I've been watching/lurking the game development for a looong time (wow,
I posted about it on B12 Forums waay back in 2010, which brought you guys some traffic at that time

).
The art and writing is just as awesome as I knew it would be.
My experience with the game was a bitty clumsy and buggy, but the great potential is easily noticeable. I was excited though to learn more about the story and the colonists, just got a bit overwhelmed by all those messages and quadites and then everybody died.
Anyway, I really like what I see and I wish you guys good luck on the bug hunts and development to come.
Oh, and I experienced no crashes. That's great

The bugs (or seemingly bugs) I ran into:
- UI can be optimized, for instance, when opening the inventory or selecting tiles, the game lags.
- Minor UI bugs when pausing/opening the menu - the "MAIN" button can stay pressed while the menu is closed and the game's on.
- Minor bug with music, it "inverts" so when you are paused the music plays, and when the game's on the music stops. [I think its after pausing and doing something in the main menu]
- Minor UI issue: when loading the game, the story texts has a disabled "Ok" button, making believe that the game's ready to go/frozen after clicking.
- There seems to be some issue when you start a game, play it, go back to the main menu and start another game. The second game gets very laggy/choppy which makes me believe that leaving a game doesn't cleanup properly.
And my suggestion in the feature-front is something that I'm sure it's planned, but it would be great if you guys could implement it if it's not much trouble:
- Save system - everyone seems to be crying about this. Of course, I believe it would be a lot of work to make the saves version-compatible with one another, so I doubt this should be a priority, unless making a simple save system that doesn't guarantee compatibility. A save system would be great for people to test stuff though, since in this stage crashing and resetting the game should be expected (it could happen

)
- The priorization. An internal priorization on industries will guarantee that the AI doesn't act suicidal (gathering sticks instead of building a fireplace or getting/cooking food).
The manual priorization of tasks is good, but if all tasks got the same priorities set, they should prioritize survival. I think this needs priority so the player com focus on other things/testing the game instead of micromanaging survival on the current level.
I think that's it, I'm looking forward to your next builds, and I'm happy I finally tried the game out
