Full notes
Full Calling Home update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey guys, we always say we want to develop Calling Home with our community. So here is your first chance to actively influence the game. We are currently discussing how to approach our player upgrade system and want your opinion on the matter. So far, we narrowed it down to 2 options and we want to know which of these options sound more fun to you.
What changed
- UI and audio
- Fixes
Calling Home changes
Microchips and Slots The player gets a fixed number of microchip-slots in their suit. Microchips will be researched and once unlocked, can be equipped at your base. Because there are more microchips than slots you would have to decide which chips make the most sense for your current planets’ environment, or task you want to do. This system could also lead to more interesting points of interest, but on the other hand it could also have some tedious side effects e.g. if you are out exploring and notice that you need to change your microchips to solve a puzzle at a point of interest.
Permanent Upgrades The player can research upgrades at their research table which will permanently unlock them. The upgrades can be toggled on and off, but if you desire, you could always enable all of them. This would be more set and forget and give you more time to automate or adventure, but also limit your decision making regarding your adventures.
In our opinion both Ideas have positive and negative aspects and could impact how Calling Home feels greatly. Also keep in mind that none of the decisions are final. We might change the feature in the future if it turns out to be boring or just not fun.
If you want to help us develop Calling Home click here and give us your opinion!
Source
Changelog.gg summarizes and formats this update. How we read updates.
