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      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   

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  1. Right so. Something to get out of the way here. I enjoy difficulty. It fits the game well and in most places, it's really fun. But some of the pins in some of the levels (such as the last gym course) rely on insane amounts of luck. Notice I never said "skill". I do expect them to be difficult, and even more difficult than the level, as it is extra, but please, PLEASE keep it skill based. Difficulty is fun, but when it starts to rely on luck-its not
  2. It's a simple poll. Which do you think is harder to survive, winter or summer? Personally, I think that winter is harder to survive, because the things that you require to survive winter are much harder to acquire than those for summer. So, what do you think?
  3. I'd like to take some time here to analyze the balance situation of Don't Starve as it stands (especially in terms of high-level design) and point out places where I feel it's currently lacking. I've been wanting to do this for a while, but I figured the devs would rather wait until the winter patch hit to really go into it. Warning: this post is going to be very long, very detailed, and maybe a little bit harsh, but I think it's important to get some of this stuff out into the open. The very, very short version: the game is still extremely easy (in the long term, anyway; the first two weeks, not so much). In the interest of keeping this massive wall of text at least vaguely navigable, I'm going to divide the bulk of my analysis into the three main pillars of survival--FOOD, SANITY, and HEALTH--before bringing it all together. FOOD: In spite of the title, it is essentially impossible to starve in Don't Starve. There's just so much food everywhere, and with the exception of naturally-generated carrots, every single food source is infinitely renewable. Winter has failed utterly to put any additional pressure on your food supply, at least for a well-rounded map. In my current game I actually hit winter completely unprepared (I expected it on day 30, not 20), with no more than a standard food supply of maybe 4-5 days' worth, and I was totally, 100% fine. In fact, by day 30, I not only had more food than I did before winter began, but I had more food than I have EVER had in this game. The main reason for this is rabbits and beefalo. They aren't affected by the winter climate in the slightest, and either of them is more than enough to feed you forever by themselves, with little to no supplementary food sources. All I did was hunt rabbits a bit every morning and even with the shorter days I had morsels coming out my ears. I made meatballs out of two morsels, a berry, and a monster meat to eat every day. When the berries ran low I just used three morsels. I still couldn't put a dent in my supply. I laid traps, but didn't bother harvesting them; the rabbits I speared by hand were more than enough. With the reduced food spoilage rate, if anything it was actually EASIER to maintain a steady food supply than usual. I didn't even bother with the beefalo after the first day of winter, but they could have single-handedly fed me just as easily as the rabbits. I could have probably lived off of 100% fish if I wanted to as well, though it would have been a fair bit harder due to the low nutritional content of fish and all the mosquitoes I'd need to swat. Stockpiling food during the summer is 100% unnecessary. You can go into without a single scrap of food in your inventory and do fine. Just settle near some grasslands and your backyard will provide you with more food than you could possibly eat. And the summer foods are still problematic too (as unnecessary as they are, given that rabbits and beefalo are available year round). Setting up a huge vegetable or berry farm is pretty easy. The only real attempt I've seen at limiting the effectiveness of those farms is the need to fertilize occasionally, but since manure is so easy to get (from beefalo in huge supplies for free, or from pigs using the very crops you're using the manure to grow) it's basically meaningless. If it wasn't for winter, you'd eventually be able to live forever on berries or vegetables just as trivially as on rabbits and beefalo. SANITY: Sanity is currently working pretty much the exact opposite of how you want it. The sanity meter is at its most oppressive at the very beginning of the game. With the change to food values, it spirals steadily downwards, and if you don't take action you'd probably be dead within a week or two from terminal craziness. In practice all this means for an experienced player is that you need to sleep every couple of nights, which is pretty much a non-issue since grass is the most bountiful resource in the game and if you time it right you lose very little food. Once you have a top hat sanity will only ever go up for the rest of the summer. Winter is still easier than that first week, because the winter hat gives enough sanity to offset the bulk of what you lose from the long nights. I don't think I ever went below 170 or so while doing nothing to bolster it. The only people who will ever suffer from sanity drops in this patch are newer players who don't understand the mechanics (i.e. don't know that they need to make a grass roll and sleep it off). And they'll suffer hard. Sanity is a fairly esoteric mechanic and it'll be very easy to get killed by it without having the slightest idea why or how to prevent it. And even if you change the numbers around to patch over the most glaring problems, sanity still won't be a threat because it's so incredibly cheap to fix. The worst case scenario is I make a few more grass rolls than usual. I'm never going to run out of grass, and I'm never going to run out of food, so what do I have to fear from low sanity? And the other main protection against insanity is the top hat, which only needs to be built once out of a relatively common material and then works forever. Candy isn't necessary, and even if it was it's only a matter of time before you can build a bee farm and get all the honey you'll ever need. Moving the sanity meter further away from the food meter was a very important start, but there's a ton more to do to make it a robust and threatening mechanic. HEALTH: Surprisingly, death-by-HP-loss is the threat that this patch beefed up the most. In the previous patch most combat was a joke due to the absurd strength of the log suit and the ease of kiting and stunlocking things, but your margin of error is a lot slimmer now. The new winter monsters are a bit of a mixed bag. The Deerclops is obviously never going to kill you directly, since you can outrun it, but the thing is relentless. It chased me around the map for like half the day before I was forced to dive into a wormhole. That