Jussatoon Posted June 9 Share Posted June 9 7 minutes ago, Doggod66 said: Yeah, but it isn't cute Ro Bin is? Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1871034 Share on other sites More sharing options...
Evelo Posted June 9 Share Posted June 9 If I am going to enjoy DSE, it needs to focus on survival compared to DST. If there are going to be bosses, DO NOT make them fully optional. Partially optional is fine, if an enemy has a global effect that makes the experience harder but can be circumnavigated without killing the boss, but if the boss is dealt with then the problem is gone, either forever if the boss is meant to not respawn, or for a period of time, if they want to keep that sandboxy infinite resource generation thing. I love antlion because it is an annoyance but isn't required to be killed. If DSE is full of bosses like that, (but localized to certain regions or effects) then I will be in love with the game. If we have DST but with verticality and a different art style I will be extremely disappointed. Assuming there are seasons, different effects could be added on as the years go on. First winter is relaxing but cold. Second winter adds blizzards that obscure vision dramatically and slow the player down (sand/moon storm but for winter), Third winter could add some other challenges, whatever works. Progressively making life harder and harder is really really fun in a survival game, that way you never get too complacent. Could even add in randomness to that mechanic where the order is different per world. There are so many possibilities to create a truly remarkable survival experience. I just beg of Klei to focus on that aspect rather than the optional boss focus of DST. Let experience, knowledge, and preparation be the reward, not unlocking a better version of a shovel. 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1871038 Share on other sites More sharing options...
Jussatoon Posted June 9 Share Posted June 9 (edited) 13 minutes ago, Evelo said: If I am going to enjoy DSE, it needs to focus on survival compared to DST. If there are going to be bosses, DO NOT make them fully optional. Partially optional is fine, if an enemy has a global effect that makes the experience harder but can be circumnavigated without killing the boss, but if the boss is dealt with then the problem is gone, either forever if the boss is meant to not respawn, or for a period of time, if they want to keep that sandboxy infinite resource generation thing. I love antlion because it is an annoyance but isn't required to be killed. If DSE is full of bosses like that, (but localized to certain regions or effects) then I will be in love with the game. If we have DST but with verticality and a different art style I will be extremely disappointed. Assuming there are seasons, different effects could be added on as the years go on. First winter is relaxing but cold. Second winter adds blizzards that obscure vision dramatically and slow the player down (sand/moon storm but for winter), Third winter could add some other challenges, whatever works. Progressively making life harder and harder is really really fun in a survival game, that way you never get too complacent. Could even add in randomness to that mechanic where the order is different per world. There are so many possibilities to create a truly remarkable survival experience. I just beg of Klei to focus on that aspect rather than the optional boss focus of DST. Let experience, knowledge, and preparation be the reward, not unlocking a better version of a shovel. Like I said before, if Klei has a definitive vision for the game, it is important that they be more assertive in maintaining it. We can't complain if some aspects are challenging or annoying for example if they are intended in this "all-new uncompromising experience". Also, this is a perfect opportunity to make survival more environmental-based again since, you know, they're capable of experimenting with the environment like never before. Edited June 9 by Jussatoon 2 Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1871040 Share on other sites More sharing options...
Evelo Posted June 10 Share Posted June 10 5 hours ago, Jussatoon said: Like I said before, if Klei has a definitive vision for the game, it is important that they be more assertive in maintaining it. We can't complain if some aspects are challenging or annoying for example if they are intended in this "all-new uncompromising experience". Also, this is a perfect opportunity to make survival more environmental-based again since, you know, they're capable of experimenting with the environment like never before. Yeah, I'd prefer they stick to their guns than go with the flow. I just hope their guns are the ones I want :P Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1871074 Share on other sites More sharing options...
Jussatoon Posted June 10 Share Posted June 10 A feature I'd like to see is ranching, in the more traditional sense. I'd be nice to farm meat and other materials from mobs without needing to rely on pathfinding manipulation or outlandish contraptions. Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1871087 Share on other sites More sharing options...
