Casualties: Unknown

Casualties: Unknown

My biggest gripes list (feedback)
  • Mines and turrets hidden inside foliage.
  • Vines blocking item pickup and especially if inside pod and blocking heat switch.
  • Impossible terrain generated.
  • Crafting UI not intuitive and too huge.
  • Can't zoom in or out.
  • Items too tiny to notice (shards etc.)
  • Non-intuitive crafting system mostly 'cos of UI.
  • Furries .
  • Lack of armor to build.
  • Weight limit too low even with high STR and bags.
  • Currency isn't carriable from trader to trader.
  • Always 5 shrapnel regardless of what hits you.
  • Removing shrapnel doesn't always work 'cos of wobbly hand (not pain mind you)
  • No real options menu (VOLUME OPTIONS PLEASE.
  • Can't buy the game and support it already.
  • Too many drugs that dilute drop chance of something you actually need.
  • INT system promotes crafting items you don't want or need.
  • There's never any time to workout even without time limit.
  • Many items weigh too much like explosive powder (it's just powder).
  • Liquids mix too easily and can't separate without rare item.
  • Can't fill bottles by dragging.
  • Can't put knives inside geo bag without it removing battery.
  • Can't put a new battery in emergency light and keep using.
  • Crafted items having really low % durability sometimes that you can't repair.
  • Crafted items that take multiple steps break too easily.
  • Game wants you to keep moving but has walls of text for every item.
  • Can't pause and take a break or exit and save mid-stage (why not inside a pod?)
  • 3rd tutorial doesn't teach anything just tells you to craft it yourself.
  • Can't exit the tutorial menu once clicked. Have to pick one and then exit.
  • Blueprints are cross-save, but I wish more things were to help subsequent runs.
  • No achievements or milestones to motivate (game is addictive already though).
  • You are wet 99% of the time regardless of what you do.
  • Can't manually sit and dislike auto sitting as it can mess up what you're doing.
  • Trying to pick up items before they fall and eating them like foliage.
  • Never sure what's causing stomach pain (is the creature lactose intolerant?)
  • Item descriptions could use color to highlight important parts and to reduce redundant text (put flavor text in HOLD SHIFT perhaps?)
  • Survivors are stationary. Would be nice to see them wander.
  • Many threats are often so obscured by foliage that it's what usually gets you.

plz no ban just sharing 50 cents ok bai
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Showing 1-15 of 23 comments
You realise this is a demo and the game is literally still in development, right? I feel like half of these points are "because beta and it's still being worked out" and the other half is "well, yeah, it's intended to be that hard"
Originally posted by Silvador:
You realise this is a demo and the game is literally still in development, right?"

