- JOIN THE COMMUNITY DISCORD -

https://discord.gg/zwquRzpQNY

NEW UPDATE OUT NOW! 25 new cards and 3 new levels! Get digging!

Dig to the center of the earth in Retromine, an incremental mining & deckbuilding roguelike! Delve into the mines, where you can play cards to mine resources and score points, and escape before the caves collapse. When you survive an expedition, spend resources you gathered to buy new cards, upgrade your deck, and create powerful card combos. Reach the core to win!


Retromine is a super challenging game - if you manage to win, post a screenshot of your victory in the comments!


Controls

General

Esc - Pause Menu

LShift - Show hotkeys


Expedition

Left click - Play cards & interact

Right click - Reorder cards in your hand & cancel a selected tool

E - End turn

D - View deck

A - View draw pile

S - View discard pile


Shop

D - View deck

G - Start next expedition

R - Reroll

If you get WEBGL CONTEXT ERROR or OUT OF MEMORY ERROR: 

These are rare errors conflicting with specific settings on your browser. For most players, it fixes after loading up the game, refreshing the page, and loading it a second time. If that doesn't work, download the game and it will work!

Updated 2 days ago
StatusReleased
PlatformsHTML5, Windows, macOS
Rating
Rated 4.5 out of 5 stars
(120 total ratings)
Authorccdg
GenreCard Game, Strategy
Made withAseprite, Godot
TagsArcade, Deck Building, High Score, Idle, Incremental, Pixel Art, Retro, Roguelike, Roguelite
Average sessionAbout a half-hour
LanguagesEnglish

Download

Download NowName your own price

Click download now to get access to the following files:

Retromine_demo_v31_mac.zip 92 MB
Retromine_demo_v31_windows.exe 128 MB

Development log

Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 40 of 90 · Next page · Last page

Aquafer and any 0 cost that draws cards, win.

(+1)

Addictive game! My only issue with it is how RNG dependent it felt. A lot of cards feel completely unviable past the 6th or so level and the scaling ramps up so fast that it feels like i basically have to get lucky and get enough of the cards I want/need to show up in the store.

(+2)

There should be a way to cancel a card that got just played. I have lost many runs, just because of a misclick. 

(+1)

I keep losing at level 9! I’m convinced Cirno has cursed me!

(+1)

fun stuff, keep the good work!
I have played 1min and bought it to play more :3

(1 edit) (+1)

Hello, this is a great game, very enjoyable mechanics and difficulty. However I bugged out with a wrench build playing a lot of actions. 
My cards are replaced by "card", and the screen froze, game is locked, I had to abandon the run.

Hypothesis for replication: may have been caused by the action card that puts discard pile into your drawing pile.

(+1)

gold mine doesn't work as intended/how it reads, gave me 13 of a chosen resource when I had 13 in my deck, not 39... Either way...

(+2)

Very fun, really easy to get addicted. My biggest complaint is the cost for removing cards from your deck has to be lower. It's so hard to effectively deckbuild with the current set up. 

(+1)

3 possible type of decks I guess

(+1)

Fourth try victory. Minecarts + Mineshaft spam with a lot of additional energy and draw. Score using a few "the creature" and one improved scorium.

(+2)

it's really easy to misclick when a card wants you to select another card... i'm two days and many runs in, it's still happening a lot, it kills runs. just increasing the visual distinction of a currently selected card should help

(+1)

phenomenal game by the way

(+1)

Won with 0 rerolls (and the lowest "tools played" posted so far, although someone could get 0 if they tried of course).

Now that I know the final goal is 300 in 6 turns I can play tighter in the future

(+1)(-1)

Gameplay and a touch of critique ;)

(+1)

First Victory and apparently one of the larger decks. Thanks to the gold mines. Took me quite a few attempts to finish it.

(+1)

Finally beat it. And yeah, the game feels waaaaaay too RNG. There being no re-rolls or locks for anything at all, means you're literally just praying for good shop rng. If you don't get it, well you lose. If you get it and get a single bad draw in an encounter? You lose. Basically even if you know what you need to do, you're just stuck doing it over and over until you get average or above RNG. Since a single bad turn in a single encounter just instantly kills your run with 0 counter play.

The difference between good and bad cards is just so massive that you can't really use fallback strategies to keep yourself alive until you hit what you actually want, either. Also deck thinning is obscenely expensive so you can't help consistency that way, leaving even fewer options.

A lot of cards feel like they are meant to be part of some combo. But the game is so short in terms of level, with such a steep scaling. That you can't actually ever make those builds. Because you'd just die while assembling them, before hitting critical mass.

