
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
About a year ago, while I was sitting in my high school english class, I looked over the shoulder of my classmate to my right and saw him on itch.io playing a game with the title of it plastered atop the screen; "TERRAFORMENTAL". Mildly and pointlessly curious, I kept the name of it in the back of my mind until I got home. Checking it out on itch.io, I got the demo for the game expecting a simple incremental idle game, like a sci-fi themed cookie clicker - something I could just turn my brain off and play to watch numbers go up. What followed was my descent into madness as I find myself in a nightmare of timers and numbers wrapped up in groundhog day, coupled with a delightfully esoteric plot that keeps my stupid ADHD brain preoccupied enough with theorycrafting to withstand spending 30 real life minutes working out the logistics of travelling to half a dozen planetary bases in an effort to reassemble an entire aircraft. This is unquestionably not a game for everyone, but for those deranged enough to find the endless math, routing, and planning fun, you're in for one hell of a ride.
one of the best incremental games I have ever played. Even though the game is still in early access there is a lot to do. The wait between updates can be hard, but they come fairly frequent.
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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?
Outer Wilds meets the Martian
When playing this game you need something else, a show, video, or whatever entertainment. There is a lot of time, especially when travelling, hacking or restarting a loop, where you just have to wait. In all honesty, I wouldn't change that, its a really relaxing game. I love the mechanics of the loop where you can gain little bits of knowledge in one loop and use it in another, like finding blueprints/devices, hacking to just skip it in future loops, or finding the fastest ways to travel. Also the action queue is smoother than I have seen in other texted-based looping games. The recent updates have been really good as well, little updates to the map and the rework of the obliesk have been additions that have just been perfect. Balancing is really well done as well. This game is one of the first where I have read all the entries and lore as I progress. Over time you see how connected the world was and how it collapsed. Every area is unique, has its own gimmicks, and each one is interesting and fun to explore, its the same with the artifacts and I've really enjoyed exploring.
Fun puzzle box type resource management game
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.
Very good game, the story is simple and engaging, being shown what's happening through notes and a text log box, it matches well with the gameplay that forces you to explore, experiment and optimize routes, turning it into a puzzle sometimes, and everytime you find something new it feels rewarding both through actual progress and uncovering the story of the stations. Very fun to play, probably better on a second monitor. The only problem however is that when you find a good route and eventually die, you have to do every single choice again, which makes you focus on tedious actions you've done a million times just to end up progressing a bit further and eventually dying again. It would be nice to have some sort of Repeat Button that repeats my entire route until a different/new action is available, that way the game could run on auto in the background until I can continue again
It's fun exploration with decent amount of thought put into the incrementally repetitive aspects so they don't feel all that grindy.
easily one of my favorite semi-idlers of all time, great story and intuitive design
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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