So I’ve had an interesting email exchange with a member of the Chorus developer’s bug hunting team (may be a team, maybe one guy 😃)
Seems the game isn’t actually broken, but the UI is… lacking a couple of possibly important aspects.
The thing you use to identify mission objective objects is like a sonar ping. This, as it turns out, has two modes - short range (tap x) and long range (hold x then release). There are a few… issues…
1) The difference between ‘tap’ and ‘hold’ is.. not great and the two are visually identical. I’m reminded of the Eddie Izzard joke about the hot vs cold feed in hotel showers. They know this. They’re fixing it.
2) The tutorial doesn’t actually explain this dual function. They’re fixing it.
3) the long range ‘ping’ does not reveal things the short range ping does, which is counter intuitive.
4) Mission objects in the level only actually spawn when they are pinged, not when the previous mission stage is completed. Thus if you don’t know to use the right sort of ‘ping’, they may never spawn at all. They’re fixing it.
So it does look like they’re aware this particular bit is.. not great and they’re working on it. Which, you know, fair enough. But this seems to me like stuff which should reallyhave been caught early on in testing.
(Note -