There are a lot of options presented, but they are almost all wrong. Leading to a very "illusion of choice" kind of feeling. Where if you try anything even remotely creative or interesting. The game will just instantly kill you. Building like you're a miracle rogue in HS is pretty much what you have to do. And you better pray you luck into the key cards very early. Or you're dead regardless.

The game is good enough that I'm annoyed at its shortcomings. Which is praise in itself, in a way. If the game was bad. I just wouldn't care. But it's got a lot of potential. It just isn't there yet. I hope you do get it where it needs to go though, truly.

(+1)

Thank you for putting this into words.  It pretty well captures what I was feeling, except that I couldn't express it any better than "this seems too hard".

I disagree, I'm pretty sure you can 100% winrate if you play properly

I don't doubt it. But how many of the cards would you actually ever use? And how many would you never ever use, since they are bait? That's kind of the root issue. If there is only 1-2 "proper" ways to do it, and everything else is bait. Then we get back to the "illusion of choice" conundrum. That is my core concern for replayability.

definitely agree on that

(1 edit) (+1)

hi everyone, new minor update out today! it includes a new card by guest artist blazyo, some squashed bugs, and some minor balance changes.


the big announcement is a new community discord! join today!

https://discord.gg/zwquRzpQNY

(+4)

I love the base concept, and I'm excited to watch the development of this game, but I have a few concerns that I hope will be addressed in the final product:

1) The difficulty - I think it's excellent that this game is so simple, but manages to be so tough. That said, the dramatic increase in Score required to beat the later levels means that there are very few strategies that actually stand a chance of winning and there are many *many* cards in the shop that are simply a trap. 

In most deck-builders that I've played, the base difficulty is approachable with a variety of strategies and allows the player to experiment with building their deck, while there will tend to be higher difficulty modes (like ascensions in Slay the Spire) that require the player to plan out their strategy more carefully. 

2) The pointless cards - This is an extension of the first concern, which is that there are many cards currently in the game that do not justify their inclusion in your deck (Ex. Smeltery is just a worse Fruit Bat, Anvil has far too much opportunity cost for the effect it produces). I'd love to see some synergy for animal cards or Tools, but as it stands now there is little reason to play anything other than the most efficient card draw (Minecart, Helmet, Ingot) and big Resource cards. Everything else only dilutes your chances of drawing the cards that actively win you the game.

3) The map - This is definitely personal preference, and not something that would make or break the overall game, but I feel that the map should be more than just flavor. If there were branching paths, that could alleviate some of the difficulty concern. Additionally, I think it would be interesting if the cards offered in the shop were influenced by the region (Ex: more animals for sale in the Buried Forest, or more Tools for sale in the Magic City, etc.)


I want to reiterate that I think this game is awesome, and none of these issues have dampened my enthusiasm to see where this game goes. I'll be following this one closely. 😁

(1 edit) (+1)

Awesome game. Took quite some time to get to this point but grinding ressources only to stack them up with Gold mines finally got me through to the end. Really hyped for the continuation of this project. Congrats on making such a great game!

(+1)

wow this is so well build. great job!

(+1)

Game is so much fun
Is there any way to contact you on private?

(+1)

Incredibly fun! First victory:

(+1)

amazing game 9/10

quick question, are you still working on the game? (no judgement ofc. totally understand) anyway, this game is great! i have 9 hours in it and still haven't finished it! its not to hard, and addicting! you should AT THE LEAST, try it! thank you :D

(+1)

thanks for playing, i am still working on the game! huge update out later this year so check back <3

(+1)

yay! Thank you! Can’t wait!

(+1)

Your game really inspired me to make my own and I appreciate that greatly! also good job on your gameplay loop you really nailed it
Thank you

<3

(+1)

Is there anywhere I can download the song this game uses? I'm working on a video about it and it would be great as background.

Also, I'm absolutely in love with this game, definitely one of the best deckbuilders I've played.

the music is by cynicmusic on opengameart.org!

(+1)

Still loving the small radar deck. Hoping for a game expansion with endless mode or harder levels. Thanks for the great game.

(+1)(-1)

Fun but a lot of card feel like they do nothing card and Never seem to be drawn with synergies even when you got 5+ of them and removed 2 ores.A lot of cards have more UNsynergies and begining feels too tight where you basically get a amazing run and get shorted 1 score and die level 2 or get perfect score but no ore and no cards that help you survive. Some passive upgrades could probably help some what especially with synergies.

