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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.

-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.


anyone actually share blueprint codes here? tempted to try and figure out how the BP code works for cheap high power weapons...but was wondering if anyone ever bothers to actually share they're codes or not.
doesn't live here anymore
You are welcome to try! Just beware of check digits!

Some silly person has been making an attempt to break it down here: http://www.tilde-one.com/wiki/pmwiki.php?n=IMissTheSunrise.WeaponMechanics.
Ahaha. Good times. I kind of gave up after being unable to crack the sixteenth digit. You're welcome to try if your cipher-cracking skills are better than mine. Filling out the added effects chart will take some time, too (I've got rank V for most of them, though, and that's probably what most people care about).
I can't seem to find the Tatzilwurm. I have already defeated Mr Left and Mr Right. I have both the Good and Bad Ending badges, I have unlocked every character and every room of the abandoned EROS facility, plus I have completed the Scrap Carboderm quest (never again!). Am I missing something?
doesn't live here anymore

Go visit them in the quarantine area. You'll get the final hunt from them there.

I think this is right; I can't actually check because whenever I open RMVX, I get some message about DRM and it shuts down. Bwargle.
Ah yes, thank you, that did it. I had completely forgotten about that area. Still, I managed to beat the Tatzilwurm on my first try, despite it nearly two-shotting me before I could even move. :)
doesn't live here anymore
Congrats! Now you can take a well-deserved break!
Registered just to ask about a particularly hard boss:

Does anyone have any tips for the Tatzylvurm? I've noticed it's immune to status effects, so my plan of A-blocking it was ruined. I can hit it pretty hard (around 10k damage each round), but I'm running across a couple of problems that I can't seem to remedy:

My pilots are running out of energy for their weapons, and don't have anywhere near enough restoration to cover the losses.

My pilots are getting two-shotted or blocked, severely hampering my DPS.

I'm using Ros (24), Cole (14), Rami (23), Mahk (23) and Ivoronus (10). I've tried a couple of configurations, namely throwing a ton of skill+ boosters around. All my weapons are hitting for critical damage.

I don't know what to do. I can't cover my defences, my restoration AND my DPS all at once. Anyone got any tips?
doesn't live here anymore
Good news! You're at the very end!

Since the damage type doesn't matter, my recommended loadout for each character is: primary weapon (upgraded all the way to minimize cost), a defense or restoration slot of the same type as the cost of that weapon, and three chemical defense slots (one of each type). If your character has innate chemical defense, use the free slot(s) for more restoration or defense.

Remember that the back row grants 3x restoration, so I recommend having a character attack once or twice and then retreat to the back row to regenerate.

Good luck! It's meant to be my attempt at a MegaTen-style "preparation is everything" battle.
It feels weird to see everyone saying the bonus boss is nigh-impossible when I easily beat it on my first try without thinking or preparing too much. I was pretty overleveled, though (and maybe I had some guys with chemical defenses, can't remember).
It feels weird to see everyone saying the bonus boss is nigh-impossible when I easily beat it on my first try without thinking or preparing too much. I was pretty overleveled, though (and maybe I had some guys with chemical defenses, can't remember).
I hate RPG Maker because of what it has done to me
I beat the bonus boss on my first try but only barely :0

I seem to remember that it came down to one last trading of shots. The boss was about to shoot and if he missed, then I would be able to pop off the last shot to kill him. But if he hit, then he would have picked off my last character after twenty minutes or so of fighting and I'd have spammed this project page with hate. He missed >:3
I also beat it on my first try but also only barely. A few people died before I realized that I had to rely on the back-row for restoration, since no boss before that point had enough health for me to need to use it before that point. It was a bit awkward with the secret boss being the only time I feel it's required to use that feature.

Once I started using the back-row, though, I fell into a fairly easy rhythm of alternating people.
doesn't live here anymore
W-well, I beat him on my first try too! Because I gave him 1 HP to test out the cutscenes.
Hey there. Thanks for your answering my obsession fuled questions on the Reconstruction :)

I'm through reading the manual for IMTS (Holy mother... So many new variables. Sure will need alot of trial and error to figure out which strategy is effective and which isn't). 2 questions arose which I'd like to know the answer to (I'm afraid of reading any other comments here, don't want to be spoiled)

1. Do the Personality-gauges have any gameplay-purpose?

2. What was you thought-process when you decided to limit the amount of weapons I can make? Does that further mean I should try to experiment less until very far into the game so I don't run into a brick wall when I want to re-setup my parties entirely (I tend to do that) once I have access to more powerful/useful parts?
Is it then generally a bad Idea to build a weapon that is slightly better than my current and am I better off waiting to make a weapon that is twice as effective as my previous?
doesn't live here anymore

1. Other characters have their own sliders, and if you're more "compatible" with them, you're more likely to have dialog that will increase their trust. There will always be a trade-off, though, so play how you like. You're not missing out on any content except dialog.

