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I fell in love with Elsewhere as soon as I saw the trailer and immediately started thinking about what I'd like to see in the game.

Personally for me I would like to see either enter-able buildings like in Hamlet (since caves seem to be in the same server as the overworld, that very well could be possible), and/or certain characters needing to be unlocked before you can use them, as I feel like that would give more of a reason to check out certain "basic" characters before getting to play your main (+ it'd be great to give a run smaller objectives past surviving into the endgame).

These are just my thoughts though, so feel free to share your own.

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Actual 3D housing to boot! That would be really cool!

I hope the castle is like caves in a sense that its a entirely 3D environment. Imagine You could enter from the bottom, scale up some stairs in the castle and exit outside onto a balcony. I would love that!

Edited by -Nick-
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1 hour ago, -Nick- said:

Actual 3D housing to boot! That would be really cool!

I hope the castle is like caves in a sense that its a entirely 3D environment. Imagine You could enter from the bottom, scale up some stairs in the castle and exit outside onto a balcony. I would love that!

The castle being it's own area more or less would be soooo sick. Having one big area with multiple sections to explore, possibly leading to endgame content sounds like a lot of fun.

(also yes 3D housing would be awesome lol)

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I would say more interesting or different combat. I like DST's combat though I wouldn't call it a major selling point of DST. Besides the spear animation, there doesn't seem to be any significant changes in the teaser we got. I don't think we need to turn DST into a soulslike, as the beauty of its combat lies in its simplicity, but I think another "layer" or significant element to basic combat besides kiting would be really intriguing. I'm not sure what Klei could add that would be in the spirit of DST. 

I'd love for more npcs too to fit the gothic atmosphere, like vague cryptic Bloodborne npcs. Like let them have trades or quest lines to make them more dynamic! Maybe we can unlock them as characters(maybe problematic in a multiplayer setting or on repeat playthroughs) or use those quests to unlock other characters. 
 

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Honestly? If you watch the reveal trailer in super super slow motion it shows off a lot of cool stuff such as just one example: A Acorn Spider that’s disguised as a common acorn that pops out and then proceeds to wrap up in a Cacoon a squirrel that’s running by.

Thats enough for me to already be hyped for Next Gen Don’t Starve, but I hope that characters and mobs from previous games will eventually end up in DSE.. because even though the name of the game is called “Elsewhere” I would love to see a few familiar mobs return alongside all the new ones perhaps with updated art and behavior.

Which reminds me: The 2D flat Beehives really should be updated to fit DSE with a cool new elevated art design.

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18 minutes ago, Mike23Ua said:

Honestly? If you watch the reveal trailer in super super slow motion it shows off a lot of cool stuff such as just one example: A Acorn Spider that’s disguised as a common acorn that pops out and then proceeds to wrap up in a Cacoon a squirrel that’s running by.

Thats enough for me to already be hyped for Next Gen Don’t Starve, but I hope that characters and mobs from previous games will eventually end up in DSE.. because even though the name of the game is called “Elsewhere” I would love to see a few familiar mobs return alongside all the new ones perhaps with updated art and behavior.

Which reminds me: The 2D flat Beehives really should be updated to fit DSE with a cool new elevated art design.

this also reminds me, maybe we can also have biome specific designs for things that occur in multiple biomes
one that comes to mind is that one spider den that generates in the savanna biome, maybe we can have grass all tangled up in the den or something, otherwise it just looks very out of place

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3 hours ago, Draggofroot said:

Oh yeah also i hope they add some sort of mob/event that incentivizes you to put stuff in chests, like how wind in SW blew dropped items

Finally OCD inducing weather 

Edited by xhyom
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Taming system. I'm not talking about the current model of riding Beefalo or putting birds in a birdcage. I mean something like ONI, where there's a proper system — creatures can mutate toward certain directions, affecting their yields, and the offspring inherit traits from their parents.

In current DST, what we call "ranching" is just gathering scattered resources together. The system is too shallow. I hope wild animals drop fewer resources, making the early game more barren and emphasizing the core theme of hunger.