(1 edit) (+2)

A few notes for possible future updates:

I think that the issue of creating the "placeholder" cards is when you are clicking through draw cards and your library hits zero before the discard pile gets shuffled back. They can get stuck in place weirdly and make it impossible to proceed.

On balancing, I think that the walkie-talkie, gold mine, and wrench strategies are too easy versus the various upgrading strategies. Especially, I'd like to see the anvil get a boost - I've tried to force it many times but have never been able to have all the pieces line up.

(+1)

It would be really cool, if there was a way harder endless mode with bosses, where you could save some of your deck between runs. 

Basically you would earn gold in-game, and there would be a shop in the main menu where you can buy packs of card to add to your starting deck. Then have stuff like radar or gold mine be extremely rare.

Really enjoyed this game, wish there was more to it so i could play it for hundreds of hours

(+1)

This is one of my favorite games on itch.io, had such a pleasure playing this! Beat it using only "gold mine" card and buying a bunch of more resource cards from shop. Towards the end, I was getting like 3-400 ores every round, and could just reroll the shop until i got more gold mines.

I would love to see more levels, or perhaps an endless mode, where it just keeps increasing. Perhaps, you could make it so every 5 levels is a boss, or something, where you could earn powerups or something more useful.

For balancing reasons, if you decide to make more levels, I would love to have more turns in a level at later stages - when the deck gets too big, you aren't getting through most of the deck in the few turns we have. Also, a way to start a turn with more than 3 energy would be nice (maybe that could be one of the powerups in endless mode)

Anyway, tysm for this game, it was a blast!!

(+1)

My second complete run! This time with a shuffle deck + shovels.



(+1)

(+1)

Loved it, spent two hours trying to win but never managed to get a build together enough to do so. Might try again another night. I wish the current game was a hard mode and there was an easier mode I could play to try some of the other cards. Currently it feels like only 1 or 2 strategies can actually get into the later levels so I ended up just grinding runs to try to get them to come together. Still super fun though.

(+1)

Got the win after a bunch more tries. Final deck was 1 ore (value 8) 1 scorium (value 99) 22 cantrips (0 costers) and a wrench. Got rid of the radar once I'd maxed out the scorium.

(+1)

(+1)

Very entertaining!
Though the failed runs feel like there was no option to save it, especially if the run failed early.
The dominion style discard where one only discards the played cards at the end pose an interesting challenge and prevent one from going infinite.
I feel like you have got something rather promising here and I'm curious to see where you go!

(+1)

Amazing.

(+1)

what font do you use? its beautiful

tinypixie2 by tinypixie!

(+1)

thanks so much!

(+1)

Great concept, UI is snappy, visuals are crisp*... but it sorely needs a probability and balance pass, probably some deeper mechanics changes. Keeping up with the difficulty curve requires playing risky strategies -- if you have a deck that can hit the score target 90% of the time, you aren't likely to win 15 levels in a row. It's not really possible to build a consistent deck, especially on the levels with an odd number of hands.

*but could be more distinct -- when holding a lot of cards in hand, it'd be nice if it was easier to tell the low vs. high ore/scoriums apart.


Level Score Hands
1 6 4
2 10 4
3 15 4
4 18 4
5 24 4
6 35 4
7 40 5
8 60 5
9 90 5
10 95 5
11 120 5
12 170 5
13 190 6
14 240 6
15 300 6
(+1)

Radar deck nearly perfected: grab 0 cost card draw to cycle through deck almost every round bulking and hitting the big scorium, then focusing on ore for blowing up unwanted cards. Good times. Thanks for the challenging game.

(+1)

This is fun but I can't seem to figure out the strategy. I played for like an hour and couldn't win once.

(+1)

Would really like a "retry" if you lose a round to get the hang of it

(+1)

Finally did it
I used a cycle deck with a billion helmets and wrenches

(+1)

Great game. Tons of fun, though in the need of some balancing. In the later levels, seems extremely difficult to pass without having bulked up using radar. At that point, tools like chisel, which can be great early on, just get in the way. Since there's not much opportunity to dynamite them (or, I'd rather dynamite small ore or scorium), seems better to just never have them in the first place. I wonder about something like saw being used to deconstruct tools, or something to help the deck evolve and shed earlier items.

(+1)

I've finally managed to get a win after investing in a radar turn 1.
Fantastic game and I've been hooked for the past 2 weeks. Imo it might need some balancing overall and specifically in regards to how the cost of dynamite skyrockets, since I've been trying to go for a small deck build for a ton of runs and it's pretty difficult to set up.

