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No worries, Trailer is on its way! Just as many other cool new graphical assets :)
We have many interesting plans on how to enrich the game with numerous features and expand it with new Viking-related mechanics, but we cannot guarantee that they will include ships and traveling (at least for now). Either way, you can be sure that there will be no shortage of engaging activities and important decisions that you will have to face as Jarl of the new settlement :)
That way we can play with English (or whatever) UI/Subtitles but have the Audio being in Icelandic/Norse sounding.
Similar with the popup tutorial boxes, they appear quickly over other information being presented on screen, don't know if Im missing something.
- Autosave.
- Some kind of prospector mode, I was looking for a copper source kind of too long until aborted and expected it's not yet implemented and eventually found it by accident. The same for the wolf at the beginning of the tutorial. Was looking for him quite too long.
- Display the state of the building when hammering.
- I like how craft benches actually support up to three different actions at the same time. I would, however rather have "unlimited" actions (each increasing crafting time) scheduled and then AFK for a while. The same could eventually work for NPCs.
- Some kind of "autism" building mode with a grid and maybe in "god view".
- Skills and specializations (especially useful in multiplayer).
- Better movement .. right now it feels weird.
2. Being able to sit on your throne in a viking hall and have audiences / people in line to see you for requests or settling disputes etc
3. Feasts
4. Cancel build mode (Being able to remove a building plan once its placed)
5. Night time, either my game bugged or it never gets dark in this game
2. Related to 1, every time I exit the game and load back in, my hotbar binds are removed. This also happens if I use the unstuck option.
3. There should be a way to stack usable items for things like crafting. For example, placing iron ingots in the forge. Why do I have to select each one individually out of my inventory each time to place it? If I have 4, then I should be able to stack them in that item slot if I want to.
4. Required resources when building or crafting items need to actually be labeled more consistently/more clearly. When I was trying to use the workbench, I had no idea that the little orange blob icon was resin because it had no label and I hadn't gotten any from small trees yet to know what it was. It would be nice to be able to at least hover the cursor over the resource icon to bring up a description of what the resource is/generally where it's found/what's required to make it if it isn't a base resource.
5. Obviously this is a demo, but the audio on many things isn't really working when I'm playing. Like the sawmill just has the rope sound when turning the handle/wheel and pushing the log through; the anvil has no hammering sound to it when hammering an ingot; etc.
6. Again, obviously this is a demo, but accessibility features for the subtitles. I can barely read them most of the time because there's no option for a dark background, and the white text really blends in to the light dirt ground when I'm talking to Gunnar. Same with the objectives - sometimes they're very hard to read because of this.
7. Clearer markers for where you need to go/what to interact with/what to do for tutorial missions. I'm not a gamer who likes my hand held at all with the exception of a tutorial. If I'm going through the tutorial it's because I want to be clearly shown how to properly perform that aspect of gameplay so I can learn it and then iterate on it in the game. Multiple times I've had to pause like "where tf is *that* item", "how tf do I find...what is that? peat? ok...". The tutorials that pop up to explain the tasks are written well enough and easy to follow, but I think they should be broken up. For example, giving me the rundown of EVERY step of farming the moment I soft unlock farming in the game meant I had to stop, press tab, go to the compendium, scroll down, and re-read multiple times to follow the very specific steps needed to clear the field (with a shovel), equip the hoe and get told I need fertilizer, ?? until I realize "oh I have to Q for the radial menu" bc there's zero on-screen prompt for it and it's buried in text for the tutorial, select fertilizer, read again for equipping the seedbag to Q again for wheat seeds....and finally sow a field. Breaking the tutorial pop ups into clearing/tilling/sowing would have been easier.
8. Maybe this unlocks later in the full game but better ability to transport mats for building? Even if it's building like a...cart you can haul things with or something. I don't mind the methodical approach to crafting each little bit, but I'm not going to build a billion sawmills just to make hauling wood around easier.
I like it so far. It has potential. I'm intrigued to see how things continue to evolve.
Is it resin? An orange-y blob like icon? If so, you get it from small trees sometimes and from chopping down big trees (I think).
I did find some of these problems too, sometimes I could talk to npc's to reenable my inputs.....Sometimes or even reequip tools in my hotbar also seemed to work.
I found with forging opening the radial menu(Q) let me select bars from my inv.
Same with resin, and the other workbench in the forge area has a better UI too.
I didn't struggle too much with farming cause when I looked at the plants it showed a shovel or whatever tool I needed, getting seeds to plant I did have to look up though. real problem was how fast crops grew, they were dead before I got back just accepting the new quest from ol stormrider.