Essence_of_Meh

joined 2 years ago
MODERATOR OF
 

Guest:

  • Thorsten Leimann, Lead Systems Designer

TL;DW:

  • The main direction of engineering changed since the last time it was discussed. It's less of a constant necessity you have to react to and focuses on extending the lifetime of ships instead.
  • Preparations:
    • Make sure you have spare fuses and filled RMC canisters to repair stuff.
    • You can keep spare components if your ship allows for that (has physical access and enough storage space).
  • Repairs:
    • Single seater ships have single use repair option available from MFDs. It's separate for each component but only repairs them enough to function and takes time until finished.
    • Bigger ships with component access give you a chance to use the multi-tool or salvage gun to fix or replace them.
    • Fuses can be fixed or replaced, just like components (anyone on PTU can confirm?).
    • There's also fire fighting.
  • Disabled relays changed from cutting power of connected components to limiting it.
  • Fire:
    • Can happen from:
      • Damage (energy weapons have higher chance to ignite components than ballistics).
      • Running the ship without proper cooling.
      • Wear and tear.
    • There's auto shut-off system for components running to hot but it might not always be enough to prevent fire.
    • Fire can be fought with fire extinguisher and venting the ship.
  • Engineering forced them to do a full rebalance of all weapons and components.
  • Ship readiness at the time of recording:
    • About 80 ships are full ready for engineering.
    • About 30 ships are partially converted (have physical components but no engineering screens or vice versa).
  • "This feature is here to stay" but they are aware that it's not finished or perfect and are willing to adjust it based on feedback.
  • Armour implementation for 4.5 wasn't planned when they recorded this episode (early November).

Ahh, gotcha. I thought it's the usual process of replacing the files and I defaulted to thinking about PC. If it's reinstalling then yeah, makes sense.

Yeah, for whatever reason Hull-A has worse mobility than RAFT - ship that is almost thrice its size and 6 times heavier. Make it make sense.

[–] Essence_of_Meh@lemmy.world 2 points 1 day ago (2 children)

I've been eyeing Hull-A for the limited hauling I do but after seeing the Ox I'm starting to think about waiting for that instead. Ship interiors are cool but they aren't useful enough to justify over smaller footprint and simpler cargo area.

It really is a cool little bugger.

[–] Essence_of_Meh@lemmy.world 1 points 1 day ago (2 children)

Man, reading an early access VN sounds like agony to me - not because I disagree with the concept but rather due to my tendency to devour stories in the shortest time I can. Having to wait on the story piecemeal would suck.

Any idea why they require a new game with each update? Are they making technical changes that make the old saves incompatible or export game in a way that makes it act as a different title? If I recall correctly, Ren'Py keeps saves in proper system location rather than the game folder so they should be still there.

Totally! If you want to be really "safe" when deciding on whether to post about something you can just use the visual novel database as a guide. Otherwise just use your judgement and if anyone objects we can discuss things on case by case basis - there's no need to get too serious about that stuff at the moment.

 

Changes to 4.4.0:

  • Addition of multiple new ships released with IAE 2955:
    • RSI Perseus, RSI Salvation
    • Drake Clipper
    • Drake Golem OX
    • Kruger L-22 Alpha Wolf
    • Greycat MDC.

Changes to 4.5.0:

  • Loot Refresh - set to Tentative.
  • New Wikelo Ships Offerings - set to Tentative.
  • Wikelo Rebalance - set to Tentative.
  • RSI Meteor (Contested Zones) - set to Tentative.
  • New Weapon Attachments - set to Tentative, expanded with new scope attachments (previously only featured barrel ones).
  • Ship Flight Tuning Changes: Snub Fighters and Interceptors - set to Tentative.
[–] Essence_of_Meh@lemmy.world 2 points 1 day ago (4 children)

To be fair, a lot of complaining stems from the fact each time we're told "this system isn't finished but will be iterated upon quickly" only to for things to be left with minimal changes for months or years - see Master Modes, T0 of item recovery etc. That and designing features with a mistaken expectation that people in an online environment will play "properly" and not abuse them in ways anyone who played online games for a few years can point out immediately, only to be surprised when that exactly thing happens.

