Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This may just be a bug and I hope that it gets fixed in a future update. Other then that I am loving the game so far.
-Hammer to remember last setting. If I was repairing then when i switch away then when I switch back to it, it should still be set to repair.
-Saltwater or freshwater when switching to container without having to go into inventory.
-Let me see my feet and the flippers I am wearing. Different sounds and walking speeds depending upon footwear.
-More wildlife. Both for fishing and fighting. Sting rays and jellyfish come to mind.
-Maybe raise seagulls? Bird pen.
-Dinghies!
rudder to turn the boat
way to turn crops into seeds
different fish usable for shark bait
nets to catch fish instead of floating resources
climbing gear to scale islands
more equippable gear (diving tank upgrade for example)
not insta-losing the entire game after losing track of your raft.
Throwable spear
Personal suggestions:
Research rework. A system that isn't as "open" as the current one. I want to be surprised by what an item is the moment I unlock it, not the moment I aquire once of the ingredients to make it.
Automation, water pumping pipes, shark repelling spikes, electric junk collectors. You name it, I would love it if the game went that way.
More uses for the radar. Probably finding unique items that only show up on a few locations which you can track down with the radar.
turn clay into bricks in the smelter
random dark water spots which mean special loot at the bottom of the ocean there.
Seaweed tanks to grow more seaweed on your raft.
As omnivores, a crab on the raft could eat any palm fronds in the nets or food sitting on the grill, and would try and make a nest out of a crop plot (tearing out the crops to do so). They would only try to attack the player if they end up occupying the same space ("Stepping on a crab"), get too close to an occupied crop plot, or attack the crab.
The crabs would either randomly come in as any item hits the raft, or else be visibly riding on some and only coming on if the item is grabbed (this makes it easy to avoid them in early game when you're grabbing stuff yourself, but allow them to "hop on" when using nets to automate item grabbing), and while they're passive could be grabbed and then dropped back into the ocean. If killed with a spear, they could be collected and cooked (Without the need to crush their shell, we don't need an additional step just for this).
For instance you are rafting and may encounter other players rafting to you from afar. You cannot step on each other's raft, but can toss items to trade. If both raft is too far away, the session is cut out.
Crafting Fish Traps to passively fish for food. Crap Pots can be craftable to catch shellfish.
Hook Turrets can be a tool that allows you to launch hooks into the ocean to be dragged with you and pick up items, so you can leave it alone until you reel it in later.
Harpoon launcher that you can mount on a surface, letting you aim it at the shark from a defensive position. The harpoon projectile has ropes and reel to reel in a shark if you have multiple launchers, to allow it to be attacked with spears.
Bow and Arrows, in general for hunting birds or damaging sharks that comes out of water.
A shark cage that is built like a foundation block, very durable and lets you safely stay underwater to harvest the ocean floor.