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#26 Re: Main Forum » town safety officer > police » 2019-04-26 15:07:02

Anti-venom's pretty useless since if you have a knife, you can just go around killing nearby snakes. Imo, I think the more knives you have in a town, the better. If you only have two knives in town and one of them belongs to a murderer, chances go down of stopping them because you need to search town and ask the only other person with a knife to come and stab them. The more knives that exist in town, the more jobs that can be done and the more likely someone will be able to stop a griefer.

#27 Re: Main Forum » Another biome specialization idea » 2019-04-26 14:57:51

Twisted wrote:

The problem with both suggestions is that there will always be a best biome and most people will just die until they spawn there.

There will always be a best biome, like the swamp, because there's literally no other way to survive without water and currently only one biome has a water source. It's already common though for Eves to walk for a long time or kill themselves in search for an acceptable biome border combination that would give their lineage the best chance at survival, so I don't see why that would be much of an issue.

#28 Re: Main Forum » Another biome specialization idea » 2019-04-26 05:59:01

Aside from the racism, slavery, and human trafficking that the lovely players in this community would most certainly enact, I don't think this would necessarily be realistic. There's just too many specialized things needed from different biomes that the only way you'd be able to find someone from the most essential biomes is to wait until you've given birth in that biome, then haul your kid back to town and wait for them to be able to craft the things you need.

And what if they have no idea how to craft the thing you need? Do you go through step by step, guiding their hand through the whole process because your character doesn't "know" how to craft it? What if your kid doesn't want to be controlled by other people to craft things they didn't want to spend their playtime making?

#29 Re: Main Forum » You wanna know what *actually* needs to be added to this game? » 2019-04-26 05:20:45

Booklat1 wrote:

I think fully viable huge biomes is not the way to go, too complex, too constraining too. But definitely would be better than it is if we tried spicing up early techtrees for some biomes.

Bigger biomes is good, but not too big as to have combinations made unviable. Combos are great sources of variation.

2 million squared does seem like a lot at first but if you remember that its only about 1,500 tiles across, you can see how it hits a nice middle ground of being big, but not to the point it being impossible to find other biomes. Plus that's why I suggested adding extra resources into each biome so they each become more viable by themselves without needing to settle on biome borders to survive.

#30 Re: Main Forum » You wanna know what *actually* needs to be added to this game? » 2019-04-26 05:16:33

jasonrohrer wrote:

Yes, I agree that more variety would, in general, make the game more interesting.

However, traveling long distances is not interesting, nor is wandering for miles in every direction and seeing the same biome endlessly.

I also don't see how it will encourage trade.  Trade requires SOMEONE having something that you don't have, not some distant area having something that you don't have in your local area.  I guess that would encourage long-distance travel and prospecting to bring stuff back from far away.  But not necessarily interacting with the people over there, because you'd never find them.

Long distances would be more interesting if there was something in between, like outposts and specific resource points like mines that would attract players and having the ability to know what lies ahead, like having a map that would show you where things are, and how far the closest village is. Being about 1.5k by 1.5k, it would take almost 11 minutes for a person walking on foot to cross an entire biome. Add extra factors like being closer to biome borders, having roads and/or transportation, and suddenly travelling isn't as daunting and more exciting when you find a new biome or village to mark on your map.

People never find anyone anyways, and when they do, the location is poorly shared by mouth until no one remembers the location. No one really bothers anyways because that village is going to be the same as their home village, and if anything they'd walk there out of sheer boredom. If every biome and all resources are so close together, even if villages were closer, you wouldn't need to trade with the neighboring village because no one has something that you don't have. They have the same tasting food, same looking clothes, same technology, same looking animals, same buildings, they have the same opportunity that you have to obtain whatever they need.

#31 Main Forum » You wanna know what *actually* needs to be added to this game? » 2019-04-26 04:42:59

Stylingirl
Replies: 8

I posted a short reply to Jason's resource contention thread but I've decided to further those ideas and expand on my earlier suggestions on how and why they will improve the game and incorporate more variety, trading, and entertainment. Please, for the love of god don't quote this entire post.
TL;DR will be written under each paragraph.