It's not all people complain about, obviously, but it certainly doesn't help.

Keep in mind claim timers will be increased a lot in the future, especially for larger ships. In the past there were also talks about variable timers depending on the economy (some ships might take longer than usual for reason X) and other effects when claiming too often. No idea if/what will make it into the game but they'll most likely tune it so dropping a few k UEC will be a faster option.

Plus, we'll hopefully be able to bully them enough to make the rate of wear reasonable enough not to be annoying.

[–] Essence_of_Meh@lemmy.world 6 points 2 days ago* (last edited 2 days ago) (2 children)

Haven't read it yet but I have to say one thing: they posted this in the stupidest way possible. Med gameplay changes? Proper article on the site. Engineering? Spread over multiple posts on Spectrum.

Why?

Edit: Well, I read through the whole thing. Sounds alright though I'm not a fan of some of the ideas (their approach to redundancy for example). It's just text so I'm not going to cast my judgement until I try it out myself.

Other than that, I hope this leads to finally having some proper money sinks - not huge ones considering tuning it for constant replacements would be extremely annoying but it's a start. Also provides something to do with the ship beyond using it as a transport.

Now if only they could do something about losing ships when the game crashes.

 

Mirror

Star Citizen Alpha 4.5.0 PTU: Engineering Design Doc

Alpha 4.5.0 introduces Engineering Gameplay, Armor, and Ship Fire Hazards. These interconnected systems fundamentally change how you interact with and maintain your spacecraft and represents some of the most significant ship gameplay changes, affecting nearly every ship and vehicle in the game.

The goal of Engineering gameplay is to enable ships to perform approximately as well as they did in 4.4.0 in combat and survivability, with the added benefit that engineering and multicrew gameplay can extend capabilities beyond what was possible in 4.4.0. However, you'll now need to actively manage your ship's systems and perform maintenance between battles to ensure you're fully prepared for your next encounter.

Engineering systems are currently in progress during 4.5.0 PTU phases and may have issues and features not completely functioning. These can be treated as bugs and feedback and we definitely want to hear from you in the issue council and Spectrum about all of your findings!


Engineering and Resource Network

The new Engineering system introduces a comprehensive ship management experience that transforms how players interact with their vessels. This system creates dedicated gameplay roles for engineers aboard multi-crew ships while also providing solo pilots with new depth in ship maintenance and combat survival.

Engineering encompasses power management, component health monitoring, damage repair, fire suppression, and system prioritization. Understanding these interconnected systems is essential for keeping your ship operational during and after combat, exploration, and everyday flight operations.


Multi-Crew Engineering

The Engineer Role
On larger vessels, dedicated engineers will be imperative to keeping your ship ready during and in-between encounters. Extending the life of your ship is one of your engineer's main goals through various tasks including monitoring the ship status during combat, prioritizing repair tasks, managing power distribution, fighting fires, and replacing and fixing components.

Having clear communication between your captain, pilot, and engineers is a must. This will include decision making for what emergencies to prioritize over another. As the engineer, you will have the tools at your disposal to give information about your ship’s current state to all members of your crew, starting with the engineering screen.


Engineering Screen UI

The Aesop Engineering Screen is the primary interface for monitoring and managing ship systems. This screen provides a comprehensive view of all ship components, their health status, power distribution, and system alerts.

The Engineering Screen can be accessed from: Dedicated engineering stations on larger ships, copilot seats on smaller vessels (for non-physicalized ships), and MFD panels throughout your ship.


Interface Elements

Ship Schematic View
The central display shows a 3D representation of your ship with color-coded indicators for each component and room. This view allows you to Identify damaged components at a glance, Navigate to specific ship sections, and Monitor real-time damage and and out of combat.

