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"Where were you when the universe ended?"

I Miss the Sunrise is an all-new prequel to 2009's The Reconstruction. Featuring strategic battles, player-created weapons, and unique gameplay around every turn, I Miss the Sunrise is an RPG experience like no other. The full game is available as of July 22nd, 2012.

Version 1.51 released August 12th, 2012.

FEATURES
-No typical HP & MP drudgery. Instead, all battlers have Hull, Systems, and Pilot ratings that serve as both health and fuel for weapons. Reducing any of them to 0 means defeat, so spacefarers beware!
-Create your own pilot. Give 'em a name, then choose your gender, race, and customized personality, all of which determine how you interact with other denizens of the universe.
-Get to know your allies better through dialog interaction and performance in battle. But be careful: some allies may be less receptive to your chosen personality.
-Assemble your own weapons. Use salvaged components to customize and outfit your own weapons, name them whatever you want, and use their blueprint codes to share your creations with other players!
-Fast-paced, strategic turn-based battles reward careful positioning and targeting over brute force. Exploit your enemies' vulnerabilities while covering your own!
-Random exploration maps let you take part in battles and exploration any time you please.
-Customizeable AI lets you determine just how ruthless the enemy can be.

TV Tropes page available here! Spoilers ahoy!

Unofficial Wiki available here! Spoilers here too!

New! Fanfiction!: 1 | 2 (Spoilers, of course!)

Latest Blog

Out with the Old

Happy Nauruan Independence Day, everybody!

For anyone still watching, I've expunged my old site in order to concentrate on my new one (Sungazer Software) full time. Plus, I had a lot of insane rambling from 2009 or so that I didn't want hanging around, so it had to go.

If there were any posts you absolutely cannot live without, or if you object loudly enough, then I could be goaded into having a "greatest hits" archive left intact somewhere. Swayed, even. Until then, though, consider any links to Tilde-One.com to be defunct. (Actually they'll just redirect to the new front page.)

Good night, and keep watching the skis! Uh, skies.

Posts

By the way, a bug: I have exactly 8 allies, but Daszk's first weapon upgrade won't trigger. Unless the 8 allies doesn't include him?
Deltree
doesn't live here anymore
4556
I want to say it does not include either himself or the player character. Maybe both!
I would say that it's probably a good idea to make it either but not both, as excluding both makes it impossible to upgrade without obtaining any optional characters.

Also, unlike everyone else, Rami's final scene does not give a PT bonus.

Edit: Oh, by the way, does anyone else here think that Soran asks for too much Carboderm? I just barely completed the second step at the start of ep 4. And there are two more steps after that, right? I think it's impossible to complete the quest without obscene amounts of grinding, especially since items are so random.
author=argh
I would say that it's probably a good idea to make it either but not both, as excluding both makes it impossible to upgrade without obtaining any optional characters.

Also, unlike everyone else, Rami's final scene does not give a PT bonus.

Edit: Oh, by the way, does anyone else here think that Soran asks for too much Carboderm? I just barely completed the second step at the start of ep 4. And there are two more steps after that, right? I think it's impossible to complete the quest without obscene amounts of grinding, especially since items are so random.

I actually finished Soran's Carboderm quest during episode 2. Sure it was a grindfest, but maybe I got a bit lucky? However, I think Deltree fixed the issue of Scrap Carboderm being too rare, because from Episode 3 and onward (I'm on 4 now), it's easy to find and I have more than enough to spare.

Early on, I'd have better luck finding Scrap Carboderm in the lower Splices, because they didn't have much else to find.
Adon237
if i had an allowance, i would give it to rmn
1813
Personally, I LOVE scarcity of some things in these type of games. It makes it that much more rewarding when you find it. Also, once I finish Chapter 5, I will finish and post my review.
Hm. I guess I'm just really unlucky then. How many random missions did you do, Zadok? I finished it during ep 2 on my first playthrough as well, but only because I did like a bazillion random missions because I have no life.

I suppose it could be mostly random variance, so that some players complete it (much) earlier than others...though to be honest, chance-based balance is not the best design philosophy... Maybe if Scrap Carboderm was somehow "special", so you were guaranteed to get it at some points...? I have no idea how that would work though.

Also, once I finish Chapter 5, I will finish and post my review.


I wonder if I should write a review...I only wrote one for The Reconstruction because no one else had, though. This game seems far more popular, so it seems less necessary. Also, I believe I've already gushed about or critiqued mostly everything, so I doubt I would say many new things of worth.
Adon237
if i had an allowance, i would give it to rmn
1813


Guhh, I don't understand this at all. -.-
Deltree
doesn't live here anymore
4556
Find an unbroken path that goes from the left side to the right, and light up all the things on that path so they're green.

If you need another hint:

It's the path that starts on the second one on the left and ends up on the second on the right, but not necessarily a straight line!


I probably should have included a freebie solve like with the Lights-Out room, but you could probably brute force it eventually.
By the way, just encountered a weird bug: I investigated a node in splice i, and the node just turned blue, no additional message, not even "nothing of interest at this location". (It was one of the nodes in the upper-left section, if that helps?)

(Speaking of splice i, would it be possible to disable fragments after you get them all? It's even more annoying than in regular splices, since it's always the exact same one.)
Playing game, love it. Fortunate enough to have discovered it hours after it was completed.

Having trouble with the bounty The Collector. At a loss. Could you be so kind as to give some hint?
Deltree
doesn't live here anymore
4556
The finding or the fighting?

