By far the hardest level for me was the alien level, for some reason. Nice, I like everything about it!
Pandas shouldn’t assume what I can or can’t understand, just because I’m playing chess and not 象棋 - rude.
Impressive, way more developed than I expected. Will have to spend more time with it, not all game systems are clear to me - like regional development. How it grows in new regions so I can found the first city is unclear.
Also had some difficulty with the UI overall, like in the factions menu, I can see that there are more steps in the quest rendering below the window border, but I couldn’t scroll down in any way, and setting the ‘compact’ UI choice, still the lines were cut off.
Sounds like you may be working on this now, so I’ll keep an eye on this space.
Have played many missions of this now, fun game!
I noticed that even with characters with stealth 6, I can start creeping in an empty room, exit through a door into a room with enemies, and be shot without having stopped creeping… as far as I can tell from the rules, this should not happen - maybe there is a bug there?
Or does going through a door cancel creeping?
I also finished a mission by losing all characters (‘Into the wrong hands’) and the game froze and became unresponsive on the debriefing screen, or at least didn’t respond to any input.
I quit dosbox and on next restart the game resumed from the end of the prior session.
Thank you for the clarifications. I think I misunderstood a few things about creeping and especially detection!
When I read that detection let you ‘detect characters out of sight’ I imagined that creeping was like ‘hiding’ and let you be invisible (if successful and not attackign) between turns, and that there would eventually be ‘stealthed’ enemies. Now I suspect detect lets you ‘see’ nearby enemies through walls, etc?
I think I get it now and was just confused by the proximity of the rules and wrongly thinking of ‘stealth/ambush’ systems from other games.
In my very first battle, I ‘creeped’ my scout into position near an enemy and passed the turn, thinking I was setting up an ambush with lots of AP for next turn… my first death :)
“At the end of your turn, there’s an extra stealth check…”: That’s a cool ‘bonus’ effect. Does this mean that you should make all characters with any skill ‘creep’ before end of turn to get this ‘initiative’ bonus to reaction fire, or is this check automatic?
The sections on training and studying did seem clear, even if I didn’t use them yet; I’m looking forward to diving further in.
Nice - gives me that ‘laser squad’ feeling, but with enough unique qualities to make it really stand out. Have played 3 missions, tend to lose one member each mission, but armored up and with competent medic, feel like I can get that number down.
The rescuing of hostages and scavenging for gear are super cool systems.
Haven’t yet played around with the ‘training’ function just yet - should probably roll an extra recruit or two just for that.
I love how transparent the ruleset is - thank you for writing a delightful manual. It seems like a well-balanced ruleset, and you’ve rendered it in enough detail for tabletop play!
I wasn’t able to understand what constitutes critical success - I see that a 6 in the skill is needed, and that 11 out of 36 2d6 rolls provide them, but not what rolls qualify? Mathematically, I’m guessing a one on either die (5x2) plus a double one, so any number of ones?
Also a little unclear how creeping works - do you have to make a skill check for every step, or some other interval? And does using ‘detection’ get ‘contested’ by creeping, or does a success just automatically reveal all creepers in LoS?
Important rule when considering how brutal overwatch can be.
I think I’ve just about seen what there is now, but there are enemies on your changelog posts I didn’t see, so…
At any rate, amazing game! Managed to explore all areas, and got my first ‘spell’ much too late - by then I’d already defeated Hodag and the Mushroom King. Ah well.
Good stuff - again, thanks for sharing. Here’s an image to show what all I encountered in a spoiler free way :)

This is amazing! Not quite finished with what’s there so far, but I wanted to drop you some praise:
I haven’t managed to unlock any skills yet, even though I’ve killed some bosses. I’m guessing you need to sacrifice some fellow campers…
Also not totally clear how ‘energy’ works. Recharging - is it an amount of real time I need to spend in an area? Screen transitions? Something else?
Anyways, even if you never revisit this, it’s very worth playing! Thanks for sharing it, and I’ll be watching you.
Spent a little more time with this. I’m impressed with the wide-open world with so many locations and secrets. I didn’t take the best of notes at first, and have gotten kind of stuck.
Can you tell me where the location is that wants ‘the sound of darkness’? I can’t remember where it is and feel like it might unlock things, now that I know it.
The artist is a useful resource to progress, but now all the characters are in an area I can’t seem to reach.