Displayed Information: Information currently displayed shows Hull damage and health overviews, component names and locations, component health/wear/tear percentages, power distribution status, room atmospheric conditions, and fire alerts. A component info box shows upon hovering over a component, giving a summary of its state.

Room Display
Shows fire status, atmospheric conditions, and loss of atmosphere for each room in the ship. Note that this can create significant information clutter on larger vessels.

Color State Indicators
Components are displayed with color-coded health states:

  • Green: 100-50% health range
  • Yellow: 50-20% health range
  • Red 20-1% health range
  • White 0% fully destroyed component

Important Note: The current yellow threshold triggers at 99%+ health, which is considered too aggressive. Design intent is for yellow to appear at 50% health.


Presets

Players can store and load Presets of their power distributions through a dedicated UI section.

  • Flow: Create new preset, give it a name, adjust power levels
  • Presets can be shown in preview mode, which decouples the power management display from the active vehicle. Changes made in Preview can be either saved to a Preset, applied to the active vehicle, or discarded
  • Presets can be shared between players (stored locally in the user folder, similar to the Character Customizer)
  • Presets are stored per vehicle. There are no limits to the amount of presets

Ship Components Overview

Component Categories
Ships contain various components organized into functional categories. Understanding each type is crucial for effective engineering.

Power Generation
Power Plants Function: Generate electrical power for all ship systems.
Failure effect: These are of Critical Importance. If the power plant reaches critical state (0% health), the ship has a chance to explode.
Key Behaviors: Power plant failure triggers a self-destruct sequence with a timer based on the power plant. This can be repaired with multi-tool once critical. (Power plants going critical at 90%+ health without warning is a known issue)

Thermal Management
Coolers Function: Dissipate heat generated by weapons, thrusters, and other systems.
Failure Effect: Weapons and systems overheat faster, may shut down automatically
Key Behaviors: Some ships have multiple coolers to provide redundancy. Damaged coolers reduce heat dissipation capacity proportionally.

Defense Systems
Shield Generators Function: Project energy shields to absorb incoming damage
Failure Effect: Ship hull takes direct damage from all attacks
Key Behaviors: Multiple shield generators share the shield pool. Damaged generators reduce shield capacity and regeneration. A ship can have a max of 2 shields active at the same time with the 3rd being a reserve that is turned on once you lose one of your main shield generators (Note that shield status currently not visible on engineering screen)

Navigation & Detection
Quantum Drives Function: Enable quantum travel between locations
Failure Effect: Cannot perform quantum jumps (Jump drives currently cannot be repaired (known bug) - Requires replacement if destroyed)

Radar Function: Detect ships, signatures, and points of interest
Failure Effect: Reduced or no sensor capability
Key Behaviors: Radar is frequently damaged in combat (fragile) and may require multiple repairs during or between extended engagements

Propulsion
Main Thrusters Function: Provide primary thrust for acceleration
Failure Effect: Reduced acceleration capability

Maneuvering Thrusters Function: Provide attitude control and lateral movement
Failure Effect: Loss of specific directional control

Retro Thrusters Function: Provide deceleration thrust
Failure Effect: Reduced braking capability

Key Behaviors: Individual thruster damage is very granular and lost thrusters can cause uncontrollable flight. Thruster status currently NOT visible on engineering screen Considered too fragile in current balance.

Life Support
Life Support Units Function: Maintains breathable atmosphere, controls room temperature, and filters contaminants
Failure Effect: Loss of atmosphere quality control
Key Behaviors:

  • Filters smoke from the air (currently too slow)
  • Can be damaged affecting atmospheric quality
  • Contains replaceable filter sub-items

Door Systems
Door Hologram: Shows color coded holographic doors throughout the ship based on Nominal (blue), Offline (grey), Warning/Locked (yellow), and Critical/Broken (red)


Power Distribution & Management

Understanding Ship Power
Every ship has a finite power budget generated by its power plant(s). This power must be distributed among all ship systems: Shields, Weapons, Thrusters, Life Support, and other various systems. Managing this power distribution can be a job unto itself and prioritizing certain systems over another in tense situations could affect the survival of your ship and crew.