Also, ingredients could be more detailed. Pork and beef could easily be made into two distinct types of meat, which would enrich the recipe system. (Yes, I want to buff Warly — maybe he'll join DSE later.)

If we're thinking crazy, we could introduce parasites in raw meat. If you want to eat dishes like sashimi, you'd need to carefully process the meat first. That could lead to many new mechanics. And the variety of cookware could be expanded further…

Character resource differentiation. Different characters could have staggered resource needs. For example, in DST: Wormwood can eat red mushrooms early on, Walter gets double berries from picking, Wigfrid doesn't compete for carrots at the start. This kind of differentiation helps balance early-game resources.

The disease system from early DST was scrapped. But if we added some countermeasures and control mechanics, could it become a fun part of the gameplay?

One thing I love about this series is the "instant" feedback. The cooking system is so smooth, not like many games where a full-screen menu pops up and you craft food in a UI — that doesn't feel like cooking at all. I hope DSE continues this kind of smooth, responsive interaction. It's incredibly addictive.

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This is probably going to be the most niche request, but I hope the Puffins will return

well, or since it's elsewhere, maybe replace them with a tufted puffin

 

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Edited by Creatorofswamps
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I would like to see the chiminea/limestone from shipwrecked to return and it would be be a nice fit for Ds:elsewhere, since it has a bit of a aquatic-type theme from what we saw in the trailer and what looks to be coral or a coral-like material when the fog appeared around wendy 

The winds from Hurrican season to knock down the tree and it leaves the trunk on the ground for us to chop, and floods from monsoon season can maybe wash up items onto the land and pull it back if said item is still in the water it would be cool to see it happen 

 

 

Edited by ToXic Cur3
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Something I thought about, throughout the trailer we see some standard camp structures like the science machine, chests, a firepit and a crockpot, but with those we also see barrels, which I assume are for food storage.

I might be overthinking it, but if they're introducing a new "basic" food storage i'm now wondering if they're trying to introduce a more paced progression system for your camps? I say paced because once you have the rhythm of DST the science machine's only purpose becomes rushing the alchemy engine, entirely skipping that tier of science without actually using it.

 

 

I think a slower pace to base progression would be nice to help newcomers and those trying to teach the game! Players should still be able to make progress at their own pace too, though.

Maybe helping those goats from the ruins could have them teach us improved versions of food based structures for example! like an improved food storage solution to keep the rats out? (Locked Icebox with a breadbox design?)

image.png.466746d2dbcc1db39d3c63fd8cfd00aa.png

 

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6 hours ago, MeowDao said:

The disease system from early DST was scrapped. But if we added some countermeasures and control mechanics, could it become a fun part of the gameplay?

^^^^

i want the game to hate me as much (but as reasonably) as possible /srs

Edited by Draggofroot
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4 hours ago, -Nick- said:

Can't go wrong with more Tree Guard types!

I loved the Palm Tree Guard in Shipwrecked. I hope more will appear in Elsewhere! 

OOO yeah!! I'm imagining a Treeguard that traps you in a grove akin to the Inevitable short! 

Maybe you'd either have to fight in an enclosed space or kite and chop your way out! :wilson_shocked: (or have a friend on the outside chop the trees to free you!)

 

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Something that i really hope we get is re-vamped cooking
I loved how cooking worked in gorge, so i really hope they implement something like that with more varied & complex dishes

I know this likely would drive some players away but I'm tired of living on a meatball-only diet made of 3 ice & 1 monster meat, I don't mean turn everyone into Warly 2.0 but, yea

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I kinda want combat to be adjusted to be more engaging, it's always been odd to me that bosses are where a lot of progress comes from yet the combat itself is rather one dimensional and essentially just about basic counting. I think a more dynamic combat system that introduces something like a combat roll that costs some hunger to perform with attacks from enemies that feature wind-up so you can react in a specific way would be neat, maybe make some more weapons that feature unique attacks or advantages at a cost while using them.

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