Story is too unpredictable for reading to help; better to just go through every combo of choices (or look up specific paths and endings). After first playthrough, skip to next choice with 'S'.
IMO the chaos is unenjoyable; it feels like forcing the story into edgy stuff, rather than adventure or agency or having choices make a difference.
On broken colonization boats, you can work around it by moving the colony and/or expansion office and their docks (I forget precisely which), so that they no longer show as assigned to each other, then move them back to restore it.
You can rush prestige goals for the medium badge, but most of the things that carry over to the next prestige are bought or won, not automatically gained by performing prestiges. So if you don't get those things with your leveled-up character, the prestige itself is almost all downside. It feels more like an "alt character catch-up mechanism" than prestiges in other recent BotD progressive games.
Be sure to click the coins in the "current mission" (left side of "Missions and Goals") when it says you finished a "mission". It doesn't automatically collect if it's only one choice, and anything you do afterwards won't progress those "onboarding missions" retroactively. The game slows down a lot over time, so they will become much harder to complete.
The game describes the breakpoints at 5 and 9 as "bonuses" but merging 3s slows down your game by an order of magnitude (and accidentally doing so is infuriating). To get yourself to be patient, it may be better to think of it as merging the (4, 8, etc.) objects at rest on land squares, 2 for 1, but you also lose the object you're dragging each time you merge. Then it's easy to see how wasteful the 3s are.
At least for those who aren't habitual rhythm gamers, this "lives" system is impossible to (re-)learn with. Example: there's a non-visible internal cooldown on losing lives, which makes it hard to get a feel for what's close enough and what's not. A player will think they've "recovered" while they're still too far ahead or behind, and then lose their next life without knowing why.
At least during the first prestige, it feels like the payoff times between tiers grows exponentially (or at least, much more-than-linearly), which is not really fun.
Don't forget you can go the achievement in the sidebar and "Report missing achievement or bounty" if you need to. (Take a screenshot ASAP! Be sure to scroll up so your username is visible.)
Salute and appreciation to the platform a generation of game designers whet their skills upon, despite all its drawbacks. Preserve, persevere, and onwards!
This might not be an issue for veterans, but you can't hold Jump to jump right at landing - you have to wait to land and then press the key. (Apparently this is called "jump buffering" in Celeste and isn't universal.)
People are complaining about this but use it to your advantage: Jump (up) to move faster, and land (down) to brake with drag! The aliens always seem to aim straight at you - dodge with small movements!
@SataiDelenn "But we shouldn't be forced into only one outcome." - But there was no "force" in the game, as if something took control of your mouse. You only got feedback - how people responded. It is an option to follow that as an instruction and get "rewarded", even when the rewards got bad. If the instinct is to resist - yes, that's the idea! But real life will test that, and it's harder than this game since you're going to be immersed - "in" or "out" of every group. (Brutal irony: this game inspired me to hedge against this exact possible outcome, and now I have a shotgun in storage.)
Shiny Kompanions make the game a little too easy - Magnet + Coin Bonus allows very rapid upgrades, then Fuel Recharge + Total Objects for long runs and recovery.
FIREFOX LAG FIX - apparently if you're using Firefox 49+, go to about:config and change the preference named "dom.ipc.plugins.asyncdrawing.enabled" to "false". Spread the tip!