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The game is still a bit rough around the edges, but it looks very promising. It kept me interested because I wanted to see how everything would turn out in the end. Definitely a project with potential!

slightly odd balancing, so very little producers until that later stage and even then.. still so very little producers.  there must be a missing unit or two that actually allows, maybe scaffolding and freight elevators?  i don't know.

but, well done.  especially the music at the end.  oh, i gotta be able to minimize the $hit out of the view to be able to watch your artwork .. work.  i didn't like that.  also, the hit box for the .. whatever stone trucks appears to be behind the other road hobos so it makes it difficult to claim that reward.  and that annoying dude in town that you'd think you can just dismiss what he says, nope.  this is part of the "gotta be able to minimize" statement above.

again, well done.

needs massive buffs for the stone gain

Finished it in 203 mins, interesting little game here, I look forward to future updates,
:suggestions only: 
Having the ability to turn off the tourist speech over-lay would be nice, after awhile he's just saying the same things over and over, and getting in the way of the cart minigame near end game. 

some better explanation of some of the things, I was lost for ever on a few of the upgrades, I wasn't really understanding the point of having carriers and ?quarriors?

Great game still, 

unplayable: carrier always grey out

(+1)

a reviewable list of things youve unlocked would be helpful since i have no idea what some of did or were supposed to do

Good shout, that's in now. There's an Unlocks button bottom right (or press U) that lists every stone you've raised, what it unlocked and how to use it.

auto hire doesnt seem to work the manual boost for stone raising becomes pretty much useless seemed like staging cairn actually reduced my transportation speed

Thanks for sticking with it. Auto hire wasn't broken as such, it only ever hired creel carriers and hardly ever fired. Now it hires the best value hauler while stone piles up, and the row flashes +1 when it does. The heave now pays 5% of the stone's price on a perfect pull, so it stays worth doing late on. And you were right about the cairn: quarrying was the bottleneck, so it barely helped. It now speeds up quarrying as well, so it's always a clear gain.

the problem with the heave is that it log rollers speed it up too much by around 10 for you to actually be able to trigger it

(+2)

way too little production for the amount of transportation

You're right, and it was worse than it looked. Iron picks were speeding up carrying as well as quarrying, and haulers were far too cheap, so carrying ran way ahead of the quarry. The staging cairn now boosts quarrying too, and a full rebalance is on the way so the two stay level all game.