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I was low on health, frantically waiting for some mushroom soup to cook. I looked at the pot to see if it was ready and when I didn't see a % status I left clicked and BOOM -- apparently I demolished the pot along with my soup and promptly died of starvation. In general, you shouldn't die of starvation that fast anyway. (Yeah, the game says you were medically extracted but it's the same as dying in the context of a video game.) Before I got the cooking pot I tried to cook some mushrooms on the campfire. I waited for it to get to 100% before taking them and when I picked them up they were still just "mushrooms" instead of being "grilled mushrooms" or something.
I think OP may be on to something when he said thought it might be adapted from a controller scheme. In the cooking pot menu clicking an entry (i.e. "Mushroom Soup") has no effect. You have to press the enter key. Very unintuitive, especially since there are no on screen instructions telling you you have to press enter.
Default mouse sensitivity is too high. There doesn't seem to be a way to adjust in game. Maybe it's at the main menu, but settings should be available during play without going to the main menu.
I'm a little worried that this game may be too boring. I'm kind with OP on the meditation aspect. For me, playing a game is a way to relax. I don't really need a meta game to do that. It's kind of dull just sitting there doing nothing for the minute or so it takes to meditate.
I don't like the whole "quantum manipulator" thing. Is there a way to turn it off after activating it? The hum is kind of annoying. It turns off after a bit but you shoudl be able to shut it off manually. I'd just rather have regular tools. It's very strange that you are placed out in the wilderness to survive but you have this sci-fi whatever-it-is-thingamajig. I get that maybe the developers are trying to do something different than a stone hatchet and stone pick but it seems like a gimmick.
I made a spear but it wasn't clear how to equip it. Perhaps the game needs a bit more on-screen guidance. For example, after you craft your first spear/bow/whatever, there should be an prompt that says, "Do X to equip your spear/bow/whatever".
The computer voiceover is hard to understand. If you look at real world technology the goal for voice synthesis is to make it sound realistic, not to add a needless vocoder effect that screams, "I'M A ROBOT!" Take a cue from the movie "Her". An advanced AI would probably be indistinguishable from a human speaking.
Anyway, I'm not trying to tell the devs how to make their game. These are just my own observations after spending a little over an hour in the demo.
I made a spear but it wasn't clear how to equip it. Perhaps the game needs a bit more on-screen guidance. For example, after you craft your first spear/bow/whatever, there should be an prompt that says, "Do X to equip your spear/bow/whatever".
It's kinda the opposite of your thinking, actually. "X" is the Quantum thingy key, turning it on and off (and silencing that ridiculous hum). And "R" will activate the tool wheel, from which you can select the spear, if you're lucky enough to click when the too-fast mouse movement flies by it. :-)
And we absolutely can tell the dev how to make their game - by not buying it if they don't address these issues that several of us (and probably more) agree on. Their $ loss if they don't listen to the reasonable feedback.
Someone in another thread mentioned The Forest. After playing this demo, I reinstalled it and wound up spending the rest of the day playing it. I don't think this game should be the same as that one, but it definitely doesn't have these problems, and it's fun to play.
Excellent, justinhosford35! Thank you, much appreciated. Sorry if my comment came across as criticism - it wasn't, as there hadn't been much time for you to respond at that time. I was just pointing out that reasonable feedback should be considered by developers as potential improvements to their games. As you clearly do!
I'll give it another spin this weekend! Looking forward to it!
For one, I absolutely loath mouse-flick select-a-wheels. They are terrible, in every game that has had them. I'm on a pc, not a console. Simply said.
The meditation thing, sorry... I dont meditate while gaming ;-)
I agree regarding the control wheel, but I love the meditation thing!
I'm confused. I started a new demo game, but I'm not seeing the changes that you said had been made here. Notably the idle head bob.
Also, are you going to add some navigational help? If not a map, at least a compass would make a huge difference.
What really puts me off, here and many other games, the fact i simply can't sleep whenever i want.
i sleep whem i'm tired, not when the sun goes down and i have alredy terminated the daily tasks around 14pm.
It goes boring pretty fast, and it's always one of the first mod i look for.
Hmmm... Well I suppose having them fixed for the final release is great, but that kinda defeats the point of the demo, IMO. How am I supposed to really evaluate the game if it's going to play differently than the demo? If I buy it, and I don't like it even with the changes, then I'm going to refund it.
And I agree with your "sleep when you want" point as well. Actually ran into that last week when playing The Forest. I ran around for almost the entire day, so when I finally slept, I woke up to pitch black nighttime with no way to skip forward to the daytime and actually get anything done. Torches are fine for cave exploration, but a PITA when running around otherwise.
Maybe they'll put out an updated demo, who knows.
I think post release review will tell us.
For the Forest i had the same problem, plus the sleep time move forward everytime you go to sleep, making at one point impossible to sleep for a couple of days, i solved with a "sleep everytime and choose when wake up" mod.
I even hated it back in Farming Sim 19, im'm glad they removed it in 22 :D