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- In combination with the above, some way to remove a tool from the taskbar as it can be tedious at times scrolling through (I know you can use numbers), but some items you only want to use at certain times so some way to remove from the bar would be appreciated (eg the fishing rod, net, even at times the axe are all items that see situational use)
- A way other than using the item/coppertop to remove items from inventory/ or higher item caps for certain items an example would be fodder, meet the 99 cap quite quickly, since it has its uses you want to hold on to 5-10 and quite tedious to visit elderkin to trade, so you get frequent alerts (if for example you wanted to farm the seeds that you get from the grass)
- The everkin portal should link to the fast-travel door (once unlocked), can be a little tedious to walk there and back each time you want to trade/mission.
- The nature reserve chests should be further from everkin, often will try to open chest but end up talking to everkin repeatedly
- The desert worlds need some work, many of the trees cannot be cut down/shaken due to trunk size, many of the bushes are poorly attached to the ground (in mine they where called the bitter shrub egg, and the parched kernel, but when adding most bushes to things like the town square you get the same odd collision) I believe many are placed under the surface and have collision issues? making them very floaty and often detach from fruit (which than floats in place), when you grow the plants in size if you are standing too close you can also be trapped within the plant meaning you must wait until the days time counts down - I'd also have the spread of grass be non-100% on those seeds as in a desert environment looks odd having grass everywhere with cactuses and such
- I'd say all variant of worlds feel a bit familiar (so far seen starting, the prefect seed you get from elderkin island, and ice, a desert and one with plants with eyes that was also sort of desert) I'm sure there are more types to see, but generally they all sort of feel the same once you get past the trees, bushes have fruit, cut grass for fodder, all bugs look mostly the same, odd cave or basic puzzle, and slightly different variations of animal - overall I would say a little more variation would be needed to keep making new islands feel fresh, and less like a new set of paint, example is the less grass generation on desert worlds, you could have bodies of water on them like an oasis that you don't find on other types of world, have some basic hook other than graphical to each type would make each feel a little more interesting to explore and encourage people to keep doing
- Chests on worlds count as contamination however you have no way to remove
- some of the floating clouds that propel you into the air seem to be a little off (the two islands in everkin land for example easy to get onto the islands, took forever getting off as sometimes the clouds/air whatevers would simply let me sink through them without the updraft)
- the game can feel a little 'kid's first sandbox' I understand the aim is a E for everyone style game, catering to all possible players, but some limitations are a little annoying, I don't need blood and gore in all my games, but some things like a bed time I can do with out :P a simple let players figure out when to go back themselves, but afternoon is time to head back, because if you stay out to much of the night you might end up sleeping in and losing some of tomorrow could be a nice risk reward, so people don't feel they are being made to play a specific way (may times I had just one or two plants left to go, just had one spit out its reward when carried off, or exploring the town making that hard jump and than bing bong, time is up)
- Town size, and being unable to move between districts, now when I was playing I looked at blueprints and the general map, noticed it said districts and figured as the game went on the original building area would expand and with it limits would increase, so seeing three inns, 3 communal farms I bought those, when I saw a villager with good stats and a specialization I didn't have a got them, than I hit the cap and waited until the area opened up, only to realize that I had a bunch of buildings I had to get rid of because they were basically useless (all the upgrades wasted) and had villagers that would basically not be working their preferred position unless I remade most of the village and deleted most of the upgrades that I had farmed for - so some kind of transfer between districts or building or at least villagers would be good
- Also increased size limit, of all in general but particularly the decorations I hit that limit before I even knew there was one, 20 is very low, worst case at least have a small and large decoration separation for the count, as with the limits at the present village has plenty of room to grow
- Transferring people between towns at least is a must having someone with high skills show up in a fully developed town with no space (and therefore no way to get the person to stay before you can get rid of someone) but plenty of space in another is quite an annoyance
- Being able to change what a decoration plot in town is - example a shrub will pretty much always be a purple square bush, being able to change that or trees or flowers to different variations would be good for variety and theming
- Many buildings don't sell what would be expected for them to sell, for example the plant shop I would expect plant/misc decorations, instead we get keys, coins and batteries? many of the decoration items or upgrade items (I am yet to reach the 30 of a type to upgrade a single item after about 24 hours of play, 5 world seeds, and 3 districts) some way to get them easier would be to match them to shops, rather than many many hours of grinding in the hope RNG gives you what you are after
- Many of the buildings (other than increasing happiness) don't really seem to do anything (example the bakery, library, inn, cafe or communal gardens) it would be nice to see some tangible effect for the player, but at worst it would be nice to see townspeople interact with them (other than staff), examples could be you can buy food and have it so you can give people a food item instead of requested item to complete quest, or just for happiness of townspeople, or minor buff to character for example, could grow some plants in the communal gardens etc
