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Edit to add what I actually wanted to say in my reply. I totally agree regarding lack of an endgame game-loop, and regarding mod support.
Yet I can't hold off on it forever. I have like 3-4 zipline towers on every corner of the map, about a dozen little outposts, a decently sized castle. I've ran out of things to prevent myself from moving forward.
I feel this is a bit of a plea to the developers to at minimum release official mod tools so that players can stay engaged in their games. Mod support would also bring in new players, so I see zero reason why they wouldn't do this.
I'm at a similar point too, and have got close to 100 hours game time out of it. Given what I paid for it (bought it just before release so avoided the price hike), that's a real bargain.
I did maybe feel like the game jumped from "early game" to "end game" a little too quickly. Some more mid game content would have been nice after getting all the super chips, but before finding Wendell and getting the endgame quest.
And there's nothing wrong with that imo. Having a definite ending is fine, in fact more games should do it instead of trying to bind you with grindy endgame loops.
Better to end it on a high note than play until you get sick of it.
When a game I really enjoyed just ends, with nothing left to do, I get a bit morose, and have problems moving on to the 'next game' because I still want to play that one.
I read a lot (like..books), and I have the same morose feeling when a book series I like just ends. I guess I get attached to things that I really like.
I don't even mean in terms of story, cause to be honest Grounded's story is probably the lowest thing on my list for reasons for playing this game. Not saying it's bad, it's just not the reason I play. I won't give a final verdict or opinion on story until I actually beat it of course, but thus far it's "meh". It's backdrop noise for me personally, and it's context at best. No different than Ark: Survival Evolved. There is a story but I couldn't careless about it and I have 7K+ hours in that game. Again, doesn't mean the story is bad but it's not my focus.
What is my focus is the world and progression, and I feel like I've built up to this big crescendo that I've either missed or isn't present. I guess that's suppose to be the Javamatic, and granted I haven't done that yet, but from what I have seen it's just a MixR on steroids, and honestly the MixRs are dog sh*t boring to me. That might be because I have no real use for science anymore unless I want a canteen upgrade I won't get any value out of or additional signs for my base. Yawn.
I have all this powerful weapons/armor and mutations but it feels like getting a new tool box after you've already put the majority of the desk together. It creates this weird paradox where you get the better weapons/armor from killing enemies so you can be better at killing those same enemies but you no longer really need to kill those enemies unless you're upgrading but that's only so you can be more efficient at killing those same enemies. It's a bizarre cycle that many games fall into and Grounded is no different.
I guess at the end of the day, what I am taking ages to get to (sorry), is that I am struggling to find justification to continue playing after these last few segments and I personally do not agree that a game like Grounded shouldn't have some replayability. Open World Survival Sandbox games are known for their replayability, but Grounded is very static in it's design, and while the point-to-point gameplay is phenomenal, it's over before you know it.
I think what you're describing is more an issue with the upgrade and progression system in Grounded than any particular structural flaw with the story.
I would say the game isn't very good at rewarding upgrades in general. If you look at games that do this well, there are multiple distinct tiers of enemies and upgrading a weapon with which you were struggling against a tier suddenly lets you dominate that tier of enemy and it gives you a real sense of satisfaction. Grounded doesn't really do this and settles for incremental upgrades instead, which to me makes it feel like I'm constantly just grinding instead of moving forward. Then the game ends.
tl;dr I think with less nerfing and more rebalancing of weapon tiers the end game could be a much more rewarding experience..
Perhaps I didn't articulate this part very well, but I have no issue with the story. It is not even on my radar when I play. Small kids, mad scientist, burger flipping robot, evil corporation...blah blah, couldn't care. It's a cute story, it's not a bad story, it's just not the reason I play the game, so it has no bearing on my opinion in regards to player progression.
I think my overall issue is merely the lack of an end game loop. When you've created a world that people want to stay in you've done something good, but when there isn't a reason to stay in that world then it's hard to justify sticking around.
As someone earlier mentioned, it's fine that the game has a definitive end, and I'd agree to an extent that at least on the surface this isn't a negative thing. There is a fundamental difference between what is, and what I want. I'm also not so naive to believe that what I want is in align with what everyone else wants.
In the end, I just want a reason to continue existing in such a fantastically created world. There is very few games that come along that I have beaten and then think to myself "NO! No, I don't want it to end."
Its just a really well done game that you can pickup and drop when you're done if you arent interested in sticking around and going wild with building after the main story.
It's not everyones cup of tea, i like it up to a point, but im sure after a while even i will grow out of it.
Pushing a button because Wendell won't shut up and that's it.
The story i actually don't care eighter. I knew it was going that way and therefore i didn't really felt i had to follow the story line.
Also having those awesome weapons and whatnot is cool and all, but there is nothing anymore to use them with.
But if we speak of multiplayer and have a fun experience together is what i like most.
That is how i felt about it and I am glad i am not alone :)
I also had that feeling like: "Is that it?"
I have a plethora of ideas of what I as an individual think would make the end-game content more fleshed out but what I want, what others want, and what is going to be delivered are all entirely different things.
In the end, Grounded is a good game. I have definitely got my money's worth and for my only true complaint with the game is that I can't stay longer is a pretty good complaint to have I suppose.
The end-game addition in terms of enemies is basically the ORC enemies, and the bosses you didn't finish. Grounded has 5 bosses, 2 of which are required and another of which affects the ending - that's already more bosses than many survivals.
That said, hopefully more is added (more bugs, bosses, etc). I personally want them to add a hot wheels track around the yard that you have to repair (not build, it's already built, but sections are broken and you need end-game stuff like repair glue to fix it to use it) and then make a car, and essentially ride it from "station to station" - all prefab, like a roller coaster that also works as fast travel. Cool thing about this is that people can build stuff around it to make it almost like a ride, and since it'd basically visit all biomes you could make each section (the track between stations/stops) thematic to its surroundings etc etc you get the picture.
Like these vids always make me think of Grounded and how cool it would be:
https://youtu.be/GXUU58dhDLg
End-game or Post-game in survival crafting games like Grounded tends to revolve around building interesting or creative structures, buildings, or other such things. the combat, through much of the game, tends to be about survival and an obstacle to overcome to acquire crafting resources, rather then the objective of the game itself.