Bigger biomes that each have their own unique resources while also being viable individually so there is no immediate need to settle on the border of biomes. Things like food, water, lumber, and soil should be available in at least one way. The exceptions would be the desert and tundra biomes, which would not have enough viable resources to survive favorably. Biome sizes would need to be increased to, at the minimum, 2,250,000 square tiles. This measurement is based on the fact that it takes the average player from their childhood to death of old age to travel approximately 7 thousand tiles on foot, and this is 1,500x1,500. So it wouldn't be impossible to find other biomes, but it would take a good chunk of one's life depending on the distance and direction they head. Although increasing it even further might be better, I believe the minimum is a good place to start. The Eve spawn circle in my opinion should also be decreased a bit to encourage village roads.
TL;DR Bigger biomes, more resources in each biome, smaller Eve spawn circle

The next thing I suggest is adding another biome, specifically a Taiga/Forest biome. This is a basic guide for what I believe could be added to each biomes (including taiga) to make them viable if the biomes become a lot bigger.
Note: This is only what could be added, this does not include resources that already exist within the game or any of the other dozen possibilities that could be added in lieu of these.
TL;DR Add Taiga biome

Tundra ------   Taiga ------      Grassland ------   Prairie ------       Badlands ------      Desert ------         Jungle ------     Swamp ------
Animals:         Lumber:          Water:                Water:               Starting Food:        Lumber:              Crops:              Starting foods:
Snow goose    White Pine       Vernal pool          Prairie pothole    Wild onion             Date palm            Peanuts            Wild asparagus
Yak                Hazelnut                                                             Radish                                             Cocoa               Cranberry
Snow rabbit    Juniper            Animals:             Predator:                                        Crops:                 Coffee
                     Yew                 Deer                   Coyote               Crops:                   Dates                                         Crops:
Predator:                              Jack rabbit                                   Potato                    Millet                   Water:             Rice
Arctic Wolf      Starting Food:                           Other:                Mustard                                            Watering hole   Cranberry
                     Cattail             Predator:            Poor soil deposit                              Other:                                         Mint
                     Hazelnut          Coyote                                        Other:                   Sandy soil deposit
                     Plantain           Wolf                                            Rocky soil deposit

                     Crops:
                     Lingonberry

                     Water:
                     Bog

                     Animals:
                     Reindeer
                     Rabbit
                     Elk
                     Salmon

                     Predator:
                     Bear
                     Wolf

                     Other:
                     Tarry spot
                     Poor soil deposit

TL;DR List of things to be added in each biome to make them viable for survival

Examples of biome exclusive recipes could be that things like food, clothes, weapons, buildings, and storage could be different looking based on the materials it was made out of despite being in the same category. I believe if they share similar themes in design and colors per biome, it will create a consistent identity within the town's culture. Any sort of creation of sculpture, paintings, music, etc that can also be diversified would solidify the culture.
TL;DR Biome exclusive recipes and biome variants to create individual cultures

Advanced recipes that would require resource collection from multiple biomes would encourage travel while also preventing people from straight up abandoning their villages since they cannot guarantee the same resources they find at home would be as available wherever they may end up.
TL;DR Complex recipes that need multiple biome resources encourages travel

This is a list of suggested materials that can be found and grown in their respective biomes to help ease the dreaded rope and thread bottleneck. Some of these materials require multiple steps or tools so they will not necessarily be more preferable to milkweed or wool.

Cloth-----------
Cotton - Grassland
Flax - Taiga
Ramie - Jungle
Silk - Jungle
Leather - Prairie
Wool - Badlands
Fur - Various animals

Rope------------
Sisal - Desert
Cotton - Grassland
Flax - Taiga
Jute - Jungle
leather - Prairie
Milkweed - Grassland

Thread---------
Silk - Jungle
Cotton - Grassland
Wool - Badlands
Flax - Taiga
Jute - Jungle
Milkweed - Grassland

TL;DR List of different types of materials that could be added to each biome

We also need multiple ways to create clay. Whether by evaporating mud, digging up rocks, sifting through water, any of the multiple ways that we create clay in real life besides digging it up from deposits would help establish towns in different biomes and create renewable sources of clay. This would also open up new recipes that could be created more easily with a more steady source of clay like bricks, toys, tiles, or pottery.
TL;DR More clay, renewable clay, more clay recipes

Storage is also a big problem within the game. We need more ways to hold items in a smaller area. Things like shelves, jute sacks, clay pots, wooden barrels, glass jars, granaries, closets, different types of carts, backpacks, baskets, etc. There are so many ways we can save space yet it's currently rare for towns to have organized stations because there is random clutter everywhere with nowhere to put it due to limited options to make and limited resources to create them.
TL;DR More storage to decrease clutter

