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Oh, no...Checkpoints! I want to save the game when I want. Is this a graphic adventure or an action game?
Even the auto-save doesn't work for me. I found the 5 traps and I thought I had a auto save but I didn't. Until they get it fixed I won;\'t be playing it anymore.
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kjos: Even the auto-save doesn't work for me. I found the 5 traps and I thought I had a auto save but I didn't. Until they get it fixed I won;\'t be playing it anymore.
That´s right- Add, please a save system or I´ll have to unistall the game. Do´nt have sense in a exploration game tha sytem. Where am I ? Have I to repeat what?
same here.. progress quite a bit and came to an abandoned town.. next time i play its back at the beginning
I guess I'm not the only one the auto-save doesn't work.
I sent a E-Mail to the co. and asked if they could repair auto save. Send me a patch. There must be some way to get the auto save to work. Until then I will not be playing the game. I was nice about it to them. I'd like to tell them what I thought but I didn't. Wonder if they will ever e-mail me back.
Autosave works after you have completed something like solved a murder ... solve the murder after the bridge and you will have your first save-game.

EDIT: The train bridge at the beginning, not the large bridge/dam you come to later.
Post edited September 26, 2014 by b00kworm
In my opinion it is a very stupid idea to use this kind of trigger-based autosave system in a game that allows freedom of doing whatever you want. There is no guarantee that player will hit those savegame triggers for hours. Developers should have thought about that when they developed this system.

I for example played about 30 minutes, seeing the first murder scene but apparently not solving it well enough to trigger autosave (as I had no idea I was supposed to solve it), and continued on. Then I was forced to stop playing, and when I returned, I found out that it had not saved anything, that I had to start from the beginning.

Vanishing of Ethan Carter is a very frustrating experience at the moment, unless you have lots of time to play it without interruptions. I don't. Or unless you know those triggers and play this by going from one trigger to another, not deviating from predetermined path of savegame triggers. And that would ruin the experience completely.
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Cronopio: Oh, no...Checkpoints! I want to save the game when I want. Is this a graphic adventure or an action game?
Shooters mostly didn't use to rely on auto-saves either... the very definition of Decline.

Anyway, thankfully I didn't find the time to try it out before, and now that I know, I can plan around it, but you never know when some IRL thing may come up or you may get stuck at a puzzle...

But seriously, this isn't just an adventure game, it's an exploration game! If they can't be bothered to whip up a proper save system, they should at the very least have it auto-save with every single discovery.
The steam version got a patch:
[url=]http://steamcommunity.com/games/258520/announcements/[/url]

- checkpoint now also auto-saves every time we read a story page or see the murder (useful as a pseudo-manual location save)
Autosave works in shooters because you are generally constantly going forward in game.
But not in games like Vanishing because it is open world exlorer, so you spend much more time in warious situations.
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Guter: The steam version got a patch:
[url=]http://steamcommunity.com/games/258520/announcements/[/url]

- checkpoint now also auto-saves every time we read a story page or see the murder (useful as a pseudo-manual location save)
I suppose gog´s version owners will have this patch?
Such a nice looking game. A shame they had to ruin the experience with this deadful autosave system. Won't be touching it anymore until the patch is released here.
The save system is a real pain... after a good hour of exploring and solving the first murder, I left the game and started it again later. I was really pissed to learn that I had to begin again right after the first solved murder. I didn't even know that there was an autosave point - because you don't exactly need to go to the place where it saves, so there is a relatively high possibility to miss it.
The extremely rigid and inefficient save automatism stands in a direct and radical contradiction to the core concept of "not taking the player's hand" of this game in my opinion. - I felt myself punished by the game for my exploring and not following the intended route with its save points.
It would be really tragic if the devs wouldn't implement a better save function (no need for manual saving - something like "save and quit" would be enough).
Post edited September 28, 2014 by Wolfram_von_Thal
If you really need to save it autosaves when riding the big elevator every time.