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Chrisgame0321

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A member registered 31 days ago · View creator page →

Creator of

Recent community posts

Oh, that is not a bug. You are beyond my imagination... I did not expect that anyone can reach 500 million years in phase 1. I will make the special ending for hard worker like you

Thank you for playing! I really feel happy that you enjoyed the game!

Thank you for such detailed feedback — it genuinely means a lot to me as the developer.

You’re right; the balance probably does lean too heavily on manual clicking right now, just as you pointed out. I’ll think about how to improve it.

And the kanji on the icons — that’s a bug, so I’ll get it fixed. I’m Japanese, so I built the Japanese version first and then translated it into the other languages; I think something must have slipped through at that step.

You’re right — the balance probably does lean too heavily on manual clicking as it stands. Thank you for the valuable feedback; I’ll keep it in mind as I keep working on the game. I hope you’ll be able to enjoy it through to the end.

Thank you — genuinely. Playing all the way through and then writing this out is a real gift, and I want to address each of your points properly.

The prestige bug. I shipped a fix for this today (v2026-05-25c). The actual root cause turned out to be deeper than I first thought: when the "begin again" button cleared the save and tried to navigate to a fresh URL, the browser's beforeunload / pagehide events were silently firing one last saveState() and re-writing the Phase VII state back into storage right before the page reloaded. So the save was being overwritten one frame before it was used. The "everything still completed, activities already imprinted in the body" symptom you described was the exact fingerprint of that race — the legacy reward applied (separate storage), but the run state was never actually cleared. It's properly fixed now, and the second-reward path (all activities pre-unlocked from the start) does what it says.

Mobile. A couple of those are patched too:

  • The disappearing narrations — some lines in Phase VII were floating but never written to the log, so they were lost when they faded. They persist properly now.
  • The walk button hit area — added defensive layering so it should stay tappable across its full surface, not just the edge that extended past the log.
  • The "narrative text overlapping the log" one I couldn't fully reproduce on my end, but the fixes around layering may have improved it as a side effect. If you ever happen back and it's still off, I'd love to hear.

The pacing point about secondary currencies. This one is really sticking with me. You named the exact thing that has been bothering me too — once you understand the formula, mid-to-late phases collapse into "boost insight, sweep the items." The secondary-currency idea (later phases producing their own currency that interlocks with insights) is a clean way to force the player to actually live inside each phase instead of zooming through it. I'm going to sit with this rather than rush a change, because as you said the balance is delicate — too slow kills it too — but you've given me the most useful piece of design feedback I've gotten on this game so far. I owe you for that.

Thank you again for sticking with it to the end, and for putting this much care into the writeup. It made every fix easy to track down, and the design notes are going to shape how I think about the next phases. Truly grateful. 

Thank you for playing, and for taking the time to write this up — it’s a real pleasure to read.

You actually found the intended rhythm exactly: finishing the early activities completely is what unlocks the next ones and turns the manual action into something stronger. Honestly, I think I’ll keep the signposting light on purpose — working out the efficient path for yourself is part of what I wanted the game to be, and you did exactly that. Really glad it clicked for you.

Thanks again for sharing this!

Thanks for playing it all the way through.

and I relieved that you could play until the end. 

I think the issue at the very end was the same restart bug others ran into — itch.io's iframe was silently blocking the confirmation dialog, so the "begin again" button never actually worked. I've just pushed a fix for that too! Sorry it tripped you up right at the finish line, and thanks for sticking with it all the way through. 

Thanks for playing, and really glad the story is landing! Phase 4 does have a heavier clicking load than the earlier phases — that's useful feedback, I'll take a look at the balance there. Hope you get a chance to push through to the end someday!

I've just pushed an update that patches it in Phase 7 too. Try a hard refresh (Ctrl/Cmd + Shift + R) and it should be gone. Sorry for the extra hassle!

That "access denied" error was caused by itch.io's iframe sandbox silently blocking browser confirmation dialogs — so the restart was never able to execute. I've just pushed a fix: the button now uses a two-tap confirmation instead of a browser dialog, so it should work properly now. Thanks for reporting it!

Ah, sorry you're running into it too! I pushed a fix for that exact bug a little while ago — if you loaded the game before then, your browser might still be running the old cached version. Could you try a hard refresh (Ctrl/Cmd + Shift + R) and see if it clears up? If it's still broken after that, let me know your device and browser and I'll dig in — I want to make sure the fix actually went live. Really glad you're enjoying it otherwise, and thanks for flagging it.

Update: I just patched both of the bugs you ran into.

You had it exactly right — maxing that first generator was tipping the upgrade panel into a constant re-render loop, which is what caused the flickering and the dead buttons. That's fixed now. And the bigger one: the game wasn't reliably saving (it runs in an embedded frame here, which was quietly blocking storage), so your refresh wiped everything. I'm genuinely sorry about that run. It now saves on every action, so a refresh can never cost you a whole playthrough again.

Thank you again for the detailed write-up — it made both fixes easy to pin down. You mentioned you might give it another go once it was fixed, so the invitation very much stands. I'd love to hear how the later chapters land for you, but no pressure either way.

Either way, this kind of comment is what makes putting something out there worth it. Cheers.

Hi — I'm the developer.

This game is best experienced slowly, in a quiet moment.
Phase 0 takes about 15 minutes. The full story spans 7 chapters.

All feedback is welcome. Thank you for playing.