That's why I'm sharing this information. Most good developers welcome feedback.
hmm. fair enough. but does the dev pay attention to this forum?
  • yeah that tends to happen
  • yeah that tends to also happen but i personally never saw that
  • all terrain is possible if you have the will to dig
  • kinda true
  • you could technically "zoom out" but that got patched in v6
  • disabling pixelation (effect that makes the screen appear low-res) by typing "pixelate false" in the console can help with that i feel
  • you already said that
  • ok and
  • eh
  • yeah thats kinda what gravbags are for
  • yeah thats how trading works
  • errm actually breaking a syringe spawns a single shrapnel in you
  • use tweezers
  • v7 will add a settings menu, watch out for 4th of june
  • real
  • it is what it is, its a game with a realistic health system, there will be many drugs
  • not really
  • the perfect time is usually when your expie is mostly satisfied and theres no rush, sometimes i start working out when i find a lifepod with food and drinks in it
  • yeag
  • put your liquid containers in a bag if you dont want it to fill with liquid tiles
  • you can though?
  • open the bag's inventory and then drag the knife to there
  • its an EMERGENCY flashlight and its intended to be one time use
  • yeah crafting items you dont have enough int for is a bit of a gamble
  • no words
  • better to be clueful than to be clueless
  • unfocusing the game (by tabbing out) pauses it, although v7 will add a pause menu
  • its intended to be more of a challenge than a tutorial and tbh thats kinda ♥♥♥♥♥♥
  • ok
  • they arent though?
  • there will be achievements in the full game
  • being hot and submerging yourself wets you, wtf are you doing
  • ok
  • why are you eating foliage
  • what the ♥♥♥♥ are you drinking
  • true
  • true
  • hovering at foreground objects to check for traps usually helps
Originally posted by jayden_:
its intended to be more of a challenge than a tutorial and tbh thats kinda ♥♥♥♥♥♥
I think the crafting course is mostly fine. The basic course already walks you through the crafting UI (though I wish combining scrap and favouriting items could be included in it), the crafting course teaches you a bunch of useful recipes to get you comfortable with the process and then throws a challenge at you at the end. What I'd like to see is the player being given a pickaxe for the laser drill part to make mining out the copper and ilmenite easier, and also for hunger and thirst to be disabled for this course. I've seen players nearly die during this part, I think the recipe is difficult enough on its own.
(These are mostly in order of your own bullet points, but I may skip some that I agree with, or don’t disagree with enough to care lol)
- Traps in bushes adds a nice challenge and makes it so you need extra caution, but at the same time yeah it could maybe be better without that
- I don’t know what impossible terrain is, do you mean terrain that you can’t navigate through and just have to dig through?
- Zooming would be nice, maybe as something that lets you zoom in 1-2 times so you can get a better look at your expie and nearby things, and have a better time picking small stuff up
- ohhhhh noooooo furries I’m gonna melllllllt lol
- What do you mean, you can craft lots of different armor, helmets and shoes and clothes and I think even a thorax/abdomen piece, plus more stuff (tactical gear) is on the way
- I agree that the weight limit is annoying, but the game is also pretty generous in allowing you to still be fairly mobile while overencumbered, plus it gives you free STR and RES xp for it too
- I mean currency is basically a different kind of reputation that sticks with one trader, it doesn’t make sense for them to all share that, they aren’t a collective group. You can always spend extra trade value on more valuable items to sell to future traders though.
- Yeah varying amounts of shrapnel would be nice, also I’d recommend using tweezers for shrapnel removal, hands are just too slow and unwieldy and tweezers are so easy to craft
- We’re getting a real options menu in the next update, June 4th :D
- lol real, I want to support too
- I usually find a bit of time to workout in the first layer or two, but I only do it when I find an Oxygen Crystal Shard and a lifepod. Otherwise I might exercise to warm up and stave off hypothermia, or while I’m waiting for batteries to charge.
- At least the powder fits in the Material Pouch! Also it doesn’t say how much powder there is, and I doubt a 1.25 U fruit would make only 0.1 U of powder, 0.2 U seems more reasonable
- Yeah liquids mixing sucks, but it’s easier to deal with when you realize the crafting gives you god-like powers of liquid separation, just to get the liquid you need. Sometimes when I’m tight on storage, I mix random junk liquids together for use in crafting. Also, you could probably get rid of certain liquids by draining until you get the liquid you want to move to a round amount used in crafting recipes, then craft it away.
- What do you mean, that’s how it works, unless you’re saying you want you scoop up liquids from liquid tiles in the environment
- Yeah tools and batteries do not like to just go in grav-bags, you can get around this by putting the item in a main inventory slot, right-clicking the gravbag to open it, and dragging the tool inside the panel on the right
- That’s the whole point, the emergency flashlight isn’t supposed to have a battery, it’s a single-use product meant to help you out when starting. You can craft or buy a real flashlight if you want replaceable batteries
- Low durability either happens because 1. you don’t have enough INT and the craft ended in minor failure, or 2. the recipe is specifically for a mediocre-quality item, in which case it’s pretty well balanced for how long the belt and tweezers last.
- Don’t disagree but want to add that you should check what tools are being used in crafting recipes, only your highest-quality items should be used for certain jobs, like a Machete is good at cutting (300 Cutting Quality) and will last a long time (300 uses for 1 Cutting Quality recipes), but is awful at hammering (15 Hammering Quality) and will break quickly (15 uses for 1 Hammering Quality recipes).
- I find enough time to read descriptions, but maybe it’d be a good idea to disable time limit until you learn a lot of the items’ uses and can get by quickly glancing at the descriptions for a couple seconds.
- That stuff’s hard to program man :( (But yeah mid-layer saving would be appreciated)
- Are blueprints really cross-save? I once learned the Neural Booster recipe, but I haven’t seen it in my crafting menu since. I think as an expie you just start with a good amount of recipes.
- Yeah auto-sitting is annoying.
- For the stomach pain one, are you drinking chocolate milk, coffee, or energy drinks? Too much of stuff like that can be toxic to you (although sone of it seems fine in moderation). Also, keep an eye on sickness/nauseousness.
- Colored text would be nice for descriptions, maybe as a Chipped thing only?
- Honestly wandering survivors could be nice, but it’d be really hard to program pathfinding and AI and all of that to make them work. Maybe having “events” like Project Zomboid would work, PZ doesn’t have any survivors you can meet (yet) but you can hear screams and gunshots occasionally, and zombies react to those.
your two cents are the reason why they're discontinuing pennies.
Originally posted by cwaofficial:
- Are blueprints really cross-save? I once learned the Neural Booster recipe, but I haven’t seen it in my crafting menu since. I think as an expie you just start with a good amount of recipes.
Blueprints just set the given recipe's int requirement to 0. They don't actually give access to any recipes you wouldn't get by just levelling up your intelligence, and they indeed don't do anything across runs.
Originally posted by GgWw1175:
Originally posted by cwaofficial:
- Are blueprints really cross-save? I once learned the Neural Booster recipe, but I haven’t seen it in my crafting menu since. I think as an expie you just start with a good amount of recipes.
Blueprints just set the given recipe's int requirement to 0. They don't actually give access to any recipes you wouldn't get by just levelling up your intelligence, and they indeed don't do anything across runs.
that'd be kinda broken if they did.
imagine being able to craft a titanium machete as soon as you drop out of the pod.
Originally posted by Silvador:
hmm. fair enough. but does the dev pay attention to this forum?

