit.

Plasma Bloom (both building and component) read register cannot be linked.

The Modulo behaviour function does not work on negative numbers.

The unpacked satellite has a small and internal slots but no real use for them.

The Get Ingredients function for behaviours only has 3 outputs while some recipes have 4 inputs.

Raiding the NPC base unlocks a second AI Behaviour Controller entry called c_autobase_ai.

Behaviours that are turned off using Exit are unable to use the Restart Behaviour function to turn themselves back on so the function should be given a unit field to allow them to activate behaviours on other units.
2025-12-23 09:03:35
5870🙂Generalthere are some parts of the tutorial that appear to use older graphics, namely when laying out the 1-2-3 of the command center. This show them in the Vertical old default when the new default is horizontal. 2025-12-23 01:06:06
5869🙂Bug
the reform pool component, need a crystal to make, that is only produces by the very same thing

seems like a bug to me
 2025-12-23 00:48:13
5868🙂Suggestion
I would love it if there were a simple way to allow/dis allow runnes to leave the foundation

I know that I could use half day to make a code to do it, but I have the believe that you chould code the game, and the players should play it
 2025-12-22 22:58:31
5867🙂SuggestionDear devs,

additional nice features would be:
- Allow only import or export - at least for storage blocks
- Have a second layer either above the current plane (like in "Civilization: Call to Power") or below (like in "Heros of Might and Magic", "Age of Wonders" or diggable like in "Cataclysm: Dark Days Ahead" or "Earth 2150")
- Usage of "Formations" for bot groups, where bots will keep the position they got assigned instead of squishy bots randomly being on the outside and the ones with increased health in the center.
 2025-12-22 13:02:37
5866🙂Suggestionwhen I have a line of buildings, I can request building moduls for all of them

but for some stupid reason I can´t set production for all of them

why do I need to set production for each individial producer
 2025-12-22 12:26:21
5865😟BugI can NOT deploy a outpost, says something about being within the logical network, but I removed all aspects of the logical network and I still can't deploy it. I have done everything I can and checked feeds and I guess I am not the only one... 2025-12-22 04:09:35
5864🙂Suggestion
as soon as I put miner driods on the netwerk they start to deliver stuff

why is there not a simple way to place miner droid, in a miner role.

why are there not simple roles for driods,. instead of coding them. just seems like stupid complexicy for complexicy sake.

could be as simple as 5 roles. miner, delivery, defence, pick up and repair.

why make it so complicated,. ?????

but it is a great game.
 2025-12-21 11:16:17
5863😠GeneralThe programming part is the unique thing in this game and it sucks!
Most important you can not find anywhere a documentation how the blocks are working. For example in the ingame help for the block „Wait Component“ the description is „Waits for a component before continuing behavior“. Really? But what is it doing??? In the wiki you find the same like in the ingame help.
Take a software for PLCs (for example Allen Bradley, Siemens, Omron…) and look how it is done there. For every function the input/output is explanded, the function itself is explanded and you get an example how to use it. The fun part for this game would be to program, not to test for hours how a function block is working or if it is working (for example the „Set Link“ is not working!).
I program machines in real life for 30+ years and I thought that is my game. Looks like I was wrong. Maybe it improves in the future. After full release I maybe give it another chance.
 2025-12-21 11:07:01
5862😀SuggestionDear devs,
thank you for this fantastic game! I really enjoy it. A few "borrowed" ideas that came to mind while playing it:
The way you made the units (mobile and immobile) modular reminded me of the game "Earth 2150". Maybe you find some more ideas in that game to enhance that feature even further. It is a concept I dearly missed ever since playing "Earth 2150".
Another idea "borrowed" from the (sadly way worser) sequel "Earth 2160" would be to make the same unit buildable from different materials but change there properties, depending on the materials used.
More hotkeys! E.g. it would be very convenient to have a key combo to relocate a building.

Thanks again for this great game!
 2025-12-20 12:21:25
5861😟Performancestarted building this blight gen farm and suddenly performance took a nose dive
seems like only the tick calculation takes ages as the fps are nice when paused...
2025-12-17 18:55:00
5860😠SuggestionThe new UI is a disaster. I need the info on the first blink that the building have how many slots, not mining it from a submenu, and when I am it I need to go back from there. I do not care about the controller controls, but it feels like it optimised for that, and now I can't control this with a mouse intuitively 2025-12-15 11:00:22
5859😀BugI believe I've found an exploit related to garages. In theory, it could be exploited as a cheap form of unit teleportation from *any* point on the map to any garage.
I haven't tested it out on different units, buildings or components, but it at least works with a Human Transport and a Command Center. Save file attached including these units.