From the engineering screen or power MFD, there is a default power state for all ships but you as the engineer can Prioritize Systems, Emergency Divert power from non-essential systems, and balance load to distribute power evenly for standard operations.

In these systems, power is routed through capacitors that store energy for different system groups.

  • Weapon Capacitors: Store energy for weapon systems. Depleted capacitors reduce fire rate or disable weapons.
  • Shield Capacitors: Store energy for shield regeneration. Depleted capacitors slow hield recovery.
  • Thruster Capacitors: Store energy for propulsion systems. Currently affects the ship boost.

Fuses & Relay Systems

Fuse System Overview
Fuses act as protective devices between the power plant and individual components. Keeping plenty of these in quick reach of your engineer is imperative for continued operations.

Fuse Locations and Relay Systems
Fuses are installed in relay boxes throughout the ship. They connect all items with each other. If you lose all fuses inside a relay it still connects all items, but you have less power available in the entire ship. You will lose Power pips based on the relay that does not have any fuses anymore. Ships vary in the number and location of relay boxes: While most small ships have between 1-2 relay locations, medium and larger ships can have 3-4 relay locations or more.

Fuse health and Identifying Damaged Fuses
Damaged fuses appear on the engineering screen or will be visibly destroyed within the relay box. To replace these the play much first locate the damaged fuse, open the relay panel, remove the damaged fuse, and then replace it with one from their inventory.

Current Limitation: No "use from inventory" feature. Must physically handle fuses.


Armor Penetration Mechanics

  • Penetration Mechanics: Weapons have a penetration value (e.g., 1 meter for a size 3 ballistic gatling). The amount they penetrate depends on the current armor percentage. Penetration cone, impact radius, and distance radius all affect area on penetration.
  • Linear progression: As you reduce armor, penetration increases linearly. At 0% armor, weapons penetrate at their maximum value.
  • Weapon type matters: Ballistic weapons are less effective against armor compared to energy weapons, which do 1.4x normal damage to armor.
  • Component damage: Penetration is checked within a cone, not just a straight line. If a component is within the cone, it takes damage based on the penetration value and armor percentage.
  • Breaking armor: Even smaller weapons can eventually wear down armor over time, but larger weapons penetrate deeper and faster.

Example Scenario
If you use a size 2 weapon against a ship with full armor, you won’t penetrate. But as you keep firing and reduce the armor, you’ll start to penetrate and eventually damage internal components. For capital ships, you may need larger weapons to reach deeply buried components.

Additional Notes
Armor bar improvements: There are ongoing efforts to fix bugs and make armor health more transparent to players.
Tooltips: Updated tooltips should help players understand armor, hull, and other systems.
Penetration cone: The system uses a cone check for penetration, so it’s not just a single bullet path. Multiple components can be affected within the cone.


UI

Giving information about the current state of armor of your ship and your target is just as meaningful as self status of shields and other systems.

This includes:

  • Health pool of the armor
  • Current effective thickness (the current value modified by the health ratio and the curve)
  • Feedback for shots including aiming reticle/pip provides piercing, not piercing but damaging, or not damaging the armor meaningfully
  • The Engineering Screen mirrors similar feedback on a dedicated panel widget
  • Shop descriptions describe armor-relevant properties of the entities. Guns (FPS/Vehicles): Penetration, Armor Damage Multiplier. Vehicles: Default armor thickness.

Damage States & Component Health

How Components Take Damage
Components can be damaged through various weapon fire penetrating hull/shields, collision impacts with other objects or terrain, Overheating when operating beyond thermal limits, and fire damage.

