There should be some kind of log of all discovered tile interactions.
igmkjp
Recent community posts
Despite what the tutorial says, Astra attacks reset the chain.
I used comet storm as the last move of a turn and it got countered by a revenge dummy. Somehow this made the chain counter display wrong for the next turn.
I exited out of the companion menu and my companion's face was still on screen, on top of everything else. Entering and exiting the companion menu again fixed it. I couldn't replicate it and I forgot to take a screenshot.
The incomprehensibility of the map is counteracted by the fact that you can barely see any of it.
The music doesn't loop.
As another commenter said, if you reset the room in the algebraic complex that has a 6 you can't get rid of, you'll be teleported to the room where you get 0.
I don't know what the hell this time is meant to be.
Cool game, but needs some fixes.
The indicator for time gained or lost doesn't work properly with the messages for gaining oxygen.
When starting the game, it's in Russian for a moment, and the button to loop the last action in the queue is always in Russian.
It doesn't make sense that the flashlight increases agility and not perception.
If the empty injector is reminding the protagonist of past loops, maybe it should increase intelligence instead of endurance.
The game should have an export function.
My save glitched out.

That's another thing - when I connect my gamepad BEFORE starting the game it works fine. But if I connect my gamepad AFTER starting the game, it doesn't register it at all.
UPDATE: Turns out it's not the end of the cutscene. It crashes right before Jeremy tells the player the controls. Maybe it can't handle the fact that I remapped them? The only change I made was putting movement on the d-pad instead of the joystick. I'll keep playing and see if my remapping of the keyboard controls also crashes it.
UPDATE 2: No crashes so far. The problem is definitely gamepad-related.
Also, I have more bug reports.
In the equipment database, the names of new equipment are displayed ON TOP of the question marks instead of replacing them.
When gates like the one pictured are open, their animation sometimes spazzes out.
When inspecting an object, Eps will automatically face left. The bug is that they continue facing left afterwards, even if strafe was active.
Some corners have weird collision.
Error log as follows:
warning CollisionDispatcher.needsCollision: static-static collision!
Exception in thread "LWJGL Application" java.lang.NullPointerException
at com.solarlune.gearend.system.GUI.MsgWin.addIcons(MsgWin.java:245)
at com.solarlune.gearend.system.GUI.MsgWin.main(MsgWin.java:406)
at com.nilunder.bdx.Scene.runObjectLogic(Scene.java:848)
at com.nilunder.bdx.Scene.update(Scene.java:924)
at com.nilunder.bdx.Bdx.main(Bdx.java:358)
at com.solarlune.gearend.BdxApp.render(BdxApp.java:48)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)
I don't know what any of that means, so I'd appreciate it if someone could help.