2. The limit is just because I'm piggybacking off of RPG Maker's weapons database. The actual limit is something like 600, maybe more. I don't know of anyone who has ever come close to that, but I mentioned it just in case. Incremental upgrades are fine, but you'll probably spend a majority of your resources spread out across your entire party (since you can deploy all party members on each map).
Finally... finished... it....

For all the intimidation I felt in the beginning when I saw the new interface and functions I now concluded that the reconstruction was more fun with it's battle system as well as more difficult to grasp. With new characters and skills zu level the field it was almost always interesting.

Here however it's strange. On normal the battles are too repetetive, you win always with the same tactics, sometimes harder, sometimes with more losses, more misses or some other annoyance, but always the same. I must admit that I had everyone of my people armed with 3 weapons in addition to their main, which consisted of the remaining elements of their favored type (some exceptions, like Neff, who is good with 2 kinds of weapons and I rolled with it) and each health-type once, so I was able to attack any healtbar anytime and I also almost always found an enemy who is vulnerable to one of the 4 weapons each character is wielding on the battlefield.
In my humble opinion it just lacks the skill-variable. It's all just weapons always shot at one enemy to reduce one of three healthbars while keeping an eye on the green "vulnerability!" popping up. While the crafting system is very good, only at the end of chapter 4 I really utilized it, hell, I had all of my people equipped with Q3 items all the way to the beginning of chapter 4 (where I could finally buy Q5 stuff, so I updated them all).

The only reason I decided not to play on Expert (or Masohistic for that matter) is that 1.) that I thought battle-trust will be important for character-arcs (which they don't) and 2.) the Enemy has some unfair advantages, that would make the game more difficult but wouldn't change much, except my weapon/extension load-out. All Enemies take only 1AP to move one space without drifting. Enemies don't know what drifting is. The Enemies don't have a leader (which especially on masohistic can be one shot killed on my part even if you ambush without getting the player advantage). The Enemies on harder difficulty always know what my weaknesses are. They don't have to use scan or anything. And so on. I also wished there was a way to "calculate" the outcome of the battle, but I understand that such is not possible since my health does get replenished after each fight, so there would be no point.

I got really bored with the free roam investigating of nodes, where every frigging subspace looks the same, not even the form of this sticky structure change. I especially got bored when this son of a reptile wanted 70 (more!!!) scrap carpoderm. I finished the game now. And got 49. And I don't care. He can go buy himself somewhere. Stupid lizard.
Generally the fighting was the least favorite part of mine in this game. I'm not saying it was bad, but I'm saying that if it was all about that, I wouldn't have finished the game at all. But there was one thing that kept me playing. Something that is exponentially more satisfying then any game I could remember right now.

The Story. The effort-given love-shown revelation of a Story. By god this should be a 3d space shooter with command-mechanic. Or maybe it shouldn't. It is just so rare to find this love to detail. I mean, by god, there must be SO MUCH DIALOGUE that some perfectionist like me never will read, since I maxed out all my relationships, but what kind of messed up perfectionist do you have to be to wrap up every single character individually depending on things discovered, and characters present, and decisions made. I even got fed up with all the social stuff, because to trigger the next one I always had to either progress in the story or do one of the explorations which started to wear at me early (The choice of music for exploration is the one thing I highly disaproove, but I guess it is a matter of taste). When the pay-offs and "final scenes" started happening it was all so worth it. Even gay little Makh was adorable. I went with Cassy though. Wanted some lacterian children, you know?

Ultimativly an experience I'll never forget :) Character-design and Storytelling are your forces and you mastered 'em well. Respect from here and... well... take care ^^
doesn't live here anymore
Thanks for the breakdown! I'm glad you were able to power through it. To be honest, it was probably a lot easier to take in as episodes rather than one marathon stretch.
To be honest, it was probably a lot easier to take in as episodes rather than one marathon stretch.

Oh, I totally agree. I even turned away from this game after each episode. But after processing the story I just wanted more, so I continued a day or two later.

Just because nobody would ever ask, how is your personal well-being?
doesn't live here anymore
Ah haha. Uh. Pretty good, I guess?