Paper needs a big rework as well. No one uses it because nobody wants to run around spending twenty minutes looking for extra branches and crafting pages so they can write three sentences. We need a real UI system that allows players to write more characters besides their age. I believe the writing limit should be the same as the reading limit, we don't gradually gain the ability to write slightly longer sentences as we get older. Having real UI that allows for multiple sentences would encourage law creation, history records, and preservation of village traditions and stories.
TL;DR Paper rework

I believe maps should also be available to us. With similar UI, I would suggest players have the ability to mark way points, label locations, and draw borders on maps. But I do believe they should be made in a fog of war style where as the player explores, more of the map is exposed. Maps should also be able to be copied and combined with other maps. This would encourage a lot more exploration, outpost building, village discovery, and easier resource collection. There is only so much information that can be handed down with word of mouth or by a few pieces of paper and I feel that maps would help villages expand since they have a more solid idea of what if surrounding them.
TL;DR Add maps

Random chances will greatly benefit multiple aspects of life. One of the more obvious opportunities is combining all minerals, metals, and dyes into one mine shaft which can be found in nearly any biome. Each biome would have greater chances of spawning certain things like gold, dyes, or iron compared to others which would create a surplus of specific minerals that would encourage trade between villages of different biomes. Crops could also have chances of failing, growing less or more crops based on things like what biome they are planted in and the quality of soil. This would also randomly create food surpluses (good for trade) or famines which could spark conflict, more interaction with neighboring villages, or flat out pillaging and war. Other things like animals and trees could be affected too, like rate of growth, resources produced, speed of animals, etc.
TL;DR Random chance creates unique situations, better chances in specific biomes

Another interesting mechanic that could be added is sickness and plague. Depending on specific circumstances, a player could randomly become sick or catch the plague and also randomly pass it on to other players. They could have random chances of surviving the more deadly diseases and utilize their disease immunity to help treat other sick players in order to protect healthy players. Players could also use property fence to their advantages in these situations to either keep the sick locked up or lock themselves away until the plague has passed. Using proximity could also be a factor, where catching a sickness may affect players more often and have higher chances of dying the farther away the sickness was contracted, to simulate the passing of unfamiliar diseases from one country to the next in the real world. This would be a deterrent to players abandoning their villages or moving somewhere else unless they were constantly moving around their whole lives like nomads.
TL;DR Plague encourages staying in village, use of property fence, need for more care

Buildings are another thing that need to be expanded on in order to create game experience diversity. We need multiple types of buildings, like wood, log, sandstone, concrete, brick, etc. Paints should also be expanded to more colors and be able to paint more than one wall with one bucket of paint.
TL;DR More building types, less expensive paint in more colors

Fire making has always been a pain because again, there is only one way to currently make it. I think other methods like flint and steel, fire ploughs, glass lenses, or hand drills should be options to start big fires. Other ways to keep fires going longer like furnaces or fireplaces could be made to solidify the main fire's position in town and cut down on firewood consumption in the long run.
TL;DR Extra ways to start fires

Currently there are a lot of ingredients (eggs, beans, pork, peppers, tomatoes) that are spread everywhere and can't be thrown away or used as much as they are produced that just clutter villages. So I suggest different uses for these extra ingredients or just straight up letting them decay or rot. We could dry, salt, pickle, or smoke extra ingredients to preserve them from decay or so that we can eat them on their own without needing to cook them all right away which would save space by letting the surplus decay or become edible after one step compared to cooking.
TL;DR Decaying excess ingredients and preserving them to eat them by themselves

We also need better ways to write on signs. Using things like charcoal pencils or ink on signs and letting us be able to type whatever we need would help establish more organization faster. While not as expensive as letter stock, it could also be less permanent, smudging away or disappearing if no one bothers to upkeep the writing.
TL;DR Cheaper writing on signs

We also need a real system of restraining criminals besides murdering them as we all know, death only invites more death. Innocent people get killed in murder chains while trying to stop the real griefer so I believe some sort of restraint system should be in place. Whether handcuffs, ropes, needing two people to restrain them properly, anything that would stop a player in their tracks and be able to be moved by other players. This would mean players might display criminals in the middle of town for humiliation and curse collection, throw them into jail, or hold a trial to determine whether or not they deserve the death penalty could all be real situations that in my opinion are better than having to kill someone to prevent them from annoying you and messing up your town.
TL;DR Real ways to restrain and transport criminals besides murder

