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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

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).
Deltree
doesn't live here anymore
4556
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.
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?
Deltree
doesn't live here anymore
4556
Congrats! Now you can take a well-deserved break!
@Deltree:
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. :)
Deltree
doesn't live here anymore
4556
Spoilers!

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.
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?
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).
Deltree
doesn't live here anymore
4556
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.
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.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
Well you could use this fact (changing course of the research facility) to farther demonstrate that EROS hid somethings, but then, why did they need Inquiry? another mystery for player's mind ;). Also remember that EROS said that changing course of facility take at least 1 splice.

For emitter, you can say that, cells become resistant after some time, like nearly everything in the world, they adapted.
Deltree
doesn't live here anymore
4556
Not really. Just an in-world manifestation of the theme of nothing lasting forever. Sorry!
Yeah, speaking of that:


Is there an actual, specific reason why emitters stop having an effect after a length of time, or is it just plot contrivance? I assume the latter since there's never a detailed explanation on how the emitters work, but it would be interesting if there was a specific reason. Perhaps something relevant to the sequel...?
Deltree
doesn't live here anymore
4556
All very good observations! Although the bug is pretty scary.

The ship had to make an emergency course correction, and if I recall correctly it still has momentum to pass through another node for one turn. But, yeah, it's all computer simulated anyway, so it was more about rotating in the other direction and going full thrust.

As for 2:
This is a very good point! However, in the grand scheme of things, the Shine wasn't that long ago (and they've only been underground for anout the same amount of time.) They would probably start noticing the effects after a few hundred thousand more years, though. That's my explanation, anyway!

meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
1 bug report, in a mission, when you are suppose to escort Eros research facility after you find out that you must follow the alternative route, the first encounter repeat infinity (hmm its a 3 way node). however restarting the mission solved the problem, i couldn't reproduce the bug and i played it 5 times, so it may be random.

questions:
1- in briefing mission we are told that EROS facility can't change path because of its huge mass, however in mission we saw that it completely turn around. (i guess we can say its because of 2d map )

2-
old man say: emitters don't function forever, they will eventually cease function, the only reason other people didn't aged like him was because of traveling in the speed of light (well its actually very high acceleration) however, Cole and Cassidy, left the facility the same time old man left, and they both lived in a stationary place, why they didn't aged?
Deltree
doesn't live here anymore
4556
Thanks for your notes! Hopefully the next game(s) won't be as complicated and will be more fair for both sides.
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
hmm, for Daszk battle trust is +2 per any non special battle, and -11 for death, everyone else have +3, is Daszk is special or something?
it means if you loss him once in every six battle you won't get any battle trust, well i can give defense boasters, but it means someone else will die, every craft in later stage of game have every type of weapons (hull,system,pilot) so they always focus on 1 person (well not always but most of time) and he loss battle trust and he won't be able to upgrade his weapon,

i actually forced to make a tank out of Ros, enemy always attacked Ros even if they attacked with a c weapon. they prefer to target Ros 5 space away, rather than someone close by and this means the best race is Lac with the most RT

its funny though the concept of tank changed dramatically in this game, the tank in this game is someone with lowest health :)

i can suggest another thing for the sake of balance, decrease enemy AT in later stage, in rank 10 if you don't chose AT and equip a +AT booster, every single enemy will be faster than you. however battles are too easy right now, even in expert the only problem was not to loss ANY one.

anyway if you think its an appropriate challenge for your game, i can accept it, i already know what strategy i should follow
chose LAC, put every point in resistance and RT, equip RT++ and RT+ (this mean RT10 in rank 20), Ros pilot and system health must be lowest in your fleet AND pry. i didn't test this strategy but it should work.
Deltree
doesn't live here anymore
4556
No problem; I read it just fine!

Battle trust does increase for each battle won; it's not just a multiplier. It goes down if someone is lost, though. Lacertians are tricky because they are front line fighters, but keeping Daszk safe on the back row for a while might help him build trust, as well as a lot of defense boosters!

Thanks for playing and posting!
meisam
meisam your not using semicolon properly, and that's a laughing matter.
0
developers of this game are genius. congratulation

what's missing from most rpg maker games is innovation. they repeat the same thing over and over. until now i find three games that had something new in them. the reconstruction, the reconstruction: zero and alter aila genesis (hi argh, you don't know me, but i read all of your comments in AAG ;))

criticize: battle trust, i played in expert difficulty so keeping everyone alive was really hard. the worst case was Daszk :|, his battle trust growth is just 2? and he is too weak in system and since enemies tend to target the lowest health, they always target him. well i guess enemies are too smart in this game.

suggestion: if you win a battle you should gain battle trust, no matter if you lost a ally or not, or you can soar, the enemies relation with Typelog. they know everything about my ships, without scanning or landing a critical hits.

sorry for my bad English.
This looks really interesting it reminds me alot of Mass Effect when I look at it.