Health Percentage System
Each component has a health value from 0% to 100% which will degrade performance of the component the closer to 0% it becomes. Keeping components repaired is essential to full ship performance. Component health thresholds will quickly hinder your ship and keeping components repaired is essential to keep full ship performance.

  • 100 and 75% health the components will be at full performance
  • 75-50% health, minor performance degradation
  • 50-25% health, significant performance reduction
  • 25-10% health, Severely reduced performance
  • 10-1% Near failure performance
  • 0% Critically destroyed and non functional. Where power plants will go into critical state and thermal runaway

Hull Section Damage
Hull sections have their own health pools
Known Issues: Once hull sections turn red, they stop registering hit markers. Must damage entire ship to critical before destruction. This creates confusion about whether attacks are landing

Distortion Damage on Components
Distortion damage is a core damage type/behavior. Does not cause any physical damage or harm directly. Distortion shuts down powered entities. Components hit by Distortion-type weaponry, the Power Surge malfunction, etc. fill a Distortion pool, which decays over time. Distortion triggers if the pool fills completely, and disappears if the pool decays below a Recovery Ratio. Current behavior: Component shuts off


The Wear System

Understanding Damage vs. Wear
The Engineering system distinguishes between two types of degradation: Damage and Wear

Damage: Caused by combat, collisions, fires, and direct actions against the component. These can be repaired and restored to a pre-damage state using multi-tools and materials Wear: Accumulated through normal use over time and will gradually degrade maximum component performance. Wear damage cannot be repaired through multi-tool use which means over time, the only way to restore functionality will be to replace the worn out component or repair at a station. Operating time, high-stress operations (combat, high power usage), and environmental exposure will all effect component wear.

Wear System notes: All components can currently be replaced or repaired at stations. While Size 1 and Size 2 components can be manually replaced while in flight, Size 3 and larger components need to be repaired or replaced while docked at a station.


Repair System

Along with the engineering screens, the primary tools an engineer will use is the multi-tools and repair attachments. Using Repair Material Composite (RMC), the player will be able to directly see the health and status of components, weapons, hulls, relays, and more.

An engineer can see component damage either by looking on the engineering screen or in person by aiming their repair tool at the component.

By aiming your repair tool at the damaged item such as a component or ship hull and holding the trigger the player will apply a repair beam that will take time based on component size. This could take quite a bit of time but multiple players working multiple repair tools together can combine their power to speed the process up.

There are however some current repair limitations:

  • Jump Drives: Currently cannot be repaired (known bug)
  • Unknown Parts: Some components appear on screen but cannot be located physically

Component Replacement

Replacement will become necessary when the component has been fully destroyed (0% health) or the component wear is too high for effective operation. This also applies to fuses or general upgrades you want to make with higher quality parts. Replacement components must match the exact slot size.

The replacement process for physicalized components is pretty straight forward:

  • Physicalized Ships Removal: Access the component bay/location, interact with the component, and select the "Remove" option. The component will then go to local inventory or drop as physical item.
  • Physicalized Ships Install: Access the component slot, have replacement component in inventory, interact with empty slot, select component to install
  • For Non-Physicalized Ships: Use Vehicle Loadout Manager at stations as these cannot be physically interacted with

Fire System Overview

Heat is now a crucial element for pilots and engineers to monitor. As components operate, they generate heat and raise their temperature, creating a constant balancing act between cooling systems and maintaining performance. Coolant must be directed appropriately to keep components within safe operating limits while still supporting the needs of the ship.

The longer a component runs at high temperatures, the faster it will accumulate wear, reducing efficiency and increasing the chance of failure. If a component overheats beyond safe thresholds, it will trigger a thermal shutdown and stop functioning until it cools down.

Letting components run too hot also increases the risk of fire, one of the most dangerous situations a ship can face. Fires can start due to overheating, malfunctions, or direct damage. Engineers must respond quickly using fire extinguishers or by venting a room to remove oxygen and suppress flames.

