
Waking up alone in a derelict terraforming facility on an unknown (and distinctly not terraformed) planet, it's up to you to find a way to survive, learn what happened to the people who lived here and why you were abandoned in this narrative-driven incremental game.
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About
After waking up alone with no memories in a derelict terraforming facility on an unknown (and distinctly not terraformed) planet, it's up to you to find a way to survive, learn what happened to the people who lived here and why you were abandoned.
As you follow the trail of the colonists who fled the facility, you quickly find yourself caught in a time loop, resetting you to the same moment you first woke up each time you die. The ability to learn from even your most fatal mistakes will certainly come in handy, allowing you to become faster and more efficient over time, but it does have its limits. No matter how much you optimise your routes and actions, your body can only become so much stronger or faster. Eventually you'll have to find smarter ways to solve the problems you face instead.
You'll need reliable ways to find air, water and food if you plan to survive for very long. But you can't carry all of it with you all the time, so prioritizing what resources you use and when can help you get that little bit farther. The best priorities can vary depending on where you're going, so it always pays to be adaptable.
Each time you complete an action, you'll be faster on the next loop - to a point. Completing sets of actions enough times groups them together into a combined action, further increasing the speed and efficiency of them. But these won't be enough for you to solve all the mysteries of the planet on their own.
Numerous terraforming facilities are spread across the planet, each containing unique challenges and opportunities. Once you learn where they are and how to get there, you're free to visit them in any order you wish. Tired or frustrated with the puzzle you've been working on? Maybe another facility holds the key to simplifying it.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 75 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
easily one of my favorite semi-idlers of all time, great story and intuitive design
My review is meant mostly as feedback for the creators of this game, though could benefit potential players. While the later chapters of the game (Strabo, Pneuma, and likely future chapters) require a large degree of repetition and waiting that players not accustomed to the incremental genre likely will not have the patience to tolerate, the presentation and design of the game is very polished, with a game structure that could easily become the standard for a new genre of games. Unlike Increlution, there is a soft cap to how much faster a given action (such as climbing a ladder) will be on a repeat life, limited emphasis on leveling abstract stats, and there is a much stronger emphasis on story and figuring out how to leverage the tools you have available. This means that much of the focus on the game is trying something else next time, or making use of the information you learned last time to see if you can do new things next time (for players, the protagonist automatically uses information -- you don't really have to keep track of things and think about it yourself). The main advantage this game has over most text-adventure games is that all of the options are readily apparent and clickable (i.e. no text entry or keyboard required), and in many cases the solution to an environmental puzzle can be brute forced with patience and repetition. This means that, like many incremental games, the game can be explored and digested with little actual focus on the text and story, and this coupled with the atmospheric music means that the game can still be enjoyed while mentally checked out. It is also this feature that I think makes the creative decision to have the player wait minutes at a time to get back to the latest part of the game become a decent experience. To be clear, there certainly could be *some* kind of improvement to the repetitive experiences (e.g. inner monologue for story, a mental boost minigame for incremental progress, or even a simple recommendation to the player that they click away and focus on something else for a minute), but without this waiting between repetitions the end of a given run, where you try to figure out what to do with only thirty seconds of air/water/food/energy left, there would not be nearly as much tension and engagement, and it would make the brute force approach feel more tedious. What this game lacks, in my opinion, is a way to alert the player on what to do when they've basically tried the same thing three or more times. To be clear, I did not find the game hard at all, but in a world where many people are out of the habit of long-form reading, I think this game has the potential to reach more players if it leverages the robust UI system that makes the game feel so polished. The game already alerts the player if they're about to make an irreversible decision like modifying a tool for mobile use, and it is pretty easy to play the game without knowing things like that there is a schematic map available (which I found pretty helpful for figuring out why I had trouble reaching the glacier). I think the core currency of this game, and the thing that's really being asked of its players, is patience, and I think if the game really is a "brain on" type of game then it would be improved with things like occasional text entry (e.g. entering a password you've learned). The fact that the player is never asked to actually keep up with such information and can beat the game without knowing the story suggests that that isn't the kind of experience being aimed at, hence my recommendation.