Mike23Ua Posted June 10 Share Posted June 10 Hear me out on this, as much as I hate bosses in DST and barely ever interact with them, I wouldn’t mind DSE having “Stalker Bosses” meaning that they aren’t contained to one restricted area needing an obscure method of summoning, I want to see that big bat thing just land down at random intervals while I’m exploring caves, or a castle hall and chase me. But to make it FAIR and not Annoying I should be able to chip away at the bosses health at my own pace without it regenerating health and undoing all the effort I’ve put into it. Watching the trailer for DSE and seeing the Bat Boss thing in different biomes (it even lands right in front of Willow at one point in the trailer causing her to crash face down into the water..) makes me think of the “Screecher” Mod just this stalker boss energy that comes after the players like Nemesis in the Resident Evil games. As much as I hate DST raid bosses which only exist to kill for their ridiculously OP loot drops, I would prefer DSE bosses to be more of an actual survival challenge. Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1871088 Share on other sites More sharing options...
Szczuku Posted June 10 Share Posted June 10 15 hours ago, Evelo said: Assuming there are seasons, different effects could be added on as the years go on. First winter is relaxing but cold. Second winter adds blizzards that obscure vision dramatically and slow the player down (sand/moon storm but for winter), Third winter could add some other challenges, whatever works. Progressively making life harder and harder is really really fun in a survival game, that way you never get too complacent. Could even add in randomness to that mechanic where the order is different per world. There are so many possibilities to create a truly remarkable survival experience. I just beg of Klei to focus on that aspect rather than the optional boss focus of DST. Let experience, knowledge, and preparation be the reward, not unlocking a better version of a shovel. Oh yeah, this is something that I've been suggesting for dst for years. Given the gothic architecture and what-not I assume that dse will have some sort of a story line, maybe one where we slowly unlock more and more of that castle-like building we saw at the end of the trailer. I'd be interesting if each time we unlock a new layer we'd "release" more complexity/problems into the world 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1871108 Share on other sites More sharing options...
Juny Pear Posted June 11 Share Posted June 11 18 hours ago, Szczuku said: Oh yeah, this is something that I've been suggesting for dst for years. Given the gothic architecture and what-not I assume that dse will have some sort of a story line, maybe one where we slowly unlock more and more of that castle-like building we saw at the end of the trailer. I'd be interesting if each time we unlock a new layer we'd "release" more complexity/problems into the world So kinda like the portal worlds in abiotic factor but for dont starve Honestly that'd be interesting 1 Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1871180 Share on other sites More sharing options...
Doggod66 Posted June 21 Share Posted June 21 On 6/10/2026 at 8:16 AM, Jussatoon said: Ro Bin is? I wasn't saying Ro Bin isn't. (Or didn't mean to if it sounded like I did (although, I personally don't think Ro Bin is cute, only really Chester and Hutch)) Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1872490 Share on other sites More sharing options...
ItsPirrrip Posted June 29 Share Posted June 29 (edited) My suggestions for features/mechanics I'd like to see on DSE. 1. Cross save between different platforms One of the biggest quality of life improvements would be cross save support between PC/Mac and consoles. Being able to continue the same world regardless of platform would make it much easier for players who own the game on multiple systems. If full cross save is not technically possible, I have an alternative idea that could achieve something similar: World generation sharing (map seeds), a feature similar to ONI would be amazing. In ONI, players can share map coordinates (seeds) that generate the exact same world. It would be great if DSE had a similar system where players could: Share world generation seeds with friends. Replay their favorite worlds on another platform. This would partially solve the lack of cross save. While player progress would not transfer, players could still experience the same world generation on another platform. I think it would also encourage the community to share unique worlds, discoveries, and challenges to others. 2. Make "Elsewhere" feel like a truly NEW experience I hope Elsewhere is not just the same survival experience with new characters, new bosses and a few new mechanics. It would be exciting if it introduced completely new environments with unique gameplay. First idea, an underwater civilization with its own creatures and ecosystems could be an amazing addition to DSE. Since Elsewhere is an opportunity to expand the game's lore, I think mythology inspired creatures and civilizations could fit the DS style and atmosphere extremely well. I got this idea while thinking about games like Subnautica, where exploring an unknown underwater world creates a strong sense of mystery and discovery. This could introduce a completely new survival environment with unique creatures, resources, hazards, and progression systems while still maintaining the strange, mysterious, and unsettling atmosphere that makes DS unique. Underwater civilizations: Merfolk kingdoms or other underwater civilizations could add more depth to the game. Instead of being simple NPCs, these civilizations could react to player actions, similar to Crabby Hermit. Helping them could unlock trading, new resources, crafting recipes, or access to certain areas