Silver Lake

Twenty years ago, a reactor breach poisoned the lake your family once called home. The exclusion zone has lifted. You've come back to finish what your parent started.

Silver Lake is an idle game about ecological restoration. Begin with nothing but gloves and stubborn hope — picking up debris by hand from a contaminated shoreline. Slowly build infrastructure, hire workers, fund research, and watch as the water clears, species return, and a dead lake becomes a thriving sanctuary.

Features: 

  • 10-phase story arc - from hand-clearing radioactive debris to building a world-class nature sanctuary
  • Real environmental metrics - track water purity, pH, dissolved oxygen, toxicity, turbidity, and radiation as you clean 
  • 32 species to attract - reeds, insects, fish, frogs, birds, deer, butterflies, and more, each with habitat requirements 
  • 50+ structures to build - filtration systems, recyclers, solar fields, research labs, biodomes, and a tourism center
  • 11 research projects - unlock advanced purification, drone automation, eco-engineering, and eventually... nuclear power
  • Workers - hire cleaners, sorters, and drones whose efficiency depends on skill, health, morale, and environment

What was broken can be mended. One piece of debris at a time.

StatusReleased
PlatformsHTML5
Rating
Rated 2.5 out of 5 stars
(6 total ratings)
Authorcattrallgames
GenreSimulation
TagsAtmospheric, browser, environmental, Idle, Incremental, Management, Relaxing, science, Singleplayer
AI DisclosureAI Assisted, Code, Graphics, Text

Development log

Comments

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Economy overview info.
It would probably be useful with some kind of summary of incomes & expenses, to easier determine where the money goes & where savings can be made.

(2 edits)

I don't understand how research happens. I'm getting knowledge points but there's nowhere to use them? Just started phase 4. Other than that, this has been fun so far, although I've been very wary of hiring workers because I nearly ran out of money once.

Edit: Now in phase 5, still no idea about research. Also I built an Excavation Rig but immediately it said all buried contamination cleared. That seemed like a waste of 80 scrap then. Where should I be building them? Not all zones even offer the option.

Edit: Nearly finished. Finally found the research! Lovely progression from cleanup to restoration.

I'm just wondering if there's a bug with energy generation. I built a solar panel and then a solar field, but my power generation is still 0. Also the wetland boardwalk unlocked before I researched Sanctuary Ecology.

(+1)(-1)

Zone maps dont seamlessly transition into each other - a consequence of using Gemini for zone art generation.

It would be good to assemble all zone arts into one image and hand-edit that image before splitting it again to ensure seamlessness.

The Gemini watermark is a DEAD GIVEAWAY.

The lategame feels pretty sparse, just waiting and waiting for the income to buy several really expensive things. It'd help if there were additional things to spend research on, since there's a significant gap between the second-last research and the final one. Maybe researches to reduce the cost of all the ecological structures you're building?

Relatedly, you probably have a huge resource surplus in the late game, and are only waiting on money. It might help if it was possible to build a lategame resource export structure, to sell off all the junk that piles up.

I suspect patch 2's diminishing returns of the donation boards is part of the blame for messed up scaling.
There's so much to spend money on in the end game yet so little ways to earn anything of significance.

Thanks to this comment, I added a bunch of late game investments, research and build items to ease earning in the late game.

The excavation part felt unsatisfying. It was possible to build excavation rigs anywhere, but they weren't actually needed anywhere but Lakebed zones. This means that in most places, they just instantly finished... as opposed to in the places where they were actually needed, in which they finish almost immediately, making it seem hardly necessary. I'd suggest that the excavation process ought to take longer than a minute, as opposed to several seconds, to make the process feel more significant instead of just a checkbox.

Thanks to this comment, I added restrictions on where you can build excavation rigs in the latest patch.

(1 edit)

In the build/upgrade menu, it would be useful with a button to specifically put an item in the queue.

For example, I want to buy the Hazmat Suit BEFORE buying the Excavation Rig, but I can afford the Excavation Rig but not the hazmat suit.
So I can queue up the hazmat, but I can NOT queue up the Excavation Rig, only buy it right now.
But if I buy the Excavator, then the area becomes full of barrels that I can't process before getting the hazmat, so I can't get any resources from that area if I buy them in the wrong order.

You got barrels from excavation? I never got any barrels and never built any hazmat suits nor used the option to process barrels. The excavations all finished nearly instantly and nothing else happened. I wonder if there was a bug?

(1 edit)

One of my workers is marked with "VOL" & I do not know what that means or what I should do about it?
Is it "VOL" for Volatile? Is it some kind of radiation that has made him crazy? Should I sell him & buy another?

