Your comments

I've added sparks in the next update. I will still be adding a tutorial popup for the first time it happens, but tutorial text involves saving/loading (to prevent the same popup happening every time it happens) so I'll get to that a bit later.

I've actually been waiting to get more feedback on drop containers so thanks for posting yours. I'm still undecided on how to make improvements, but I'll take all this into consideration. You are correct that at the very least I should probably warn the player that the contents will not be saved.

Thanks. A previous update changed the way that photos were displayed and this accidentally caused top menus to get pushed back in the render stack. Will be fixed in next update.

I've implemented a simple solution for now that isn't exactly "accurate" but works well enough I think. When you begin running you will see a "Heart Rate" number appear at the top of the HUD. It will transition from normal blue to bright red when you are out of stamina. The color is the indicator, because if you are exhausted your actual heart rate may only hit a maximum of around 110 bpm, while if you are well rested you may be able to withstand a heart rate of up to 160 bpm before needing to rest to recover stamina. Then, you will also have a nice indicator of your stamina recharging by watching your heart rate fall to a normal level around 60 bpm. This will be in the next update.

I believe I have fixed this, but it may not apply correctly for save files made in a previous version. Old save files will still be playable, but they may still have incorrectly placed map markers or you may need to "discover" old locations a second time. But the next update should save them correctly after that.

This is just one of those instances where reality doesn't mesh well with game design. I'm well aware of the limitations you mentioned, but having the player micro-manage components to that level of accuracy isn't typically a fun experience. Having a non-solar based power source was an interesting design option that provides the player with a wider range of choice, and finding an RTG feels like more of a reward when it has a high power output. Then, balancing that with the potential for radiation exposure creates another risk-reward aspect. The entire game is really an exercise in exaggerating the general risk-reward encounters that an astronaut would experience. An astronaut has relatively low risk if they follow every rule and regulation properly, which would be a boring experience for a player. And real astronauts have a relatively low tangible reward for their work as well, besides just the satisfaction of getting to experience zero-g and performing research. Translating all that into compelling player decisions is the difficult part of making a game out of space exploration.

While I think for most people you might be correct about that, I know some users have a mouse that has hardware level sensitivity options and so offering some lower end sensitivity options allows those users to have more freedom to set their hardware to a high sensitivity while keeping the game sensitivity low to balance it out. That way they don't have to change the hardware sensitivity every time they enter or exit the game.

This should be resolved in the next update. Thanks again.

Fixed in next update