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post what your hoping is in elsewhere here
 

anyways i really want

  • Wanda
  • Wheeler
  • To not deviate from the DST formula very much, ive always liked the DS combat for being so simple and i enjoy the slower pace of Dont Starve, but i wouldnt complain if they sped it up a bit. i would like if the boss heavy gameplay was toned down though
  • ive always wanted a gestalt/shadow character but i know such things are highly unlikely, but thats what we have mods for
  • Game fun
Edited by Gooba
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I hope it's not as much of a live service as DST was and instead goes for the DLC content release model of DS.

If I don't enjoy the game when it comes out, that's alright, but I don't want a potentially great game that people fall in love with to slowly "evolve" overtime into something completely different in both balancing and direction like DST has, plus Klei could experiment with different styles of worlds/gameplay styles in said DLCs without the base game getting negatively affected (usually).

Edited by Antynomity
text was doubled for some reason
  • Like 3
  • Big Ups 2
  • More focus on survival, less focus on direct combat
    • If combat receives anything, I'd love to see indirect options fleshed out a bit over melee
  • Reworked cooking, I'd like for it to be a bit more intuitive and for a lot of potentially returning recipes to be changed
  • Different storage options besides just basic containers
    • Something like crates that hold a large amount of just a single item, tool and equipment racks, item displays, etc.
  • If skins need to be a thing, I'd vastly prefer unlockable skins over paid/woven ones
  • Good modding tools, or at least more freedom for modding as a whole
    • Tools such as a simple animation tool, a proper functional compiler, and many more with an easy way to preview modded content without the need to generate and load a whole world each time
  • Like 4
6 hours ago, Antynomity said:

I hope it's not as much of a live service as DST was and instead goes for the DLC content release model of DS.

If I don't enjoy the game when it comes out, that's alright, but I don't want a potentially great game that people fall in love with to slowly "evolve" overtime into something completely different in both balancing and direction like DST has, plus Klei could experiment with different styles of worlds/gameplay styles in said DLCs without the base game getting negatively affected (usually).

I hope it's not as much of a live service as DST was and instead goes for the DLC content release model of DS.

If I don't enjoy the game when it comes out, that's alright, but I don't want a potentially great game that people fall in love with to slowly "evolve" overtime into something completely different in both balancing and direction like DST has, plus Klei could experiment with different styles of worlds/gameplay styles in said DLCs without the base game getting negatively affected (usually).

I agree.

Im still fine with smaller updates. Its already gonna have skins

53 minutes ago, Juny Pear said:

If skins need to be a thing, I'd vastly prefer unlockable skins over paid/woven ones

They obviously need money i disagree.

1 hour ago, Jakepeng99 said:

I agree.

Im still fine with smaller updates. Its already gonna have skins

They obviously need money i disagree.

I know my opinion is in the minority here but if Klei wants money, release good DLC packs, new worlds with new seasons and new playable characters like Solo DS and its DLCs. And I STRONGLY feel like character and especially item skins in DST have 100% taken away from cool world content updates we could have gotten instead of “Skins”

I only need to point out 1 set of skins to make this point painfully obvious- Berry Bush & Bushhats, instead of being Paid skins for megabasers to make their bases prettier, these types of bushes could have been in new biomes, Hell these could be what a Berry Bush transforms into during a Lunar Rift instead of being uprooted and destroyed. But instead no… it’s a skin. 🙁

  • Like 1
  • More options and possibilities for building creative and beautiful bases.
  • Maybe some villages with NPCs like in Hamlet?
  • The ability to edit the world, such as adding or removing land. (I found such a mod for DST).
  • It would be nice if world generation were infinite, but I don't think that's possible.
Edited by PearlyTears
  • Sanity 1
On 6/15/2026 at 11:08 PM, Mike23Ua said:

I know my opinion is in the minority here but if Klei wants money, release good DLC packs, new worlds with new seasons and new playable characters like Solo DS and its DLCs. And I STRONGLY feel like character and especially item skins in DST have 100% taken away from cool world content updates we could have gotten instead of “Skins”

I only need to point out 1 set of skins to make this point painfully obvious- Berry Bush & Bushhats, instead of being Paid skins for megabasers to make their bases prettier, these types of bushes could have been in new biomes, Hell these could be what a Berry Bush transforms into during a Lunar Rift instead of being uprooted and destroyed. But instead no… it’s a skin. 🙁

They make way more money from skins, which also needs way less money, and it prevents players from needing to pay for more content. Alot of people like skins in DST. 