- Building interiors could use customization options (since you will need at least 10 small homes before you can get one large - or 50% of build limit) you see a lot of the exact same home, when you have two people living inside it sharing one single bed, it would be nice to customize the insides a little to suit the towns people persona (aka this person likes to work at the cafe lets give them a nice kitchen, this one likes the garden lets give them some plants, etc) at the moment you can only really customize outside (at worst at least make star level improve the inside at the moment its 0 star looks the same on the inside as 3 star)
- Districts whilst they have a theme, don't really feel all that unique, a recommendation would be a unique building for each area (outside building area like a mega structure that you slowly build on as you progress through the game, most districts feel little more than a distraction that you only play with to get the 100% and than move on to the next with little reason to go back or care about it (which is disappointing since each district does have theming and has potential to be interesting and for interest from the player with what I feel like is only a little more work towards them), as it is at the moment the only districts I ever find myself paying attention to is the first (which due to location is where I put anything that I am likely to interact with) or which ever district I am trying to get 100% on to unlock the next - my fix would be to limit some buildings to certain areas, or better yet to have specific large projects that you work on through out the game, for example the first district being the main and easiest to access could be a market district, the plains could have a massive farm/ranch project that acts like a larger than average nature preserve as you build it up, the forest could be a leisure/ temple area, the island due to central nature could be some sort of festival square or an amphitheater, I think that having these large scale and interesting additions could liven up and increase players interest in those locations (especially if there is a reason to come back due to interactivity with those buildings)
- the island district has the landmark massive rock bridge which makes building there a nightmare, I would also request that when editing the district on the island that that terrain feature is faded or disabled so that you can see what you are looking at
- Upgradable/customizable starting house and grounds (cannot use the garden plots for example), would be nice to upgrade your pet/flying buddy's home since he is clearly unsatisfied with it for example
- Some basic crafting, mostly cosmetics like decorations, upgrade materials, or clothing items, would be a nice use of many of the random items that you end up gathering (nice item sink) and solves the scarcity of many of the simple cosmetics (example I have someone asking for a hat, and the only ones I have I don't want to give because it either 1. looks silly, or 2. I want it myself, a way to craft items solves this, gets rid of excess materials like ore, wood etc (or even excess essences) limitation could be instead of getting a copy when completing a reward you instead bet the blue print for the item
Also being able to remove them manually might be nice.
-Ability to work on Isles throughout the night. This game look gorgeous, I would love to see how some of my seeds light up during the night. One of my funnest things is to walk around my town during night and just look at all the lights. Would love be able to work and walk around my seeds at night.
-Ability to customize the Alchemy Grotto. I would love to be able to add decorations, wallpaper/roof colors, etc to the Alchemy Grotto. With the towns so much customization, I would love for my home to have some form of customization.
-Higher building and decoration limit for towns. Especially higher on decoration limit. I hit it really soon and wanted to add more my towns
-A map we can use while at the base of the EverTree.
Or if not a map, then at least a compass.
2. the movement feel stiff and the hit box of items are way clunky to the point one need to clip into it just to collect something.
3. too many variety of items but nothing to do with them (beside really easy Quests and get essences to cap in a blink). How to fix it? idk maybe crafting or better yet make the upgrades to the tools use some of those items (blacksmith) to get them and not just get them with the log it will incentivize one of the core mechanic of the game the craft of seed to get new worlds.
4. the pets.... either you make a use for them or just let us get them right away for photos.
5. last but not least give me a picture album or something to know what bug or fish out of all of the ones in 1 world is the one i'm missing
From a game without any violence, and a strictly relaxing theme, i expected more diversity and freedom in discovering, experimenting, crafting, raising and changing your environment.
Also, its sad that the game follows a certain path,
that, at some point, doesnt make sense to continue,
and isn't designed for long-term play and enjoyment.
I mean... What is the meaning of a game with a therapeutical effect, when the experience ends after 20 or 30 hours?
What would make me permanently support the game and its developement, (and i'd love to!), would be DLCs that add options to always jump into the game, no matter how long you have already spend with it, do some refreshing and relaxing activities for a while, and just have a good time, without any feeling of repetitiveness or boredom, before returning to the real life,
which is, what i feel what the game should have been...
I still think that the game tries to fill a gap, that many people urgently need, but also feel, that the current execution falls flat,
and urgently hope, that you will develop the game into some kind of oasis, where people, that are overwhelmed with their lives, can always return to, to find some peace, harmony and light...
I can only speak for myself, but such a game would be priceless, and id gladly pay any amount for it...
I'd also like more NPCs/a higher spawn rate of NPCs on the worlds! Or maybe guarantee NPCs on worlds from Perfect Seeds. I have mushroom people on one of my world, which is awesome, but I'd love to have more!
2. For vaults, it would be worthwhile to have a quick exit in the final room - saves going back through the whole thing again.
3. An in-game photo album would be great. I get in its current form it seems that the photo mode is just to get the perfect setup for screenshots with F12, but it makes it feel like an unfinished feature.
4. Creature compendium!