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I really don't know where you're getting stress from, you can take your time, there's no need to rush.
Lol thin skinned generation of today. Just wait til they have to get jobs.
But even so, players want to do many different things each day, and the more there is to do and the longer it takes, the more it builds pressure to do as many things as possible as fast as possible.
So I want to plant, water and harvest every single seed I find during each day. I want to befriend all animals each day, care for all invited animals, visit my future spouse, go forage as much as possible to fill my storage (which consumes much more time as you unlock new regions), catch fish, cook meals, contribute to the community...
I feel like the game's rather relaxed setting would profit from time moving just a bit slower. Also, it should pause while in dialogues or menus (inventory/journal/map). In co-op, time should move on as long as at least one player is not in a dialogue or menu and stop when all players are "busy". Being unable to pause the game will always feel stressful, especially when a ringing doorbell/crying child/vomiting pet strikes during a co-op session.
In games like Stardew Valley, time stops while fishing in singleplayer (which makes sense as time goes by while waiting for a fish to bite (so you can't fish endlessly without time passing), but not during the minigame to reel it in). In multiplayer, time used to move on while fishing, making it much, much less efficient compared to singleplayer, until this got fixed or modded to also stop if all players in the co-op party are "busy". In Roots of Pacha, there is no delay to have a fish bite, so it wouldn't make sense to stop time here, but especially in co-op, it feels like you're losing a lot of time while playing the flute or doing the fishing minigame.
In Wylde Flowers, there's a neat setting to fine-tune the flow of time, to either have a more challenging flow of time or a relaxed one that would allow you to do your chores without ever feeling stressed. Personally, I liked that option, and I could see something like that as a setting to adjust for each singleplayer/co-op session individually.
Yes a chance to adjust time would be good, make it slower. and is there even a time passing indicator on screen? it just seems to get dark. and another thing about time that bugs me (small thing) is the use of mon-sun clock. using modern week days seems odd.
It only pauses if you press p. I don't think there is a controller option for pausing for some reason, so hope everyone has a keyboard handy.
In multiplayer, time doesn't pause in UIs. It will only pause if any player is in a single player cutscene.
The host can fully pause the game (either in single player or multiplayer) by pressing P or R3 in a controller. This will stop not only time but movement.
Regarding the time display, it's an intentional feature in the game. Initially, you'll go by the position of the sun in the tree at the top-right corner. A few days into the game, an NPC will have an idea to develop a sunclock, which will show the exact time.
Thank you for clarifying. I couldn't tell that it was paused in the menus since I wasn't far enough along for that spoiler yet(but knew of it's existence). I also never think to try pushing the stick down unless the game tells me too