Its what most games do nowadays. A full on DLC would cost way more time and money to make. Those cool world and content updates are funded by these skins.

  • Sad 1
6 hours ago, Jakepeng99 said:

Its what most games do nowadays. A full on DLC would cost way more time and money to make.

a dlc would cost way more time and money, but I'd happily buy it. I hope we get another some day, but I wouldn't expect one for a while

and yeah skins are a necessary evil

On 6/16/2026 at 3:34 AM, Juny Pear said:
  •  
  • Reworked cooking, I'd like for it to be a bit more intuitive and for a lot of potentially returning recipes to be changed
  •  

im quite curious on this, i really like the game uses value as a ingredient and think is a really flexable system, why dont people like it?

6 hours ago, aidancode said:

a dlc would cost way more time and money, but I'd happily buy it. I hope we get another some day, but I wouldn't expect one for a while

and yeah skins are a necessary evil

A lot of indie games (the original DS included) do not overly rely on “skins” to sale the game, look at a game like DeadCells or Trinity Fusion for example, I do not think Either of those games have “Skins” in fact the majority of Indie games intentionally avoid the aggressive monetization of pretty cosmetics & four different types of currencies to purchase them with. Skins to me are a “hook” it’s what keeps people addicted to tossing money at the next pretty skin, but what does that say for the actual game itself when the majority of its income isn’t coming from the maps, modes or stages or content updates? Yeah DST still gets updates that’s great but I strongly feel like because skins exist, we didn’t ever get an actual Shipwrecked or Hamlet quality DLC expansion, can’t say I blame them.. it’s easier to make money pumping out pretty backpack skins then it is to make the next major expansion pack, but dang do I miss the days when DS felt like a good “Indie” game. 

While I’d personally love to ditch skins altogether with DSE (which in turn would allow the cast of characters to get more animations that don’t also need animations for the skins) for example: imagine a complete combat overhaul, with jumping, dodging, rolling etc… these would be easier to do if they didn’t need to be compatible with all your pretty skins too. I’d love to go back to the roots of being an Indie game, where the focus was less on new cosmetics, and more on new experiences. Realistically I know the chances of that happening are slim to none, but it’s nice to dream…

I dream of DSE going back to what made DS so enjoyable, big impactful expansions, a game that focused less on large scale boss fights and instead rewarded creative map & world exploration.

I also hope the game has an actual offline single player mode where content (bosses, mobs and the world around you) are all scaled to the intent to be done Solo.

What do I mean? Well for one thing in Solo DS food was significantly less abundant then it is in DST, carrots and berry bushes weren’t all over everywhere, yes I 100% understand WHY it has to be this way in multiplayer with a group of players, which is why I’m also hoping a properly scaled “solo mode” exists where food and resources are scaled for a solo player (like Solo DS Adventures Mode)

5 hours ago, Edible Coal said:

im quite curious on this, i really like the game uses value as a ingredient and think is a really flexable system, why dont people like it?

It's not that I dislike the cooking perse, for the most part the system works fine with values and recipes being alright for the sake of gameplay, I just think that a lot of recipes have very odd requirements.
Spicy chilli was added before peppers and thus you can just throw almost any 2 veggies in to cook it. Bacon and eggs need a lot of meat for a dish that has like 2 strips of bacon. Certain recipes have 2 incredibly similar versions with one of them being better than the other, the most strange example being fish sticks and fish tacos, wherein fishsticks are easier to make, requiring an ingredient that literally has no base stats, not even spoilage, and yet they give 20 health more than fish tacos. And let's not forget all the recipes that you would intuitively think would ask for something like flour, but neither flour nor wheat was never added so they just ask for any veggie even if that means you make a muffin out of garlic, tomato and cactus flesh [uncooked, so its still spiny].
So many recipes in this game are just so odd with what they ask of you that it can feel extremely arbitrary when you do or do not end up with certain dishes unless you look it up and I just think it'd be nice if things were a bit less confusing in that regard without the need for wiki perusal.

Also this is only semi related but I think the cooking process itself and the food types system could also be touched upon.

On 6/19/2026 at 12:11 AM, Jakepeng99 said:

They make way more money from skins, which also needs way less money, and it prevents players from needing to pay for more content. Alot of people like skins in DST. 

Its what most games do nowadays. A full on DLC would cost way more time and money to make. Those cool world and content updates are funded by these skins.

