• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
"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

Disregard, I feel dumb. Forgot about one-way routes...
Haha, yeah, after exploring certain abandoned compounds in their entirety I imagine TR will be in a massively different light, but I'm sure the experience will still be a positive one. Just because the light is different, doesn't mean it's a BAD kind of spoilers. BAD spoilers would be like the time I had RDR spoiled the day I bought it... and even then. Different light.

Thanks for being cryptic - really. Not quite into episode 5 yet, just learned about
Laz
so I'm really not sure how close I am to the end, but I'm appreciative of stuff being held back. I'm loathe to spoilers outside my control :P
I'm pretty sure that everyone with maxed personal trust is an option, provided you fit their gender requirement. Of course, there are oddities like Tez, Chac, and Luke. (I'm also pretty sure that the sixteenth character never gives the option at all. Logic dictates that Cassidy wouldn't either.)

hopefully I'm not screwing up by playing this before Reconstruction.
Eheh...you kind of are, sorry. Knowing about Tezkhra spoils a massive plot twist. And at this point in the story you also know about...other things...that could radically alter how you view the story. On the bright side, it means you won't be spoiled for a certain plot twist at the end of this game that is a foregone conclusion if you've already played TR...

...I'm probably being absurdly cryptic and mysterious here, sorry. You should still play TR, it's a cool game and you get to see how Deltree's work has evolved since then. It's not really worse, even (except in his portrayal of female characters, yikes), just different. I personally prefer TR's battle system, myself, though IMTS does have better potential for large-scale strategic planning.
I wouldn't yet know, though I certainly will in my second playthrough. I must admit, more options than I thought there were at first... Still
sort of depressing having her run around the ship from Tez to Mahk to Chac to Jazzy all first and having only a couple bat eyelids, if that. The buildup is there already, just a bit of a downer
. Always thought the concept of 'the tank gets lonely' would come up eventually. Ah well. Home and tucked in for a night of getting the late-comers up to snuff before continuing with episode 4. Game is still a blast. hopefully I'm not screwing up by playing this before Reconstruction.

Oh, and uh, speaking about Mass Effect I'm a Garrus-or-bust sort of person. Though I guess that's obvious by now...
To be honest, if there was any game that could justify Everyone Is Bi, it would be this one. Odd that he didn't go with that route. It's good that he acknowledged other sexualities exist, though, and unlike Mass Effect didn't do a terrible job of portraying them.
Daszk? I... Didn't actually know that was an option. Huh. Well, that works. And hey, nothing wrong about a guy with issues.


I know the whole 'everything that moves' mentality is one that needs to be avoided in most cases, buuut... I dunno. Tez and Mahk were the characters got their hooks into me the most, and first. I guess I just like the option to be there, being one of 'those' people. Not on DA2 levels (lol), but you know what I mean. There's always headcanon I s'pose

Still, fantastic game, and I fully intend to take a look at the sequel. Also recruited a few characters late so... Going to be extending my binge a bit more before continuing with the main story. That'll teach me to skip stuff.


EDIT: Oh. Just looked at prelim stuff for The Drop. Colour me all kinds of excited - I love me a roguelike something fierce.
Go with Daszk! Poor guy needs some emotional support. Unless you told him he's half-not-a-person, he doesn't like that.

Hey, Deltree, you should do a poll to see what people's romantic options were. Seems like Tez and Mahk are particularly popular.
Deltree
doesn't live here anymore
4556
Sorry for that! I wanted to avoid the "everything that moves" trend recent games have taken. Plus, he has... issues.
I registered just for this. I have to say it, I'm absolutely blown away. The writing, the battle system, I can't believe I'm jumping on the bandwagon this late. Fifteen hours have just flown by, and I don't regret pouring my weekend into this at all. Great job!

Haven't quite finished (Almost done episode 4, I imagine), but I'm guessing that I can't just (Yeah its another one of these)
Bash my head against Tez until he loves me by the end. A simple 'keep trying' or 'just compromise' would be good... No offense to the other two options that might have prospects, but... I can't see my character with either. Guess I'm just a nut for stuff like that. Mahk was a close second, but my LAC happens to be a chick. Ah well.
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.
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.
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
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.
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.
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.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
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:
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
9274
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
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.