Staying on top of heat management is essential to keeping your ship safe and operational.

Fire Behavior Accidents happen and sometimes staying on top of the heat management is not possible with your engineer “non-operational” at the time and now your ship has caught fire.

Fires can occur when components take damage and overheat, fuel lines are breached, electrical systems short circuit, or external weapons ignite flammable materials. These fires will need to be contained or risk spread throughout the ship as it moves from room to room, damaging and destroying your hard earned loot, components, nested vehicles, and crew.

Fires throughout your ship will also generate realistic smoke, significantly reducing visibility. Life support systems will gradually scrub the atmosphere in a room to remove smoke once the fire is contained.

The engineering screen and ship will provide visual and audio alerts when fire is detected. Visual indicators on room map along with location-based fire warnings.

Fire Suppression There are multiple ways to help stop the spread of fire and remove it. Using the supply of fire extinguishers around the ship might be your first choice. These FPS items will allow your crew to hit the fire directly at the source. These extinguishers have a limited resource stored inside them and will need to be recharged by placing back onto their rack in the ship when not in use.

Edit: Updated mirror copy to include Spectrum post edits.

[–] Essence_of_Meh@lemmy.world 7 points 2 days ago (1 children)

I'm not exactly an expert on Daggerfall but I'll try.

First things first, Daggerfall is less of a structured game (in modern sense) and more of a life sandbox compared to later games. Some basic tips:

  • Save often.
  • There are no map markers, ask locals about where to find stuff/people to make things easier.
  • Fast travel takes (in-game) time and has various options which will affect the cost, travel speed and whether you'll reach your destination well rested or not.
  • Quests are timed (yes, all of them).
  • Most of your adventuring will be focused on randomised quests.
  • Locations open and close at specific hours, you can break in if you want but don't expect a warm welcome.
  • Dungeons are HUGE, nonsensical and, sometimes, impossible - there's an option called "Smaller Dungeons" in the settings menu on the initial launch screen, it's a good idea to use it.
  • You can train your skills in guilds for a fee (you need to join them first, I believe). This type of training costs time, money and fatigue, and has a global cooldown so you can't do a tour through all the guilds in a city and train everything in one day.
  • Item repairs have to be done at blacksmiths and take multiple days (depending on item state, if I recall correctly). This can be toggled off in the settings menu on the initial launch screen if you want.
  • Diseases are a serious matter - they won't pop up instantly but show up some time after contracted and will kill you if left untreated. They will also progressing during fast travel as moving between places does take appropriate amount of time.
  • Diseases like Vampirism or Lycanthropy can be contracted at random when fighting respective enemies and have pretty significant effects on gameplay (both positive and negative).
  • Buying a wagon gives you additional storage for loot, just keep in mind that personal inventory and wagon inventory are separate and the latter can't be accessed in dungeons unless you're near the exit.
  • Some equipment has various states it can be toggled between - using a cloak for example will switch between having your hood up or down (it doesn't affect gameplay in any way).

Unlike newer games, most of the action happens at POIs, with travel taking place via world map - moving between locations manually isn't particularly interesting due to lack of random (or any, really) encounters, simple terrain and huge landmass the game is set in. If you want to travel by yourself then check out some mods to make it a bit more worthwhile.

If you're interested in a vanilla experience then the base package is fine as is. If you want more (better graphics, random encounters outside of towns, new quests or gameplay additions) then Nexus Mods has you covered. Here are some neat ones that don't affect the gameplay much:

  • World Tooltips - adds basic tool tips when aiming at objects (item or character names, level transition destination, location opening hours etc).
  • Quest Offer Locations - quests can take you to various parts of the world but don't inform you about where you're suppose to go until after you agree - this mod changes that.
  • Convenient Quest Log - makes quest log more readable, adds quick actions to cancel non-story quests and travel to the required location.
  • Lively Cities - adds various NPCs to dwellings to make them feel more lively, like the name suggest.
  • Basic Roads - adds roads between towns and cities. Useful for navigation if you're interested in manual travel.
  • Wilderness NPCs - adds random NPCs (friendly and hostile) outside cities, also useful when travelling manually.
  • No Rush Main Quest - removes timers from main quests. Dunno how useful it is since I haven't used it (nor did much of MQ) but adding it just in case.

