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I have lots of good news on that front! The first, is that it's not a total surprise - there's a ton of stuff we want to do that we just simply didn't have time to tackle before the demo. But having the demo out has given us SO MUCH valuable feedback (like yours!) to help us get really specific on the most meaningful aspects to work on next.
For example, couple trends we've seen: players have broadly wanted a lot more to do with boats and on boats to hit the fantasy of being an ocean game, and to give them sharper purpose. Otherwise, people just use the skimmer instead of the ship (and skimmer has broadly been super positively received). Underwater spaces outside of the ruins are also feeling barren.
I can't promise we're going to do everything in your post, but boat gameplay, reasons to use it, and more to do in the ocean are all big focuses for us in the first couple months of the new year. Our original plans of having the ship be critical to travel to new biomes feels like too late to start getting exciting, memorable moments from the ships in our game.
If you want to hear a bit more about some of the learnings we've had and what we'll be doing next, we just had a dev stream with our game director Ryan and myself: https://www.youtube.com/watch?v=hY8PPTzoW0M&ab_channel=TreehouseGames
Also, if you're interested in giving more feedback on experimental and buggy builds, we have a more frequent playtest group in our Discord: https://discord.gg/VoyagersofNera
We'd love to keep getting your detailed feedback. :)
Thanks again for putting so much effort into giving us your detailed thoughts!