Steps to replicate:
1. Move Command Center unit somewhere far away from the Human Transport unit.
2. With the Command Center selected, Ctrl + left click the "Goto" register, go to the "World" tab, click "Select on Map", and pick the Human Transport.
3. Set the value/number of the register to some positive value (but not infinite). 10 is a good example, but far higher also works. Then "Set the value and close" the dialogue.

Expected behavior: Command Center will follow Human Transport, maintaining a max distance based on the set value. If Human Transport moves next to the Command Center, it might enter one of the Human Transport garage slots.

Observed behavior: Command Center moves towards Human Transport. The moment Command Center gets within the distance defined by the register, it *teleports* into a Human Transport garage slot, despite the distance.
 2025-12-14 20:51:17
5858😟SuggestionLege den Transportweg 1 fest da ist das Tutorial nicht richtig geschrieben, klicke den Bot an ja und dann, was soll man dann tun? es passiert dann nichts mehr und das Tutorial geht nicht weiter 2025-12-14 13:30:36
5857😀GeneralHave the ability for the parameterized blueprints, when having selected a structure or bot. To allow the player to select the components to attach when it comes to the parameter bp window popping up. 2025-12-12 14:40:08
5856🙂GeneralAm I missing something? I've built the first two stages of mining lasers (orange and red) and the other series of mining lasers and can't find one that will collect obsidian for research requiring it.  2025-12-10 21:42:33
5855😠SuggestionGame with aggressive bugs seems impossible when Mortako spawns.
These little guys outrange any defences I have at the time, and density of the waves makes impossible to get rid of them with mobile units.
Basically, a minute after the Mortako's spawn - death.
Have a nice time play it, I give up.
2025-12-07 06:02:32
5854😀Bugpath finding wont work out for this poor bot 2025-12-06 20:56:21
5853😀SuggestionI just discovered the "System index" (list of all items and their recipes) by accidently pressing "I". Why is that not a discoverable icon? Is there more hidden functionality that can ONLY be accessed by a keyboard shortcut? 2025-12-06 19:38:51
5852😟BugCannot add any 'call' node to a behaviour, neither existing, nor new. Not even an existing behaviour with a call function in it already. This issue occured after the update which added loop insructions for all unlocked components.

Including the savefile where I first noticed this issue; but I have confirmed that when I opt-out of the experimental, I can add 'call' nodes again (both new and old saves, though old saves have issues in that there are behaviour nodes the stable game isn't familiar with, from experimental)
2025-12-05 07:27:55
5851😠SuggestionCoding improvments:
1: Go through the list and ensure every instruction has a description, that it's actually good, and an example that actually demonstrates it's application. Seriously, a bunch are little sketchy enough that if you don't already have an idea how they work, it can be a headache to try and figure out what is actually meant.
2: When inspecting in the coding system, give us a way to directly see the contents of a memory array. It would have saved me a couple hours if I could just look into the thing and see precisely what's going on in the code. They're sort of a black box at present.
 2025-12-01 08:52:03
5850😟SuggestionLooking at Make Anything Machine type system... it's possible to test if a particular unit can build a thing, but no apparent way to go the other direction and programatically create an array of everything that can be built. It'd be easy enough to do it as a build-on-demand type, but that's reactive.

Ideally, something like "Loop Production Capability", that would cycle through all the options of what can be built currently. No need to tediously fill a screen with a block of nodes that just manually fills an array and needs to be updated whenever you finish a research.
 2025-12-01 08:41:50
5849😟PerformanceIt is impossible to build a Large Wind Turbine instead trying to build a wind turbine2025-11-30 20:52:41
5848😀Bugfd 2025-11-28 16:45:44
5847🙂Suggestionadd button to flip blueprints 2025-11-28 08:07:45
5846😟GeneralI can't complete the mission, I do everything according to the instructions.2025-11-27 14:07:25
5845😟GeneralI can't complete the mission, I do everything according to the instructions.2025-11-27 14:01:00
5844🙂BugEditing a construction site doesn't always save. 2025-11-24 16:03:34
5843🙂GeneralThe Game is very good.

