While I recommend the game, there is a lot going on and not a lot of explanation at times. It has some cozy farm / build / social type loops, but there is a cloud of pressure that sits on top of it. TLDR: Food spoils too fast, systems are complicated/under explained, and fighting is not great. Building is great; recruiting a horde of villages is fun and easy; farming is simple to set up and use; and the possibilities look great for as little as I've done so far. "Building" your own weapons is neat, but the details of how the different handles affect the different heads, and sometimes what the heads do is a little bewildering. The blowfish / chicken hammer doesn't damage chickens, and "breaks" (I think "break" is like stamina / stun on enemies) more than others, but I'm not sure if that is right because trying it out seems to get me in more trouble than just going in with a dagger and running around to heal as needed. The whole combat system is strange. If you go too far from the enemy, they heal. So you get in a loop of just getting them to agro on you and then running around to heal and strike a few times. The enemy scaling jumps pretty far too. The fat armored dudes take a beating because the best "penetration" stat I can get is like 38%, which I guess means 38% of my damage goes through? IDK. Food is interesting once you get the hang of it. High or hot Chi foods make you more susceptible to heat, and low/cool Chi to cold. A little hot adds some power at the cost of defense I think, and a little cold the other way. Too hot/cold and you get bigger boost but also can take heat stroke/frost bite damage. You need potions or hi/low Chi foods on hand to cancel effects before you hurt yourself if you are trying to use Chi boosters as a strategy. There is also nutrition, which is just a number/gauge I think, but you have to eat foods that boost nutrients as well as manage Chi (heat). Pork is the best I've found so far for that. Oh, and if you eat too much at once, you don't get all the nutrition. Also, to make better cooking stations you have to combine them on top of each other. So a bamboo rack on a fire gives you a grill (add the charm to not burn your food! Huge help), and adding a pot to the grill lets you make soup isntead. You can roughly judge what food will do (as far as nutrients and Chi), but occasionally certain combinations give you blue/purple goo that has some good and some bad, and usually adds more "stinky" stat (but IDK what "stink" does). You also have to add water every time you cook soup, where a grill you can just drop stuff on. Keep another similar sized or larger bucket next to the soup pot and you can just add from there instead of filling up a can at a time. Cold/Hot biomes can also hurt you, but you can try to dress for the weather. Except to get to the biome, especially cold, you have to cross the opposite one. So you either have to keep two sets of cloths on you, set up teleporter signs, or leg it. Most enemies will ignore you or at least not chase you very far. The progression of buildings/materials is still a bit of a mystery too me. It seems standard, except there is also a few different woods that have different building styles and apparently some tool/weapon differences, but I really don't understand those. Peach wood lets you make a wooden sword ... that shoots fire? A wolf tail lets you build ... an ax? I'm still trying to get a tier above copper for mining because I can't get tin with stone, copper, or ... a chicken beak... and I assume tin is better than what I have. And what I have for weapons doesn't do much against Captains or really the armored fatsos either. The weapons all have Damage, Break, and Penetration (I think) stats, and each material / weapon type seems to be better for some cases. There is also a ... balance of some sort for each part (head and shaft). Not sure what the balance does, but I'm assuming it affects attack speed. None of the weapons I've found / made are great for more than soldiers and archers; the bow is useless so far against anyone expect soldiers and archers so far too. There has to be a way to make fighting easier, but I'm probably not using teas/potions right either. It may sound like I'm down on the game, but I'm really just trying to pass along what little I have learned so far. There is a lot to love about the game. Getting your own little village built with villagers to work the fields for food, mine rocks, and gather lumber is rewarding (I think I'm supposed to play with friends or bring villagers along so I stop dying on raids, but I'm learning). The way you can interact with the world isn't intuitive to me, but has some great ideas. I saw a YouTube video showing how a guy would build a farm around a water pond and just drain part of the pond every few days to water his crops. The shear volume of item varieties means the devs are probably / have already come up with some great gear potentials. I already like the idea of added parts on armor and certain armors can't take certain add-ons. Makes you think about what you need from the kit. Setting up you farm is pretty cool too. If you put the farm inside the circle of the camp management station, you can make small areas of hoed land be part of a "plan." So if I do a 2x2 block, skip a row, do another 2x2 block (or whatever side), I can set the plan for block 1 to be yams, and block 2 to be cabbages; the villagers set to farm will just plant and tend without more instructions on my part. Next thing you know, you have a bunch of yams to cook up and feed to the farmers. A few thoughts on what QOL changes would make this an awesome game: [*]Let us save recipes / better food combination clarity while adding ingredients. I think some of this is localization issues since the text (in English) runs off of the cooking menu. [*]Longer food timer. At least some of the rare foods. And remove the timer on special items that are not food/mostly not food like insects and special items. [*]Fix some descriptions (like the chicken heart and some part of the pig) where it says you can dry them for more nutrients / different uses. Maybe I haven't unlocked a bigger dry rack, but you can't dry chicken hearts on a bamboo weave. [*]QUICK STACK FROM INVENTORY!!!! I hate going into each box and trying to stack items into chests. See the game Grounded for a very good way to do storage stacks. You can turn some boxes off from quick stack and a single button lets your inventory go everywhere else. [*]Some clarity on what might go in the boxes. Maybe an item descriptor added like where it says the stats. I think something is an ingredient and apparently my villagers think seed for things like roots and yams. Still don't know why grass is an ingredient but the stuff to make linen is an "other." [*]Some way to see what an item can be used for. I hate to think I'm burning all that rainbow poop that is actually used for mega potion and I just hadn't noticed. [*]Add a crafting range. I don't want to go from one craft station to the next for every sub ingredient. Or at least make some craft stations work alone or as an add-on. The linen/rope station can go with the sewing table for example, so you can combine them or have them separate. Or maybe make it where you can have a few villagers tending the supplies so you can always have 20 rope on hand or what have you. [*]Add a way to not attack strangers by accident! I keep hitting people when I'm done talking to them by clicking one-too-many times. Overall, it really is a fun game. It's not a chill as it could be (because of food mostly), but strikes a pretty good balance so far. The world is huge, and while some of it is repeat biomes, they are still fun to run around and explore. The character interaction with the story is coming along nicely I think.
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