I honestly have no idea how this one will turn out, but currency. You can only churn out so many sweaters to trade for bread before the next village over decides they no longer need anymore sweaters and you're stuck starving with a dozen sweaters. Giving players one, if not multiple ways to create coins and paper bills and letting them decide their worth would help trading. Although I would also encourage not using gold in the process of creating money, you would have to leave it up to players whether or not to adopt the gold standard and how much money is needed to print. Printing and minting should be somewhat difficult but players should also be able to destroy money (a money sink) to combat hyperinflation if needed. Depending on how players adjust to the new economic system, I would also suggest creating new minerals or gems that is next to useless but still somewhat rare so players have something other than gold to equate currency to. For example, trading in rubies or emeralds for money instead of gold since gold is used in crafting and players would not have a lot of it. This could help ease the system and give players reasons to hoard gems and gold in banks and homes and use currency in day to day trading while also having a common anchor to exchange currency with (3 gray coins is worth 1 gold and 6 brown coins is worth 1 gold, so 3 gray coins = 6 brown coins). I can guarantee if this is implemented, there will be huge growing pains as not every player would probably understand the inter-workings of economics and might not want to give up their cushy communist ways. I think this should be implemented last out of all the other suggestions because the game currently doesn't have the right resources to sustain this level of change.
TL;DR Currency helps trading with something other than physical goods and helps simulate real world economics

Please feel free to comment on the ideas or add your own that you think would improve the core mechanics of the game!

#32 Re: Main Forum » I'm Angry » 2019-04-24 19:34:34

I'm so tired of "We honor our ancestors" like, your ancestors would've wanted you to chuck their corpses 10 tiles away from town, not break the shovel and waste flat rocks.

#33 Re: Main Forum » Mock up as a hint » 2019-04-24 18:36:43

Tarr is right, there are only two reactions to the curse changes, disdain from players and joy from griefers. The 60 seconds thing is pushing it a little but more tolerable than not being able to curse someone out of your own family.

#34 Re: Main Forum » Another off-the-wall idea » 2019-04-24 16:07:37

I made similar suggestions in your resource contention thread although I don't think the boundary crossing suggestions are the right way to go.
https://onehouronelife.com/forums/viewt … d=6087&p=3

#35 Re: Main Forum » Ideas for resource contention » 2019-04-23 22:00:01

In order for trade to happen, I believe biomes need to be much much larger. They also need to be viable for the most part (except for extreme biomes like tundra and desert obv) meaning they have their own lumber, stone, water, animals, and food sources. Maybe have more complicated recipes that rely on resources from two or more biomes. Also recipes that only can be created with resources from that biome, ie specific clothes, food, weapons that would create a sense of culture and identity that separates them from other villages. Any sort of creation of art, music, etc that can also be diversified would solidify the culture.

Paper also needs to be heavily reworked. There is no way any written history or law to currently survive in-game due to paper constantly being overwritten and only containing a sentence at maximum. You could make envelopes that hide the contents of letters to encourage sending messages. Maps would also help document locations, given that players can mark waypoints, copy them, add borders, names, locations onto them, etc to encourage travel, outposts, and resource collections.

There needs to be reasons for a leader to exist besides holding onto land and/or goods. If you are getting along with your family, why do you need to organize a government? There's no real need to plan out your village buildings or farms if you just naturally spread out, and even if there was a village nearby, you'd just make a road to them and people will occasionally visit. War and resource shortages does indeed encourage banding together and the need for a leader, but if the only enemy is a lone murderer, that means the family joins together against that one enemy, not another family. So I would suggest not only diversifying items to be biome exclusive, but to also capitalize on your random chance mechanic.

Remember when I suggested piling all the minerals into one mineshaft and having a chance to dig them up? That would be an excellent way to have more gold or iron or dyes spawn in specific biomes. That could be applied to other things like crops and animals that have different breeds, ie more meat, faster horses, more corn per stalk, bigger squashes, faster tree growth.

You want drama to happen? Stop looking at players to invent it! Nothing would ramp up paranoia, encourage stealing or fighting, or force players to flee more than the plague and famine. You could use random chance to give crops a chance at failing or give less crops, that way famine could randomly occur if a town is unlucky enough, causing panic or encourage them to fight over food or steal/pillage the next town over. Plague or illness could randomly inflict someone from a variety of different scenarios besides being bitten by mosquitoes and could have random symptoms that may or may not alert the player that they are infected before it's too late. This could benefit players that have property fences as to quarantine the sick or lock them away. Proximity plague could also happen, your immune system is so used to your village, but is it as resilient to the illness affecting the village you're currently visiting? Or are the villagers as resilient to the plague you're carrying, but don't know you have?