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Languages: English
Hours played at review time, across 75 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
いわば「インクリメンタルゲームの皮をかぶったテキストアドベンチャー版Outer Wilds」。 個人的には大好きだが、英語しかないこともあり、特に日本のユーザにおすすめするかは難しい。あまりにも人を選ぶ。 タイトルから「テラフォーミングを題材にしたクッキークリッカー」と誤解されそうだが、中身は全く違う。 純粋なアドベンチャーゲーム。 # いいところ ## 探索:メトロイドヴァニア的な楽しさ とにかくネタバレなしでの探索が楽しい。 メトロイドヴァニアのように、ゲームを進めると、主人公が知識を得ることにより、 今まで取れなかった行動がとれるようになったり、ショトカが開通したり、 キーカードを複製することで次回からは一瞬で開けられるようになったりと、 生存や移動がどんどん便利になっていく。 新しい能力を身に着けることができ、今まで時間がかかったり難しかった行動が楽になったりする。 探索を進めるたびに試せそうなことがいろいろ浮かぶので、「次はどこに行こう」「次のセッションでは何をしよう」と考えるのが楽しい。 ## 自由度:答えは一つではない 一つの問題に対して、複数の解決策が可能。 オープンワールドなどの「戦闘だけが解決策ではないクエスト」をさらに精緻化したような感じ。 もちろん、用意された解法を使ってもいいし、 他の場所を一旦探索して、別の能力や装備を見つけて楽に攻略してもいいし、 「レベリング」で解決することもできる。 車両へのバッテリーの付け替えや扉のハッキングなど、「同じ行動を繰り返すとかかる時間が短縮される」という仕様があり、 このギミックによって「特定の解法が想定されている問題を、繰り返しによる加速でゴリラ的に解決」ということができる。 この手の探索ゲームにありがちなのが、「順番に決められたタスクをクリアしていくだけのお使いゲーになってしまう」ことだが、 このゲームはそうはならない。 攻略の順番はかなり自由で、定められた順番もない。 「こういう順だと楽」とかはあるけど。 また、ギミックの難易度の増加も線形でなく、 「この場所が難易度3だったので、次に探索できる場所は4」みたいな配置になっていない。 難易度3の次にいきなり難易度10を叩きつけられ、一旦別の場所を探索してもいいし、 先述したレベリングの仕組みを使って強引に突破してもいい。 この自由さがすごく面白い。 # よくないところ ## 待ち時間 とにかく待ち時間が発生する。インクリメンタルゲームがベースなので、「バーがたまるのを待つ」だけのシーンが多い。これが人によっては無意味な待ち時間に感じて、致命的に合わないと思う。自分の場合、AIエージェントの作業待ちやビルド待ちなどの作業のお供にしていたのでそこまで苦痛にならなかった。 この待ち時間も本当に不要なものか、といわれると考え方による。 というのも、「待ち時間が発生する」ということ自体が、プレイヤーに対するペナルティとしても機能している面があるからだ。 「この探索でなんとしても目的を遂行したい。再出撃するとなるとまた待ち時間が発生してしまう」 というインセンティブ構造が、適度な緊張感を生み、意思決定を慎重に行おうという一種の「重し」として機能している側面があるからだ。 なので、もしこのゲームに加速機能や待ち時間を飛ばせるチートがあったならば、体験としてはかなり違うものになってしまうのではないかと思う。 ## ゲーム内ジャーナルの粒度 ゲーム内には自動的にまとめられるジャーナル機能があるのだが、これが十分な粒度とはいいがたい。 ある程度の概要と目的、重要なアイテムの場所などは示してくれるのだが、 さすがに「見つけたアイテムの一つ一つの場所」とか、 「このフロアのこの場所にキーカードが必要な扉があった」とか「車両のこの部品がここに落ちていた」とかそこまでの情報は記録してくれず、 結局手動メモに頼る羽目になる。ここがゲーム内で完結するときれいだったと思う(贅沢すぎるか?) ## 未完結 これが最大の問題かもしれない。2026年6月現在未完結。続き待ってます ゲームの性質上、完成してからプレイするほうがいいかも?
This review probably won't be very helpful to other people because it doesn't make any sense but the game is just text-based idle Outer Wilds, which is a good thing!
This game is entirely text based, there is no first person or top-down perspective or interactive map. There are no characters, the story is minimalist, there are no pictures, all dialogue is narration. The progress is slow, repeating the same actions over and over for a small gain at the end. There is no combat, no variety of endings or dialogue trees, all the decisions you make will (at best) eventually lead to the same place. Unlike other incremental-type games the numbers going up are very small and multipliers are minimal at best, you can't play it like an idler either as the pace of events will accelerate if nothing is happening for too long. You also can't play it too actively as you have to wait for every action you commit to finish before continuing. How did he get me hooked? When did I get so invested? Why am I staying up late playing this text based explorer over games made by teams of behavioral psychologists to make me addicted? Where are all the other games like this?
Basically a text adventure game but with just the right amount of gameplay spice to be extremely addicting. SUPER fun story! Can't wait to find out what happens next!
The pacing is incredible. Every loop snags you with the feeling that you'll crack the next secret in just...one...more...loop.... and the trick of the game is that this feeling is right. There are so many bits of lore and progress that you are always on the cusp of the next thing. The game breadcrumbs you with this incredible pacing and a surprisingly good story, and tons of things to discover and learn as you get deeper and deeper. Even when you fail to meet a goal you set for yourself, you improve. And while the game feels fairly gated for the first bit, it quickly opens up and you can work multiple angles at whatever pace you want. Truly a remarkable game, I don't say that lightly. Cannot wait for more!
I really like it. Hope they finish it soon.
well polished time looping text adventure game
I like that the narrative unfolds gradually as you progress through many times of iteration of playthroughs. Remind me of Hades when I first play it. The lore is intriguing, and I can't wait to find out what's going on.
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