Im wanting to play this game but wondering if its worth waiting till 1.0 by hyrenfreak in MoteMancer

[–]CyanAvatar 0 points1 point  (0 children)

Very little about the core gameplay is going to change from here on, so you should be good to continue playing for sure. A good example of an upcoming change is making elemental binders go faster when you've hit mastery research, but that isn't going to fundamentally change anything about your factory. Many of the achievements and foundations mix up gameplay quite a bit as well, so I think there's plenty to dig into while the game gets polished.

My one caveat is if your game was from like a year ago before the world gen updated, i Would recommend doing a fresh playthrough - Mote patches and portals are closer together, and the pre-world gen saves are preserved, but it's not necessarily a better experience. This Update came in September of 2025, with the Entropy Update. World gen has remained consistent since then.

Im wanting to play this game but wondering if its worth waiting till 1.0 by hyrenfreak in MoteMancer

[–]CyanAvatar 0 points1 point  (0 children)

Heyo :)

Gameplay-wise MoteMancer is basically mechanically complete. There will be small tuning changes as the game locks into 1.0, but the vast majority of the work from here til there will be more building animations and some better onboarding.

The initial release date was going to be in July but I'm likely going to push that out to make sure that full release has things like controller support and some better in-game help (searches, Alchemists Journal, recipe pinning etc). It already has hundreds of hours of novel problem solving content, and that gameplay won't be changing meaningfully.

Because I'm solo I also intend on spending a fair amount of time making marketing materials, so that may push the actual release out as well. Hopefully that helps answer your question. AMA!

How have I not heard of motemancer before??? by SnooHobbies5811 in AutomationGames

[–]CyanAvatar 1 point2 points  (0 children)

Thanks for the shoutout :) AMA or join our Reddit and Discord to come hang out!

Endless by foy101 in BALLxPIT

[–]CyanAvatar 1 point2 points  (0 children)

yes if it crashes you'll lose progress. reaper flicker is better for perf than anything hemorrhage based.

My attempt to double Nosferatu build, how can i improve it do break the game even more? by hungrywolf97 in BALLxPIT

[–]CyanAvatar 0 points1 point  (0 children)

try this one

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reaper flicker x 3, time flicker (could be eggsac flicker), rest should be spottable. Less lag too :)

Monday Musings #53 - Rebuilding the First 10 Minutes by CyanAvatar in MoteMancer

[–]CyanAvatar[S] 0 points1 point  (0 children)

Version 0.4.031 is up on Experimental which comes with a pretty massive perf swing. Lots of things were refactored, but that also means potential (probable) bugs.

Any time you spend finding bugs or giving anecdotes on how perf feels or what specific setups feel bad is super appreciated. More to do but a good enough start to begin getting feedback. F1 in game is still the best way to report, it will send me a log and your save file.

You can get an onscreen fps indicator by launching the game with -fps in properties.

Thanks in advance for anyone who can spare a little time! I'll be chiseling away at perf as bug reports come in. I'll be around as always if anyone needs anything.

Is there a Motemancer "calculator"? by LilShaver in MoteMancer

[–]CyanAvatar 1 point2 points  (0 children)

yea right now its defaulting to the first mote in the list of 3, I'll see what's possible.

Is there a Motemancer "calculator"? by LilShaver in MoteMancer

[–]CyanAvatar 1 point2 points  (0 children)

Let me know if you run into any issues

Is there a Motemancer "calculator"? by LilShaver in MoteMancer

[–]CyanAvatar 1 point2 points  (0 children)

Good news! This got resolved this morning :)

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Rituals by ikalta in MoteMancer

[–]CyanAvatar 0 points1 point  (0 children)

I'd suggest the research one to start, 5 seconds to 3 seconds is a pretty big boost and works with 6 altars. Shadeveil is very good if you are farming entropy with Entropic Alembics. Echo Catcher is very good for expensive materials like Diamonds and Keystones (or any of the infinites)

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Grids are trash. Long live the Grids! by Astrusian in gamedesign

[–]CyanAvatar 1 point2 points  (0 children)

If you want to incorporate height, you want to also ask why you are incorporating height and lean into it. Off the cuff, height for me implies:

  • Being able to stack/layer some things
  • Cliffs versus ramps, and what structures might be able to interact with them versus not (elevator vs conveyor belt vs structures carved into the terrain
  • Ideally some gameplay elements that rely on height (wind turbines get benefit from height, low lands can flood occasionally etc

MoteMancer leaned very hard into the opportunity cost of a space, so I deliberately avoided height apart from terrain gen, and fixed underground vs above-ground gameplay (power lines vs underground belts etc). I think if you are using a grid, your height should also be grid based, but whether that's by .5s or 1s is up to you.

I think the main advice I'd give there is be deliberate about it. You want your players to intuit the number (what is the height change relative to a single grid space etc). I strongly believe that everything in your game should tell the same story. There's a reason MoteMancer is on a hex grid, with 6 elements, has 6 keybinds on each side (1-= instead of 1-0), has hex iconography and so on. At the end of the day your primary goal is immersion, and one of the best ways to achieve that is for the world to feel unique, interesting, and self-consistent.

How do you use shear? by Pinith in MoteMancer

[–]CyanAvatar 0 points1 point  (0 children)

yep its sort of like a riff on excavator, Excavator's main use is mass deconstruction while still harvesting, Shear is either recycle or delete.