I honestly have no idea how this one will turn out, but currency. You can only churn out so many sweaters to trade for bread before the next village over decides they no longer need anymore sweaters and you're stuck starving with a dozen sweaters. Giving players one, if not multiple ways to create coins and paper bills and letting them decide their worth would help trading. Although I would also encourage not using gold in the process of creating money, you would have to leave it up to players whether or not to adopt the gold standard and how much money is needed to print. Printing and minting should be somewhat difficult but players should also be able to destroy money (a money sink) to combat hyperinflation if needed. Depending on how players adjust to the system, I would also suggest creating new minerals or gems that is next to useless but still somewhat rare so players have something other than gold to equate currency to. For example, trading in rubies or emeralds for money instead of gold since gold is used in crafting and players would not have a lot of it. This could help ease the system and give players reasons to hoard gems and gold in banks and homes and use currency in day to day trading while also having a common anchor to exchange currency with (3 gray coins is worth 1 gold and 6 brown coins is worth 1 gold, so 3 gray coins = 6 brown coins).

There are so many ways to change the game and I appreciate that you are headed in the right direction, but I highly suggest looking at improving/diversifying the materials and random chances you are giving players to work with in order to encourage their use in new ways instead of trying to essentially hand us knives, push our faces together, and get confused when we don't fight.

#36 Re: Main Forum » JASON MADE THE CURSING SYSTEM BETTER! » 2019-04-23 20:46:31

Toxic is right Jason, the curse changes benefits no one besides griefers, even if players do somehow manage to maintain fences. There are still mods that tell people exactly where other towns are and towns that already have mixed lineages and you can't tell who your relative is createss situations that are easily taken advantage of. At this point you should honestly just ban the most notorious griefers because they don't add any entertainment or drama to this game, just annoyance. It won't spark wars or feuds, it will only encourage single killers that destroy towns.

#37 Re: Main Forum » Sexual Assault is never funny. » 2019-04-22 17:32:17

Whatever wrote:

It is a game not reality.
This game doesnt have any sexual assault feature.
But this game has a killing feature. Killing people who say silly stuff is the right thing to do?
You are disconnected from reality, social warrior bs

Say silly stuff? You mean imitating sexual assault? And currently, killing people is the only way to punish someone for their actions, so yes I would recommend that if you want to stop someone. I can not believe you are actually trying to insult me for criticizing someone who thinks it is okay to simulate rape.

#38 Re: Main Forum » Sexual Assault is never funny. » 2019-04-22 17:15:08

Toxic wrote:

Lmao who is this person. Literally it’s a goddamn game no one cares. “1 in 3 women have been raped” that doesn’t seem right lol some sites say 1 in 5. But these seem like very dumb numbers. If that many woman were raped you would have a 20% chance in getting raped. Which is pretty high.

How disconnected from reality are you that you refuse to recognize sexual assault is a real problem that millions of women have dealt with and continue to deal with daily? Just because it is a game does not mean people have to tolerate sexual assault roleplay, especially when it is a known fact that children play this game. Your refusal to condemn this sickening behavior betrays your immaturity and suggests you may have been one of those who carried out that roleplay.

#39 Re: Main Forum » OPEN LETTER TO THE MODS | I GOT BANNED! » 2019-03-30 05:13:19

So you admit you know you were breaking the rules, yet you're still confused on why you got banned? Users aren't given a warning for every time we consider banning them, they get one warning and if misbehavior continues then the mods hold a vote. Plus, you have been given multiple time outs since we initially warned you about being banned. You are a grown man in your twenties, please start acting like it.

#40 Re: Main Forum » Can i report a player here? » 2019-03-09 22:40:49

No, asking for people to curse a specific person on the forums or on the discord is not allowed. We do not want people to be unfairly sent to Donkey Town and it could be very easily abused to send innocent players there.

#41 Re: Main Forum » So when am I getting unbanned from the discord? » 2019-03-08 19:40:05

This is to clarify what Aurora was given timeouts for in the two months prior to her being banned. Please keep in mind all of these timeouts were preceded with (sometimes multiple) warnings either in public chat or through private messages. Please be advised the list contains explicit sexual content.

