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I will say that the game does get a bit repetitive and there are definitely some design decisions I don't like, mostly the excessive animations when talking to the drakes and the fact that I have yet to find a quicker way to repair parts of the base... going to each item individually and then through the menu to get to the repair option is very tedious.
It's not the best game out there, but it's far from awful.
edit : have forgotten...the keybinding is awfull too...why is the need to clic on E to pick up items and not automatically? ...and who on this earth prefer walking instead of runing, of course you have to clic a button to run (cannot be locked)...and some other strange decisions like this. The UX is not good
You did not lose your money. You bought a product and played it beyond the 2 hour refund window, then chose to stop playing it.
You tap a button once to run and it only turns off after you stop running. That's very standard in games like this, and even some FPS games. It's not really a big deal, but I usually run and think a toggle option wouldn't be a bad thing. It's the hold "E" for each action that bugs me. Holding "E" for each section of fence or other item that you want to repair, then clicking repair for each section, is the worst part of the game for me. A repair all option, or repair all in an area option would be a huge bonus. I get to the point where I just build new fences in front of damaged ones because it's faster.
You can HOLD "E" to pick up everything around you, you don't have to click it for each item. Just hold "E" and run around. I know auto-pickup would be nice, but it's not too much of a chore to hold a key. At least you don't have to click on each one.
I do agree that the game could explain some things a bit better, and that it does get repetitive, but despite some flaws it can be fun.
Their complaints are 100% valid, and yea the money is lost if there's nothing to show for it. Same as buying a neon-lighted sign and then storing it in your attic. Sure you have it, but what use is it gathering dust in your attic? Regret is a valid emotion, and one nobody should feel when dealing with a professional company.
Holding E is fine for some, but... why not make it a toggle? Same with sprinting, easy to enable a toggle keybind. If I have to write a macro for QoL improvements, then the game devs failed and need to take note.
Combat is still pretty lackluster even after this last update. What, 2 new charge attacks that are the same for all these weapons regardless of how differently they look; they all handle the same. Be it a rake or a coathanger or a sledgehammer or a big stick, they all swing the exact same and have the exact same power attacks.
Levelling up your drakes isn't fun. It's constant gather quests with only RNG determining what drake you get to level up. The bonuses you get aren't worth the work that goes into it.
Construction is just awful. Between the controls for the build menu and the mats needed and the blueprint system, it's all just too much work for the reward. Why do they burn through thatch beds so quickly? Why do they need replacement toys every day? Why should I care about these things and strive to keep them happy? Because the game demands it. Only reason they give.
Keybinds suck. Let me toggle between ranged and melee so I can block with right click instead of... what was it, Left Control? Gross. That's almost as bad as using "i" for inventory by default. Game devs, hold your hands over the keyboard and tell me how you're gonna fluidly strafe left while blocking. Pinky on Control and ring finger on "a". Now start sprinting. Not everyone has pinky fingers that have that much dexterity. I'm using "r" to dodge and L. Alt to block, and I still end up pulling out my ranged weapon because I try to block with right click.
Waypoints are.... weird. Why do they have such a limited range if I'm supposed to use them to get from island to island? As-is, your optimal waypoint setup requires 2 waypoints for each island, and probably one inbetween sitting right in the middle of the aether. Why? Make the waypoints open a map that lets you teleport to waypoints you've placed, and raise the crafting cost exponentially. Who okayed this? Ridiculous.
I've barely scratched the surface of what this game offers, I'm sure. Thing is, there's not really any motivation for me to delve further. The game is just lame, the juice isn't worth the squeeze. Loads of potential, but I bought this back when Covid was brand new and there's still nothing in the game to intrigue me. That doesn't strike me as a dev team that'll be able to produce a turnaround update that'll make it a game worth what I paid for it. My money isn't lost though; it was wasted on this garbage.
Game does a horrible job at telling you what to do, so when you're just learning the game you are totally lost.
The terrible resource spawn rate makes this all the more frustrating because while you are trying to figure the game out, your little plant friends' needs are going down and you're all out of food and drink.
I don't want the game to hold my hand all the way thru, but if the game tells me that I need to do something, it would be pretty cool if the game let me know how to do it.
Sucks, because this game is pretty to look at, and has cute friends to protect. I really wanted to like this game. I plan on trying again tomorrow with multiplayer, but my god...
A tutorial would have been really cool.
Edit: I forget how many of the extra drakes you had to find to get to that level? 2? Possibly 3?
Im in Fall with a lot of drakes, 200+ water, 600+ food, 300+ entertainment, you just need to know how to manage the resources. The store is a waste of time, I've never used it aside from selling junk.
Yea... what is that all about? Its nice for when you absolutely need a material early-game (duct tape perhaps). but after that? Circuits is the only other thing we've needed (playing on "competitive" with 3 players) because we kept having things get destroyed and that costs 120 shiny things each.
Eventually we set up a wall... and then more wall.. and then more wall on the inside of the base once gates were unlocked. Since they only really cost lumber and charms (and no budget). After that we've had no major issues with raids. A single spinning trap at the area all the enemies were suddenly focused into greatly assisted the defence.
The building is probably the least entertaining bit to me. Until you reach camp level 5-6ish you hardly have any options. You need to cover your food, water, entertainment and sleep requirements. And once that's done you hardly have any left over construction points.
Just put in a dance floor which requires less power than a pinball machine and provides more than twice the entertainment.
The bunk bed is a small step up from regular beds (3 beds for the construction points of 2).
But yeah, the early game, the base is more a chore than anything you'd really care to build up, because you hardly have any choice in what you setup anyway.