(+1)

VOLunteer = free but temporary

Thanks to this comment I improved how volunteer labels are displayed.

Email:
RE: Details as requested
From: Nigel Ashworth.

I have no options to either accept or deny the deal?
It's just logged in my emails?

(+1)

Thanks to your comment, the latest patch contains a more obvious indicator for email actions

(2 edits)

Improvement suggestion:
The information about things to build (and the hover panel) could use some colors (red / green) to make it faster to determine what resource I'm lacking, so I can focus on collecting that resource.
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It could also be useful if the crew could be instructed to focus on collecting specific items. So if you need scrap & instruct them to prioritize scrap, when there are eg. both wood & scrap on the map, then they collect the scrap first, and only when there are no more scrap, then they start picking up wood & whatnot.
Optionally, use like a Rimworld (game) priority system, where you can give Wood = priority 1, Wood = priority 2, Plastic = priority 3, Toxic = priority 4 (& so on, if more item types are introduced).
----
It would be useful if it was possible to drag-&-drop workers in the map view from one zone to another.
In the map view you see where the workers are needed, but it's finicky to move them with the current system.

(+1)

Thanks to this comment, the latest patch added color indicators for required resources.

Good game, but some interface problems.

In phase 4, I do not understand how I'm supposed to do research?
I can see the research tree, some are green & some are gray, but whatever I click on, nothing happens?

I have also been granted some way to automatically monitor the local animals, but I can't find a way to "activate" that? and I can't see any stats about that in the right side statistics, so I assume that is not activated?

I also have some email cooperation with some animal breeder, they came & delivered some frogs I assume, there was a +5 biodiversity, in the logs, whatever that does?

The logs are also broken, I can't find that "+5 biodiversity" log entry, because each time something like a "rain" happens, then the logs reset their scrolling position to the end again, and that's on a timer, so no matter how fast I scroll, I just can't reach up far enough to see that entry.

the build tree is different from research, which is a little confusing.
hover over phase to see the requirements for the next phase.
as for activity, that may be hidden in some emails?

The problem with the research tree is that it only says
"??? Not discovered yet"
Without any hint of HOW to discover it.

If it is a RESEARCH tree, then I expect to be able to do Research to unlock the things, either by trying combinations of things, learning more deeper science about the things, or in the most boring cases spend points to unlock the research.

But these "unlocks" seems to be tied to the story that unfolds through the emails? or something like that?
So maybe it should instead be called "crafting logbook" or something like that?

(+1)

currently in phase 9 waiting for half a million at a rate of 80/s doesn't seem good.
I don't know how I am supposed to make tons of money.
Upgrading the biodiversity buildings seems like a trap when I've already maxed out the diversity in one region with all 30 species at 100 and building more tourism also doesn't seem worth it nor does building diversity buildings in the region I made a second tourism building (besides the water through).
Got a cleaner and a sorter in every region.
Also what does the location designation "auto" exactly do? it seems to do nothing.

Seriously, a million!? right after

Fire all your workers except a couple drones and build drone hubs instead.

(+1)

I'd like some more information, how are drones better than cleaners and sorters?
what do the drone hubs do?
and I'll repeat what does "auto" as a designation do?
what is a 'couple' drones? is it 1 per X regions?

you're severely underestimating how much a million and a half were at the end game, it was hours of just idling when active play was a decently paced incremental up till then.

(+1)

after some of my own testing: drone hubs can only be upgraded to when under 20 contamination and the drones seem to automatically move between places with hubs so now I have 15 drones for the 36 hubs, probably way overkill.
Still don't know what the sorter really does. Or if (drone) cleaners have zero use after a certain point.

I'm also unable to get biodiversity and it feels like a bug. I got the email from Diana about breeding pairs en route and the email from the EPA about species monitoring equipment, but no new mechanics related to animals/biodiversity unlocked. I think a trigger didn't fire like it was supposed to.

Keep removing contamination and you will start to receive options to plant reed beds

How do i get bio diversity? I'm stuck at phase 4

Read the email from Diana Calloway

Ending is not a rewarding payoff. Hopefully updates fix that.

(1 edit)

The latest patch adds an achievement and starting cash bonus.

What are worker skill levels and how do you raise them to max? Can't find anything about it anywhere except for the only locked achievement I have left and it being mentioned in the game description...

Also there seems to be a bug with morale which never exceeds 90% except for Drone Cleaners which are always at 100%. Only way to get that achievement seems to be to fire every single worker except Drone Cleaners.

Latest patch addresses bugs with morale. Worker skill level achievement was removed and replace with another late game achievement.

(+6)

AI assisted: Code, Graphics, Text. 

(+2)(-3)

Yes, that is correct. Thanks