Trying to ask why one was given a timeout or trying to argue about receiving a timeout in #general is considered questioning moderator actions and is against the rules. It is not against the rules to question the timeout in #off-topic or #the-street. Timeouts can be given without needing a vote, all mod actions are shared with other mods who review them. So who specifically was giving the timeouts is irrelevant since the mod team acts as a unit. With banning, discussion always happens first.


November 11, 2018
1. Given a timeout for a frivolous argument.
2. Given a timeout for questioning moderator actions in #general.

November 6, 2018
3. Given a timeout for announcing she was going to go masturbate after being warned to stop talking about sex in #general.

November 8, 2018
4. Given a timeout for excessive all caps spam.

November 10, 2018
5. Given a timeout for hate speech against Steam users, insulting other discord users, and talking about porn.

November 15, 2018
6. Given a timeout for posting a picture of a OHOL character posing in a heil salute despite warning. Aurora has tried to argue saying that the character is only waving despite admitting she likes the picture more if she viewed the pose as a heil salute.

November 27, 2018
7. Given a timeout for not moving an off topic conversation out of #general.

November 28, 2018
8. Given a timeout for saying that I(Stylin) only became moderator by giving Joriom a blowjob.
9. Given a timeout for questioning moderator actions.

December 7, 2018
10. Given a timeout for trying to incite an argument and anti-mod sentiment in #general after being privately asked to behave more nicely (not an official warning).
--Officially warned about being banned if she did not stop misbehaving.

January 16, 2019
11. Given a timeout for inciting an argument about being given a private server and saying "fuck you" to another user.
--Moderators voted on banning Aurora and the vote passed.


That is 11 timeouts given within two months time. The reason there were so few timeouts in December and January was because Aurora was not very active during those months. We currently will not consider unbanning Aurora since she does not want to take responsibility for her actions and reflect on why she was banned. We do not enjoy removing active users from our community but we agreed that Aurora was a recidivist and displayed no remorse or improvements after timeouts and efforts to talk to her and better her behavior.

#42 Re: Main Forum » [Idea] Anti Starve » 2019-03-06 15:59:13

They just have to get used to looking at their hunger bar and listening for the warning pings. There is a clear indicator in the corner that tells you when you're hungry and starving. New players will never be able to get used to it if we give them an easier option. Also engine wise, I'm not sure how viable that would be considering that would be UI and Jason's engine doesn't have UI set up yet.

#43 Re: Main Forum » I did something stupid.... » 2019-03-06 02:50:11

You'd have to check your email for the ones sent by Jason and your download link will be at the bottom where it will tell you your account key. If you don't have any emails then you'll have to email Jason at jasonrohrer@fastmail.fm explaining the situation.

#44 Re: Main Forum » What's up with Eve chaining atm » 2019-03-02 19:01:09

If there's more than 3 fertile females on the server then you don't get your eve spawn. Home markers have nothing to do with eve spawns.

#45 Re: Main Forum » Girl shortage? » 2019-02-27 01:42:26

It's just RNG, you should probably not try and raise every single boy if you're worried about population growth/resource consumption. Baby abandonment is a sad part of the game that many people don't appreciate, but it's a necessary evil in order to make sure towns survive.

#46 Re: Main Forum » I need help » 2019-02-27 01:05:03

You need to check the email sent by Jason in order to find your download link at the bottom of the email. You can also download it on Steam if you've bought it from the site.

#47 Re: Main Forum » Juniper Plantable in next patch » 2019-02-27 01:03:52

I wouldn't think thats true. Even if it was, you can still just tell people who is snowballing you instead of dying immediately.

#48 Re: Main Forum » Juniper Plantable in next patch » 2019-02-27 00:59:30

Don't forget that snowball murder isn't gonna be a thing anymore

#49 Re: Main Forum » Finally experienced donkey town. » 2019-02-26 17:35:51

Please refrain from blatant insults as they are against the rules. Please keep the forums friendly. Failure to heed to the rules may eventually result in a ban.

#50 Re: Main Forum » Refund Request. » 2019-02-25 22:07:08

You can email jason at jasonrohrer@fastmail.com for a full refund if you bought it off the site, otherwise you'll have to talk to Steam Support. Jason will always give a 100% refund, no questions asked regardless of how long you've owned the game or how long you've played it. This thread is now being closed.

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