To find him, you just need to move a fleet onto the spot where he's hiding (it's random). Multiple fleets helps.

To beat him, it's probably a good idea to use weapons that would not be thwarted by a large, metal barrier. He regenerates fast and gains attack power every turn, so once you figure out his weakness you might want to craft a bunch of weapons of that property/type and put one on everyone so you can get lots of criticals.
Gibmaker
I hate RPG Maker because of what it has done to me
9256
author=Deltree
The finding or the fighting?

To find him, you just need to move a fleet onto the spot where he's hiding (it's random). Multiple fleets helps.
And you also aren't given enough turns to check every single node in one go so it might take a few tries. :X
Deltree
doesn't live here anymore
4556
Sure you can! You get an extra 2 CP for each fleet you deploy. Just have to make sure you don't spread too thin when the actual fight shows up.
Gibmaker
I hate RPG Maker because of what it has done to me
9256
author=Deltree
Sure you can! You get an extra 2 CP for each fleet you deploy. Just have to make sure you don't spread too thin when the actual fight shows up.
Oh. Ok. D:
author=Deltree
The finding or the fighting?

To find him, you just need to move a fleet onto the spot where he's hiding (it's random). Multiple fleets helps.

To beat him, it's probably a good idea to use weapons that would not be thwarted by a large, metal barrier. He regenerates fast and gains attack power every turn, so once you figure out his weakness you might want to craft a bunch of weapons of that property/type and put one on everyone so you can get lots of criticals.
Ah. I was mistaken. Not the Collector, but The Drinker. The one that absorbs energy from it's Power Fountains. It and it's Fountains seem to be resistant to everything. Stopping it's A weapon from firing (it is called 'Ejection' seemed like the way to go by using the A-Block Added Effect, but I've never gotten it to work. The pattern of the Power Fountain's attack seemd like something as well, but hitting him with the same element pattern doesn't seem to do anything.

Can't deal enough damage to destroy anything since they resist everything and recharge totally every turn. Turning the Zone of Control against him or waiting it out (20 phases...) doesn't seem to affect anything.

EDIT: argh (which was exactly my sentiments in the last few days regarding this fight) was one to something. Overload 'em. Won. Only took a dozen tries and help.
Hm...after playing through the full game, without doing many random missions, I do notice that the randomness of item drops is a major issue. I literally could not craft any systems weapons until episode 2 because I simply could not get any systems types. Pulse emitters were also absurdly scarce; I don't think I made more than like 2 pulse weapons until I got access to the H&C. My component totals were frequently lopsided, and I went through them really fast. I had ridiculous things like one of my weapons being quality 3 while all the others were quality 7 or 9, simply because I was lacking one of the components necessary to make a better version. And I didn't even have any optional characters to equip!

The H&C helps, but it's still playing into the randomness problem. You get high-quality stuff, sure, but what it is is still random. I propose a solution that could alleviate some of the pain: Make the H&C always have all of their group of components. The player can still only choose one, but they can pick what they really need instead of waiting on the whims of the RNG. Rares can probably stay as they are, though, since the uncertainty is an important aspect there.

Is this feasible or a good idea?

(And yes I'm aware the Machinatorium sells components, but they become outdated after ep 2, and they drag the overall quality of the weapon down so much that it's really a waste of your high-level components.)

(Also, can I post my dissection of the weapon blueprint codes on the wiki, or is that too close to cheating for your tastes?)

Edit: Woah, ninja post! Randomguy, the Drinker is a very atypical boss...I'll just say that you should probably pay more attention to the power fountains than the Drinker himself. Try poking them and see what happens.
Deltree
doesn't live here anymore
4556
Well, on one hand, I see why that can be a problem from a gameplay perspective, but on the other hand, the splices are included specifically to let you gather materials if you want them. The Machinatorium's merchant is there to let you fill in specific holes for a small sacrifice in quality too. I could bump up their inventory a step, but they cap out at quality level 5 and I think that's pretty fair. If all of the components were plentiful and easy to obtain, there would be no incentive to hunt down a full set of high-quality parts to make the strongest available weapons at the time. Plus, one point of quality to the next isn't a huge step up in effectiveness; guaranteeing critical hits is much more effective. Since there are so many weapon permutations, empty spots in your arsenal tend to stand out more prominently, but the RNG is as fair and unbiased as one can technically be.

You can document the blueprint code algorithm if you like since you put so much work into it already; I don't mind. It's like a Game Genie all over again!

As for The Drinker, the fountains are definitely the key. Be on the lookout for feedback you don't normally receive in battles.
You can document the blueprint code algorithm if you like since you put so much work into it already; I don't mind. It's like a Game Genie all over again!

It is done. It's actually not as gamebreaking as I thought it would be, as, for one, two digits still vex me, so it's not possible to make a weapon completely from code (yet), and also, money is scarcer than I thought, so it would not allow you to, say, get quality 9 weapons in episode 1, as I originally thought.
Deltree
doesn't live here anymore
4556
Probably the check digits, of which there are several. I never said I would make it easy!

Also, if you find a way to brute force an improper shell/property combination, it may not be usable - no animation will be assigned to the weapon object, so it may crash the first time you use it. I'm not entirely sure what would happen.
Yes, I believe I tried making a chemical auroral weapon once. It defaulted to the thermal animation, but other than that, it seemed to work fine. Not sure about the others, though.