The different Themes, Resourcen, and Science.

I have only a Problem with the Storyline, Alien History 7/10. Iam stuck there. I have seen, that there is a bug, but its not correctet for now.
Overall the Story is not translated in the Language settings. And the english version is not even very clear what i have to do....

I hope you can make the game perfect.

Best wishes
2025-11-24 13:51:03
5842😟Bugthere is no way that i can see by default to disable orders or make order precidence. If you have 9 buildings in a square and put crystal in the center buildings invintory. when a building decides to require that spcific crystal and the bots swarm the outside of the square even after installing a teleporter and giving it the order to move the object the insestant robots orders that keep populating oiverride the teleport order to have it go to an outside buildings invintory where the bot can reach it.  2025-11-22 18:20:40
5841🙂SuggestionCampain mode?

This is a pure suggestion. So please consider carefully since it might mean a lot of work

As i play the free play mode, and am end game, there is something that keep bothering me and i finally realise what. Free play =/= Story mode. Free play is unlimited, free to do whatever however you want. The buildings are each their own factions. If anything, if there where scenarios, aka mutiple maps, this game might <- see, i said might, not will, be way better because the free mode is, well, to free. Ideea what i try to say: limited map. No unlimited space (mind you, i am talking about a story mode, not the current free play mode). Each mission has a cap on what tehnology and what enemies and what resources we can do. Each map can have something like: we can't advance due to blight, enemies, and so on. Here is a relatily save so we need to progress in this area before moving on to the next one. Again, limited resources so we can't go on infinitly but also no time attack. So the cap is resources and not time. And here will come some of the cool thing: that I component that allows building to be stored and move, equip to a unit that will be saved for next map = we are advancing with our stuff from previous map as well as progress. Same with bots. There to be a limited numbers but some of the units will be transfered from one map to the other while the rest will essentially be destroyed since the alience or other story progress to make sense why only a handfull will progress to the next map (or area in the story mod). This wil also get rid of monotony since each map can be different so different aproces.

And this is just the robots. There can be other campain for each race or fraction.... including the aliens and of course, the bugs... we are simple playing as the bugs and need to get rid of humans.... Also you don't need to be exactly and chronologically, as we discover the humans via logs, the next campain, humans, is what happened x time ago or somehting like this.

Again, free play mode don't really need to change. I say don't because the story to be moved to story mode and no story in the free play mode. But the thing is, the progress of the story, is completly miss mached with game progress. A lot of times the progress can't be made because research in a difference fraction or enemys are becoming strong or resource issues, so the progress of story and the free maps being random = it's a missmach, all see just optional, no pressure, no significant. As in, the story mode feels like they are random quests and not real story missions and that is just because of how the free maps are just random and infinite. In a story mode the maps can be made to be ideal with the mission. Including to explore. While in free mode? i can go in any direction, i will find the same things i need, over and over and over again. This would also balance the ruins rewards, enemy power (since you either are to weak or to strong), a lot of the items would be usefull (sorry but who uses the crystal power generator when you can create solar powers and batteries almost imideatly? same with some of the units, it's just waste of resources and time since you'll need to replace them after all, resources are unlimited so there is no pressure to get cheap units). And well, this all are just the robots. The alien and humans have so many units and buildings, that they could have their own campains. BTW, no, you don't need to create a lore and such. There is enough to do so really story mode time needed to complete = free play mode time needed to complete. Anyways, i leave it here since oviosly i have no clue if this ideea could even be implemented. Alternative: in free play we have regions. So like how the blight and mass enemy bases prevent us from entering some zones, to have territory like areas. Each area to have some kind of boss of some kind. BTW, due to the ability to regenerate resources and convert them, do we really need an infinite long map? because my alternative map is based on the ideea that no randomness, but only parcially. And the ideea with bosses is that you can't beat them unless you use certain level of tehnology, meaning this can be the limitation for advance and the ideea of teritory means that this bosses won't attack you unless you enter their teritoy. And this also menas that the huma-.... ok won't spoil for others, so ideea is that their base, while you get control, you are cut off from your robot base, meaning they are on their own, and that is once again, due to needing tehnology from both. And like this the human tehnology will be locked behind story progress.
 2025-11-22 17:58:24
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