I installed and ran the game on Linux using wine and I am getting memory leak errors when I exit the game. To be exact, I am getting:

WARNING: 28 RIDs of type "Canvas" were leaked.

     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2485)

WARNING: 148 RIDs of type "CanvasItem" were leaked.

     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2485)

' were leaked at exit.ons of type 'N5GLES312LightStorage11ShadowAtlasE

ERROR: 1 shaders of type CanvasShaderGLES3 were never freed

   at: ~ShaderGLES3 (drivers/gles3/shader_gles3.cpp:835)

it.OR: 9 RID allocations of type 'N5GLES38MaterialE' were leaked at ex

.RROR: 1 RID allocations of type 'N5GLES36ShaderE' were leaked at exit

 at exit. RID allocations of type 'N5GLES312RenderTargetE' were leaked

it.OR: 94 RID allocations of type 'N5GLES37TextureE' were leaked at ex

ERROR: Texture with GL ID of 15: leaked 5460 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 16: leaked 132680 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 17: leaked 132680 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 18: leaked 132680 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 19: leaked 132680 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 39: leaked 1364 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 100: leaked 408424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 101: leaked 408424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 102: leaked 408424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 103: leaked 306192 bytes.

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ERROR: Texture with GL ID of 104: leaked 306192 bytes.

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ERROR: Texture with GL ID of 105: leaked 175028 bytes.

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ERROR: Texture with GL ID of 106: leaked 306192 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 107: leaked 408424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 108: leaked 15440 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 109: leaked 408424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 110: leaked 408424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 111: leaked 23144 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 112: leaked 3713340 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 143: leaked 175028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 168: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 169: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 170: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 171: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 172: leaked 524288 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 173: leaked 174762 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 176: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 291: leaked 2097152 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 292: leaked 699050 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 293: leaked 2097152 bytes.

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ERROR: Texture with GL ID of 344: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 345: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 346: leaked 524288 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 397: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 2146: leaked 175028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 2693: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3148: leaked 348336 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3149: leaked 261252 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3154: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3155: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3160: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3161: leaked 2028 bytes.

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ERROR: Texture with GL ID of 3166: leaked 1360 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3167: leaked 1020 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3172: leaked 3060 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3173: leaked 2295 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3178: leaked 3552 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3179: leaked 2664 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3184: leaked 17424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3185: leaked 13068 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3190: leaked 348336 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3191: leaked 261252 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3196: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3197: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3202: leaked 2704 bytes.

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ERROR: Texture with GL ID of 3203: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3208: leaked 1360 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3209: leaked 1020 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3214: leaked 3060 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3215: leaked 2295 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3220: leaked 3552 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3221: leaked 2664 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3226: leaked 17424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3227: leaked 13068 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6546: leaked 348336 bytes.

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ERROR: Texture with GL ID of 6547: leaked 261252 bytes.

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ERROR: Texture with GL ID of 6552: leaked 2704 bytes.

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ERROR: Texture with GL ID of 6553: leaked 2028 bytes.

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ERROR: Texture with GL ID of 6558: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6559: leaked 2028 bytes.

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ERROR: Texture with GL ID of 6564: leaked 1360 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6565: leaked 1020 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6570: leaked 3060 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6571: leaked 2295 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6576: leaked 3552 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6577: leaked 2664 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6582: leaked 17424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6583: leaked 13068 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6588: leaked 348336 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6589: leaked 261252 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6594: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6595: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6600: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6601: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6606: leaked 1360 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6607: leaked 1020 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6612: leaked 3060 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6613: leaked 2295 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6618: leaked 3552 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6619: leaked 2664 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6624: leaked 17424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6625: leaked 13068 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 32017: leaked 524288 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 112407: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

 leaked at exit.locations of type 'N16RendererViewport8ViewportE' were

ERROR: Parameter "RenderingServer::get_singleton()" is null.

   at: 4)ompressedTexture2D (scene/resources/compressed_texture.cpp:46

ataAdvancedE' were leaked at exit.'PN18TextServerAdvanced22ShapedTextD

E' were leaked at exit.s of type 'PN18TextServerAdvanced12FontAdvanced

WARNING:ails).tDB instances leaked at exit (run with --verbose for det

     at: cleanup (core/object/object.cpp:2284)

ERROR:ls).resources still in use at exit (run with --verbose for detai

   at: clear (core/io/resource.cpp:604)

Not sure if it's a problem on my end (could be) but posting it here just so the dev knows

(+1)

hi weragin, unfortunately i can't support the game on wine but in the future i might be able to release a build for linux so you won't need it! <3

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