So, during one loop, the Crew found a game-breaking strategy. Since the Masons (in this game, called "Guard Duty") are guaranteed to be Crew, and no one can counter-claim the Mason group...why not put all the other players into "cold sleep"? This would mean the Crew wins...right?
Wrong. Because now the two Masons control the ship outright and you are literally at their mercy. Even if the Masons are not scum, one of the Masons may be distrustworthy for other, lore-related reasons. It turns out pursuing the game-breaker quickly becomes a bad idea for everyone...both Crew and Gnosia.
I saw that ending a few days ago, pretty WTF.
Remnan never catches a break does he?
I think I'm almost done with Gnosia, it's hard to tell.
I enjoy the characters and setting, but the writing is very short and fast-paced compared to Raging Loop. I was hoping for at least a couple loops being somewhat longer (maybe like an hour or two to read?), but it turns into more of a "find every really weird circumstance that can happen". At least 80% of my playtime is grinding through loops now that I have the game's systems down pat. It is in fact too much repetition for new content by this point.
What they should have done is have a main Story Mode that's the bulk of the game, with scripted roles and events and a more slower paced setup. And then once you've finished the Story Mode you would unlock Endless Mode which would be what we have here with the crazy What If? scenarios and endings.
I still like the game, and it's fun to participate as an actual player, but the lack of long-term story means you need to add a lot of your own imagination to things.