Ravaged Space
Your spaceship was hit by an asteroid while on an exploration mission. It's badly damaged. Life support is failing and most systems are offline. Can you repair your ship before your systems fail?
Ravaged Space is a text-based incremental survival game.
Accessibility Features:
- Color-blind friendly
- High-contrasting colors
- Screen reader support
- Adjustable game speed and music volume
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Updated | 11 minutes ago |
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.0 out of 5 stars (35 total ratings) |
Author | Steven Lambert |
Genre | Survival |
Tags | Incremental, Short, Space, Text based |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse, Touchscreen, Smartphone |
Accessibility | Color-blind friendly, High-contrast, Blind friendly |
Links | Patreon |
Development log
- Release 1.3.0Mar 07, 2020
- Release 1.1 - UI UpdatesFeb 09, 2020
Comments
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by far the most frustrating aspect is that the storage is so small even a minor mistake in orders can lead to an instant game over, also automation makes it impossible to actually manage stuff with this small of a cap if you actually enable it
It could be a good game but in its current state it's only frustrating. Why does consumption suddenly increase? Why does it still say -1 heart? Auto-Buy is an easy way to kill yourself.
And really not a fan of being able to die and having to start from scratch.
2/5 for me in its current state, could be much more.
damn this was actually really fun!! i enjoyed the difficulty of it, it took me a few tries to win and i like that it wasn't just based on luck but rather strategy. it was pretty intense at times trying to keep everything balanced!
will there be a downloadable build?
did anybody beaten the game?
Very cool concept. I've been trying to make my way through it all day. Haven't managed to beat it yet but I'll be back later and I'm sure I'll figure it out by then.
Fooled by thinking that each upgrade only needed to be done three times. Yeesh, that's a lot of power draw...
It will be nice if we can know how will the load increase before we repair the systems. Also it will be easier if the load of the different system doesn't trigger at the exact same time.
P.S. auto resource is a trap.
Agreed, on all points. I keep getting stuck in the same trap: I have two spare points of power, and two spare points of processing. Generating power (with my current systems and upgrades) needs two points of processing, so if I do that, it's game over due to 0 processing. Likewise, processing (again, with my current systems and upgrades) requires 2 points of power, which results in game over from 0 power. I also need to resist the urge to enable the autos -- they end up doing one or the other, and it is game over.
Ideally, there should be a small delay before game over: I should be able to generate power from processing, and quickly use some of that power to increase processing back above 0. It does not make sense that the ship gets destroyed immediately because there is no material immediately on hand to generate more power when the power consumption of all systems is currently near "100%".
I would do the math to find what I am guessing is the only possible path to success (do A, then B, then C, ....), but without knowing how "A" affects resource use, I am left with only making a random guess, and hoping it is not game over. The game becomes less a game of skill, and more a game of chance: Roll the dice and if it's "snake eyes", you lose.
really fun game, but almost broke my computer. otherwise really fun and interesting.
hope for more!
Very interesting concept, but I think the amount the load increases for some of the upgrades is overly punishing. It's too easy to accidentally end up in unwinnable situations.
You shouldn't upgrade engine nor engineering to max at all unless that the last 2 thing or at least that my solution
Really enjoyed this! Can get stressful, which I assume was the intent, haha. In space, no one can here you stress out.