That's all I have for now, I'll update the post if anything else comes to mind.

[–] Essence_of_Meh@lemmy.world 2 points 2 days ago (3 children)

Grand Theft Auto: Liberty City StoriesTried playing it on my Steam Deck but it doesn't want to cooperate unfortunately. Despite multiple attempts over various versions of PPSSPP (emulator) and playing around with settings, game always crashes after 15-30 minutes of play.

I might try setting it up on my desktop as a last ditch effort but that will have to wait as I don't care enough to bother with it at the moment. I'll finish it one day.

Daggerfall UnityAfter my failure with GTA:LCS I wasn't really sure what to play and decided to go back do Daggerfall instead. Not much new to say about it for now as I only updated the mods and did a few quests. Still haven't touched the main story outside of reporting to Castle Wayrest since my character is not a fighter and was sent away to train before proceeding (not that I expected anything else, it's just where I stopped with that for now).

It's time to play the game properly for a bit, I guess.

Sam and Max Hit the RoadI finished the game two or so weeks ago but I've been thinking about it again over the last few days so I might as well mention it here. Despite my initial reaction (I liked it well enough, just not to a huge degree) I've been slowly warming up to it, especially the writing.

I think the main reason behind my previous opinion had to do with the fact I'm not having a good time in general at the moment so everything I do is tainted by my foul mood. I needed some time to let my brain catch up and understand what I just played.

The more I think about it the more satisfied with the game I become - it's an interesting reversal since I usually tend to lean towards being more critical as time goes one and I have the chance to look at things from a distance. I also started watching someone else's playthrough which allowed me to look at things from a different perspective as well. All in all, it's a lovely (and rare) surprise.

[–] Essence_of_Meh@lemmy.world 2 points 4 days ago (2 children)

Considering how much activity we have here I don't think anyone is going to mind talking about VN adjacent titles (I sure don't). As long as game has a decent ratio of VN elements it should be fine.

[–] Essence_of_Meh@lemmy.world 2 points 4 days ago

I'm about to start Narcissu 1st & 2nd. It's a game I got at random when mindlessly browsing Steam two or so years ago but never really touched, leaving it for "a better time".

I don't have much to say about it yet, for obvious reasons, but based on the store description and user impressions I expect some sadness and ninja cutting onions throughout.
I hope to get back to writing impression posts again so I'll make sure I'll finish it in a reasonable amount of time and take notes - something I completely failed to do when reading The Villainess Just Wants to Eat!!.

This will be my second step in my preparations for "big boy" (in terms of length) stories like STEINS;GATE. My hope is to slowly get back into the rhythm of reading VNs instead of just longingly looking at them sitting in my library.

Will it work? Dunno, I'll give it a shot and hope for the best. That's all I can do after all.

 

Welcome to the General VN Discussion thread!

If you have something you'd like to talk about but don't think it's worth posting as a separate thread this is the place for you.

  • Did you start playing something new?
  • Are there any games you're looking forward to?
  • Are you looking for suggestions on what to play?
  • Do you have some feedback or questions about our community?

These and any other topics are welcome here - as long as they are VN or community related.

< Previous thread

 

Here we go again, folks. Drake has descended onto the show floor, bringing all the grit, gumption, and gall that its fans can muster. Join Lexxy and Gale as they debate variant value, generalist gear, and Drake’s salty-yet-unsavory past. Not forgetting, the return of a special guest for an... er, unexpected turn of events.

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