Just Do Both

  • Like 1

Mystery in lore.  Environmental storytelling. Sexy soundscapes.  Being able to push things (friends) off the cliff.  New puzzles.  Surprising seasons and epic music in each season.  And things that none of us could suspect.  That would make it legendary

...And restore Wilson's face shape.  Just saying.

 

We all like the ARGs that Klei makes.  I hope there's another ready when they launch.

 

6 hours ago, Antynomity said:

Just Do Both

Hamlet was not profitable.  DLCs are a gamble without much reward.  I think I can remember JoeW saying that Hamlet shouldn't have been made but the team was passionate.  It possibly takes the same amount of artist and programmer time to make a DLC as it does to make this new Don't Starve Elsewhere.  That is why it is so exciting.  This new game reminds me of the feels I had when Hamlet was announced.

3 minutes ago, hhh2 said:

DLCs are a gamble without much reward.

The whole microtransaction thing was uncertain in and about the time of 2013 when Reign of Giants was new.  At that time, loot boxes hadn't even been added to Activision's practices.  So lucrative it is that there are only some holdouts.  The Cuphead DLC was epic, and that took Studio MDHR five years!  If it had flopped, that likely would have been them filing for bankruptcy.  To lock in for five years and be uncertain how many will pay for your studio to continue to exist is a tough choice for leadership to make.  Microtranscations offer quarterly feedback.  So many games studios from the 1990s don't exist anymore because of one game that didn't make a return.  I wouldn't want to run a games studio.  Must be super stressful knowing that it is volatile.

 

I suppose now that Klei is a publisher and can hire a new team to develop elsewhere it is less risky.

- I agree on more survival and less boss focus

- Threats that come to me, but which can be managed in time with strategies that allow for big beautiful bases

- Interesting seasons

- Set pieces galore - I love set pieces!

- Options to properly display items and build collections for fun

- Treacherous exploration with surprises and rewards

- Weird stuff in the world to poke around - I remember finding my first lureplant. It was simple, and strange, not convoluted like the stage or Balatro machine. Those are fine for the folks who like it, of course, I want more of that exploration "oh, what's this? YIKES! Oh wait, maybe I can use this?" experience.

- Something like the old Shipwrecked gambling machine - where you can't just get stuff for free, but need to first find items to put in it, making every roll actually exciting

- Single player friendliness - sailing alone in DST can become problematic and annoying, especially when the monkeys come. Too many things to handle as a single player unless playing very slow and carefully. Which is fine if it's the actual intended design of something, don't get me wrong. It just didn't feel so in DST - I had a feeling it was designed for at least two people - one managing the wheel/sails/anchor, and the other fighting the monkeys.

  • Like 1
  • Big Ups 1

I’ve been having a well let’s just say miserable time playing DST lately, I’m on a mission to beat CC & AFW to unlock the Affinities that are locked behind beating them, but… and I’m sure a lot of people are going to disagree with me on this- In my personal discovery playing DST and finally unlocking the CC Affinities (still haven’t beat AFW) I’m finding the entire design philosophy for DST just be… heavily “Off”?

Like let me explain: I’m playing as Willow and I’ve unlocked her Lunar Affinity perk to use the Lunar Flame, this is a very powerful crowd control skill that allows me to tackle content that was CLEARLY never intended to be done Alone, and actually (somewhat) be able to do that content.

Fighting the Large Swamp Tentacles and not getting Spanked to death by the babies that spawn each time you hit it is so much easier when you can hit it with Willows Lunar Flame, and THAT is the problem, because Affinities aren’t locked behind a Per Game World basis, I can use Lunar Flames as early as Day 1 on newly created worlds.

With DSE I hope there aren’t any powerful late game perks that makes the early game more playable like with the above example.

In fact with DSE I pray its four player coop ONLY and content is scaled down. way way down… because fighting hordes of mobs with a ton of health on each mob has never been fun in DST Unless your playing with other players who can help thin them out. (Or playing as Wendy & have Abigail to Help or Willow with Bernie)

Which makes for an extremely terribly miserable single player experience. 
I also have the feeling that DST Mobile (which unless it’s Crossplay compatible will have more players playing it SOLO then in Multiplayer…) will heavily end up influencing not just the design of DST from that point forward, but also the development of DS:E as well.

My #1 wish is for the game to be mostly free of input latency under optimal conditions.

Second I guess I would like to see the controller experience be improved.

Third.... idk can we have a figure skating system? Let me triple axel into "death from above" strike off a cliff.

 

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