in the sea. An underwater exploration: Exploration could reveal hidden ruins, lost civilizations, and ancient temples containing forgotten knowledge and technology, while introducing unique deep sea resources, unpredictable environmental hazards, and mysterious ocean events that create new challenges for survival and discovery. Underwater bosses and encounters: Possible underwater bosses and major encounters could include: Leviathans (encounter) that roam the deepest parts of the ocean, creating terrifying encounters for players who venture too far into unknown waters. Kraken (boss) that emerges during severe storms, forcing players to prepare carefully before attempting to fight it. Sea serpents (encounter) that patrol deep waters and agro players who get too close to them Giant octopus (boss) that hide in the darkest depths and challenge players with their massive size and unpredictable attacks. Sharks (encounters) that could serve as a recurring underwater threat, similar to hounds, they would create pressure during exploration and encourage players to prepare before venturing into the deep sea. Killer whales (passive encounter) that travel in pods and are naturally peaceful toward survivors, similar to pigmen on land. Players could interact with them, gain their trust, and possibly receive unique benefits from forming a bond with them. Other encounters, such as sirens, ghost ships, and bioluminescent creatures, could work better as rare encounters triggered by special weather conditions or seasonal changes. For example, ghost ships could appear during full moons or heavy fog, while rirens and other bioluminescent creatures could appear in specific areas or only during certain seasons. These encounters would add more mystery and atmosphere to exploration without needing to be traditional boss fights. Second idea, space exploration and expanding the celestial lore Since DST has already introduced Moon Island, lunar energy, and celestial beings, Elsewhere could expand this mystery by allowing players to explore beyond the Constant. Moon Island showed that there are ancient technologies, mysterious forces, and powerful entities connected to a much larger universe beyond what players have discovered thus far. Instead of stopping at Moon Island, Elsewhere could explore what exists beyond it by introducing space exploration and new celestial locations. Players could eventually unlock the ability to build a rocket or celestial vessel by gathering rare materials through exploration, such as Lunar technology found in ancient ruins, strange resources left behind by meteor impacts, fragments from new celestial creatures, and forgotten machines created by unknown forces. With these advanced technologies, players could travel into unknown regions of space and discover new locations such as other planets, and mysterious celestial realms connected to lunar and shadow forces. This could also expand the story of the Celestial Champion by revealing more about its origins and the greater mysteries behind the lunar and shadow forces. Players could uncover forgotten places, encounter new celestial entities, and learn more about the forces that influence the Constant. Players could create bases in new celestial locations, each with its own survival challenges and mechanics. Taking inspiration from ONI, space environments could introduce new problems that require players to carefully manage their resources and adapt to different conditions: Managing limited oxygen or strange atmospheric conditions. Adapting to different gravity conditions that affect movement and building. Managing limited resources in isolated locations. Surviving cosmic storms, radiation like hazards, and other mysterious space events. Each outer space location could have its own creatures, bosses, resources, and environmental dangers, encouraging players to build differently and develop new survival strategies. My last idea is a simple one. If Elsewhere takes inspiration from Shipwreck, it could introduce large scale natural disasters that make the world feel more unpredictable. Hurricanes and big tsunamis, for example, could challenge players to think strategically about where they build their bases, how they prepare for disasters, and when they need to relocate. A powerful ocean boss or weather related creature could be connected to these disasters, offering players a way to influence or reduce their impact. Defeating it could temporarily calm the seas or reduce the severity of extreme weather events. Edited June 29 by ItsPirrrip Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1873293 Share on other sites More sharing options...
Mike23Ua Posted Monday at 11:27 PM Share Posted Monday at 11:27 PM I’d like to see Klei actually taking advantage of having changed elevations in land heights. I’ll provide an example I had an idea for: In DST somewhere in the caves you’ll run into this ugly shadow creature who “swims” under the ground, it looks like this: Spoiler https://dontstarve.wiki.gg/wiki/Lurking_Nightmare This little guy gave me the idea of a shadow creature similar to him that moves about on the ground like rushing water, and when a player jumps off a ledge, you can visibly see this liquid creature (think Mimicreep mixed with Terrorbeak or Whatever) you visibly see it drip or leak down a cliff side like rain water slides down a window pain, the leaking water will recollect itself in a puddle below the cliff and reform into the shadow creature that was pursuing you. i am the world worst artist so don’t expect a picture sketch, anyone who can visualize the above concept and draw it to life is more then welcome to do so though. ❤️ Link to comment https://forums.kleientertainment.com/forums/topic/170782-what-features-or-mechanics-would-you-like-to-see-most-in-ds-elsewhere/page/3/#findComment-1873915 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now