I don't know.
Originally posted by Silvador:
hmm. fair enough. but does the dev pay attention to this forum?
I think they check it occasionally, but unfortunately they stick mainly to Discord.
On the note of landmines in foilage, I feel like they need to have a 'weight limit' for what objects can trigger them. For example, only triggering on items with at least 0.3u weight. Foilage weighs 0.25u, meaning if you break a bush a mine is in, the leaves can't trigger the mine anymore.
Just feel like that's a bit too rough and unfair gameplay wise, given how punishing mines are, and a little nonsensical in-universe to have a leaf set off a landmine.

A 0.3u limit means you can still throw almost anything at it to detonate it from a distance. The question is if the mines can be efficiently programmed to check the weight of an item it comes in contact with before detonating, as it'd require an added check.
Originally posted by Redpaws:
On the note of landmines in foilage, I feel like they need to have a 'weight limit' for what objects can trigger them. For example, only triggering on items with at least 0.3u weight. Foilage weighs 0.25u, meaning if you break a bush a mine is in, the leaves can't trigger the mine anymore.
Just feel like that's a bit too rough and unfair gameplay wise, given how punishing mines are, and a little nonsensical in-universe to have a leaf set off a landmine.

A 0.3u limit means you can still throw almost anything at it to detonate it from a distance. The question is if the mines can be efficiently programmed to check the weight of an item it comes in contact with before detonating, as it'd require an added check.
But then I can’t throw cheap Foliage or Casing to trigger them :(
I think that'd be a fair trade-off. Added safety from bush landmines, but need to throw something with at least a LITTLE heft to clear a mine.
I think it's more fair to ask for a heavier item to be used, than having the drops of a bush you broke just explode on you because it fully obscured a mine. (Even if it can make for a funny jumpscare!)
Originally posted by Celgaming:
  • Mines and turrets hidden inside foliage.
This is reasonable though, since they can be hidden inside foliage IRL, maybe just more signs to notice them if you wait (noises, maybe glistening, etc).
Originally posted by Celgaming:
  • Crafting UI not intuitive and too huge.
The only thing I agree on is that I didn't know you can combine materials together (esp scrap) until the crafting tutorial showed me that, took 2-3 tries to finish the final trial in the tutorial too, but I eventually got it (you have to save 100ml of water and use a makeshift wrench or regular wrench to mine tiles).
Originally posted by Celgaming:
  • Can't zoom in or out.
not too big of a issue, I think its a nice way to rely on your memory when it comes to navigating, and adds extra challenge.
Originally posted by Celgaming:
  • Items too tiny to notice (shards etc.)
never had this happen, except for maybe casings, I do wish pickup of items was a bit easier sometimes though.
Originally posted by Celgaming:
  • Furries .
I was slightly put off by this, but it's really a nothingburger, just happy that it isn't some sparkledog abomination with some believable lore, which the furry community as a whole lacks due to many reasons, including division, toxic positivity, etc.
Originally posted by Celgaming:
  • Lack of armor to build.
Yeah, some plastic chunk armor would be neat for lower int survivors to help cushion falls, with makeshift bulletproof vests and helmets to help survive turrets (it doesn't take too much to stop a 9mm or buckshot, but you might be challenged against something like 5.56)
Originally posted by Celgaming:
  • Weight limit too low even with high STR and bags.
Eh, no issues there, maybe pills and syringes could be a bit lighter, but liquids are balanced as is.
Originally posted by Celgaming:
  • Currency isn't carriable from trader to trader.
Agreed, though I think it being per-trader is intentional so you can't dump loot off on one guy, run a bits away, then all of a sudden buy out the next guy's stock of rare items. I like the barter system making you prioritize what to sell due to sell limits (do i sell a bunch of lower value stuff, or my prized posessions to get this other item?)
Originally posted by Celgaming:
  • Always 5 shrapnel regardless of what hits you.
Shrapnel isn't too bad with tweezers, but some variety in both the shape of shrapnel (bullets, glass shards, metal fragments) would be appreciated, with maybe only tweezers able to dig out bullets (tweezers are craftable).
Originally posted by Celgaming:
  • Removing shrapnel doesn't always work 'cos of wobbly hand (not pain mind you)
Probably deliberate, you'd try to wiggle back/forth to slowly remove fragments as it slightly opens up the wound a little bit for it to exit.
Originally posted by Celgaming:
