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IDRatingCategoryDescriptionScreenshotDate
5143😠Suggestionplease add hint that all conditions must be met like in the portable radar.2025-03-14 16:51:20
5142😟BugGet from Component -> Laser Turret -> returns Value (coordinates) even after the target has been killed/cleared; only setting the component with Set to Component clears it2025-03-13 23:17:07
5141😠BugI anm playing with passive bugs, but a sudden massive attack is launched. Not funny. 2025-03-13 14:59:43
5140😟GeneralI believe that to make this game more accesible to a greater audiance the WIKI needs major work and updates. In its current state it is not very helpfull. 2025-03-12 15:06:05
5139🙂GeneralProgramatic operations cannot use a Requested item slot to place their Produce or Drop Off items. For example, a building with a Robotics Assembler and Assembler, where the Robotics Assembler is waiting on an item the Assembler produces, will need TWO slots to produce the item: one slot for the Robo Assembler to request with, and another for the Assembler to output it. Similarly, a behavior that tries to Drop Off items requested by a building needs a second empty slot to drop the items into, and the items will then be moved into the requested slot by the component making the request.

Neither problem occurs when I manually drag and drop an item onto the structure, nor does it happen when drones are fulfilling request orders using items that exist elsewhere in the network. In these cases the game allows the item to drop straight into the slot reserved for the requested for it.
 2025-03-12 13:44:18
5138😟Bugwhen there are multiple pending orders from different structures (storage, manufacturing, etc.) the bots are stuck or confused. 2025-03-12 07:17:23
5137😟BugWhen all orders have pendings, the bots are confused and they are all stuck. Thank you. 2025-03-12 07:03:16
5136😟GeneralExplain Upgrading Production Facilities to have more slots. I can't figure out how to make Crystal Powder.2025-03-11 17:23:27
5135🙂SuggestionWould be nice to be able to paste a building, without affecting some properties you've selected/locked beforehand. 2025-03-11 11:55:11
5134😟Bugmissing the side bar menu to build things was asked by the admin to submit a bug repord 2025-03-11 08:38:56
5133😟Bugmiss the side bar menu was ask by the admin on the discord to submit the save  2025-03-11 08:38:05
5132😟Bugданный рецепт не открылся при квесте людей, также не отрылись технологии людей при иследовании руин2025-03-11 02:06:39
5131🙂BugWhen enabling "Only item transporters" on a building without one installed, the game warns that no item transporter is installed. However, this checkbox must be checked if "Only flying carriers" is checked or transporters on other adjacent buildings will also be ignored. This setting is needed regardless of whether a transporter is installed on the building in question because it also applies to its' neighbors transporters, so the warning is implying the checkbox has a narrower role than it does. Just remove the warning, there's enough other scenarios where the checkbox should be enabled without a local Portable Transporter.

Oh goodie, there's now a dedicated Send Feedback button intead of auto-sending when clicking the face. That's nice.
 2025-03-10 23:42:47
5130😟GeneralPlease allow the "lock all slots to an item" option all places other lock options appear, and not just in the blueprint\upgrade editor. 2025-03-10 20:09:26
5129😟SuggestionCan you please not gate component recyling behind virus research? Personally, I don't see why it isn't unlocked with the Deconstructor. Is deconstructing an entire building somehow easier than breaking down a component?

Maybe it would be possible to allow the Deconstructor to also break down components? Also seems weird to have those two things be different.
 2025-03-10 20:03:49
5128😀Generalaamazing game. Id love to see this game be free but im not expecting it to be. Keep it up guys2025-03-09 23:18:27
5127😀BugWrong hint-text when hovering over 'seed' in new game.2025-03-08 19:21:23
5126😠BugI 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🙂Generalive been on the game for 5 seconds 2025-03-04 20:56:18
5122😟BugIn "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😟BugWhen 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🙂SuggestionAdd 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🙂GeneralIch 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🙂BugShield is not being rendered after passing through a teleporter 2025-03-04 07:51:23
5117🙂Suggestionwith 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🙂BugGoal: 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😟BugHad 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😟SuggestionPlease 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😠BugBehaviors 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😟BugThe 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🙂SuggestionMultiple 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😟SuggestionDestroyed 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😀SuggestionDismantling 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🙂SuggestionAllow 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😟Suggestiona 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😟SuggestionWith 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🙂Bugwalls tend to slide into the terrain/cliff 2025-02-27 22:26:57
5103🙂Bugsome teleporters don't show the trace to the linked unit2025-02-27 22:13:04
5102😟BugПрогресс 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🙂SuggestionHi, 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😟Bughey, 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😟Bugui elements prioritize not overlapping more than staying on screen2025-02-27 07:03:53
5097😟Generalcontroller 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😟Generalmanchmal kann ich gegenstände nicht looten obwohl noch genug platz verhanden ist.2025-02-27 06:03:37
5095😟BugThe 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😠GeneralFabricator refuses to build citing no space, but as can be seen the inventory is empty.2025-02-26 19:23:18
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