  • No real options menu (VOLUME OPTIONS PLEASE.
agreed
Originally posted by Celgaming:
  • Can't buy the game and support it already.
Up to the developer
Originally posted by Celgaming:
  • Too many drugs that dilute drop chance of something you actually need.
I like the drug variety, BUT we could replace full pill bottles of one drug with unlabeled pill bottles mixed with multiple pills in them (with some way to only take out pills of one type/color/marking and sort them). So you could end up with a smaller quantity of drug but potentially more variety if you get unlucky.
Originally posted by Celgaming:
  • INT system promotes crafting items you don't want or need.
I agree with this, leveling up INT by lockpicking is my suggestion, maybe readable books outside of blueprints that you can find and spend some time reading from.
Originally posted by Celgaming:
  • There's never any time to workout even without time limit.
I usually workout just to raise my body temperature in cold areas (so i don't go into hypothermia from being soaked). But the passive XP from carrying around heavy items and falling raises RES and STR pretty alright.
Originally posted by Celgaming:
  • Many items weigh too much like explosive powder (it's just powder).
could be turned into a psuedoliquid for storage, since you'd need a container to store it anyway.
Originally posted by Celgaming:
  • Liquids mix too easily and can't separate without rare item.
never had this happen except with open containers in my hand, would be nice if you could close the lid on things like soda bottles and jugs, but have it happen to open aluminum cans and other containers.
Originally posted by Celgaming:
  • Can't fill bottles by dragging.
I can drag barrels to containers just fine, unless you mean container-container filling, which i usually take one container into my hand, open my bag, then fill that way.
Originally posted by Celgaming:
  • Can't put a new battery in emergency light and keep using.
Eh, it's probably filled with a sealed disposable battery (which explains why it doesn't break when submerged)
Originally posted by Celgaming:
  • Crafted items having really low % durability sometimes that you can't repair.
Repair kits for higher tier items would be nice, only real gripe I have is with this happening with higher tier bags.
Originally posted by Celgaming:
  • Crafted items that take multiple steps break too easily.
lootable repair kits would be nice, with crafted alternatives having a chance to fail (catastrophically with higher tier items).
Originally posted by Celgaming:
  • Game wants you to keep moving but has walls of text for every item.
outside of lore, notes and item description are under a paragraph long most of the time with maybe a few exceptions a paragraph long.
Originally posted by Celgaming:
  • Can't pause and take a break or exit and save mid-stage (why not inside a pod?)
Balance I guess, it'd be weird to have mid-layer/stage saving since people would sit and loot/dig on a layer forever (which isn't intended)
Originally posted by Celgaming:
  • 3rd tutorial doesn't teach anything just tells you to craft it yourself.
It could be better, but its meant to not hold your hand too much, so you actually figure out things yourself (which is a skill people sorely lack nowadays).
Originally posted by Celgaming:
  • No achievements or milestones to motivate (game is addictive already though).
sure, achievements won't hurt
Originally posted by Celgaming:
  • You are wet 99% of the time regardless of what you do.
I think only the worn rags let you dry yourself off, craftable towels would be nice so i don't go into hypothermia.
Originally posted by Celgaming:
  • Can't manually sit and dislike auto sitting as it can mess up what you're doing.
sure
Originally posted by Celgaming:
  • Trying to pick up items before they fall and eating them like foliage.
user error/skill issue
Originally posted by Celgaming:
  • Never sure what's causing stomach pain (is the creature lactose intolerant?)
Chocolate milk, coffee, energy drinks, chocolate bars, etc increase sickness if eaten too much.
Originally posted by Celgaming:
  • Item descriptions could use color to highlight important parts and to reduce redundant text (put flavor text in HOLD SHIFT perhaps?)
Maybe? I never had a issue skimming the descriptions, I feel tempted to say skill issue + get better at reading.
Originally posted by Celgaming:
  • Survivors are stationary. Would be nice to see them wander.
Sure
Originally posted by Celgaming:
  • Many threats are often so obscured by foliage that it's what usually gets you.
It'd be good to have more signs that something might be hiding, whether it be noise, reflections/light, or brush noises from movement. Later layers could have infrared goggles to spot things like heat seeking turrets and mobs.
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