would be a neat little mechanic if it happened more often and if being forced to spend the night in the wilderness away from your camp actually exposed you to any threats (keep out of the swamps and you'll never bump into anything scarier than a common black spider at night). I decided to go look for the Mactusks on the last day of winter just for the heck of it. Even with flame darts and a tentacle spike it was pretty rough...if I hadn't had the foresight to bring a second set of armor and a few fistfuls of jam I wouldn't have survived (although that was partially due to the hounds being untargetable by the darts for some reason...I'll make a separate report of that later). I was really disappointed by how passive they were, though. For a hunting party they sure aren't very interested in tracking you across the map. They just mill around the biome they spawn in. There's a big missed opportunity there...they could be forcing you on the move with repeated attacks kind of like the Deerclops does but on a different scale. Ultimately, in my current 35-day game, I've almost died...probably at least four times in various circumstances. That's fairly encouraging, but I'm not sure the feeling will stick. A lot of those near-death experiences were due to me making mistakes that I'm not likely to repeat (don't screw with pigs, only farm silk at dusk and not during the day, a 50% log suit is not ample protection from anything, keep a good supply of health-efficient foods on hand if you're going to hunt bees, bull-rush the hounds as they attack rather than letting them group up, etc.). And apart from the Mactusk fight, they were all pretty early...in the first two weeks. By winter I felt pretty much completely safe. So this might be another case where the current mechanics are making it hard for a new adventurer to get established but not doing much to threaten people who are already doing well. One thing that I really don't like is that combat is pretty much entirely voluntary. If it wasn't for the occasional hound attack, you could probably survive forever without ever drawing a weapon against anything bigger than a rabbit. There aren't all that many monsters in the world, and what few there are will mostly leave you alone if you leave them alone. And none of the basic essentials of survival are ever guarded by anything hostile. The idea that you can just opt out of being killed by monsters doesn't sit right with me. Hounds help a little, but I feel like you're relying too much on them. They feel like a random encounter rather than a persistent and threatening force in the world, which isn't all that satisfying. Especially since they aren't linked to your pursuit of food or sanity in any way. (UPDATE: I actually recently started a new character and have hit day 14 without any health-related scares at all, so I'd say that my previous difficulties were completely due to me making bad decisions as a result of unfamiliarity with some new monster attributes. If you're prudent about where you poke your spear it's still pretty easy to stay safe from monsters due to how few of them are actively hostile.) THE REAL ISSUE: Ultimately, all of these problems are the same problem: all essential resources, of all types and for all purposes, are categorically trivial to acquire. That's easy enough to see in terms of food resources, but it's not just food. It's everything. What are the basic staples I need to survive? Mighty armor that deflect a huge percentage of all damage? Made of mere logs and grass. The only weapon you're ever likely to need? Rocks and twigs. Sleeping bags which will trivialize any insanity problem you ever face? Just some grass. A crock pot, which massively increases the efficiency of the most common food items? Logs and rocks. An icebox to preserve my food? Rocks and the spare gold I had left over from the alchemy machine anyway. And most of the rest is silk based, with black spiders being the single least dangerous monster in existence by a huge margin. Look how easy this stuff is to get! I can grow all the wood I will ever need within the light radius of my fire pit. I can't go two screens without finding a dozen grass tufts. Rocks are lying around by the hundreds in vast fields completely unguarded. Spiders will funnel out of their nests one by one and cough up silk almost without a fight every day at dusk. And apart from the rocks (which you need very few of for the most part), it's all 100% renewable. Why, in a game called "Don't Starve", can I build a functioning refrigerator out of junk from my back yard on day two? You never need to struggle to obtain anything. You aren't fighting against scarcity. You aren't fighting against a hostile environment that jealously protects its resources. Absolutely everything you will ever need can be found within a two-screen radius of a well-placed campsite, and it all just keeps growing back. My current character has lived to day 35: the end of the first winter. What could POSSIBLY kill me between now and the end of the second winter? Or the third, or the fifth, or the tenth? Every tree I've ever cut down to make tools is still there for me. So is every berry I've ever plucked, every rabbit I've ever speared, every spider nest I've ever raided, every beefalo I've ever hunted and then some. All just as pristine and bountiful as the day I arrived, if not MORE bountiful. They fed me and clothed me once, so why won't they again? And this time I don't just have them. I also have all the infrastructure I've added to the world: my transplanted bushes, my farm plots, my bee boxes, my crock pot, my iceboxes, my traps, my tools. Without the looming threat of growing scarcity or some kind of shifting threat in the wilderness, the game can only ever get easier and easier the longer you live. The ONLY exception to this right now is the hounds. Even if the strongest food supplies get nerfed, and even if the winter gets harsher, this core issue will still remain. Surviving until day 35 might get harder, but unless something fundamental changes, that's where the difficulty curve will end. Hounds aren't going to cut it. I'm not going to grind through the same routine for dozens of hours just to see whether or not maybe a hound pack would have finally gotten me a hundred and fifty days from now. FINAL THOUGHTS: I want to take a minute here to look back at the very first game of Don't Starve I ever played, back when I didn't really know what I was doing yet. I started out trying to live off roasted rabbit morsels. It kept me going, but there weren't all that many rabbit holes around. Catching them was time-intensive, and it didn't leave me with much buffer to travel on. Eventually I discovered a pair of spider nests not far to the southeast of my campsite. Eager to access the new technologies that silk would unlock, I made hunting them part of my daily routine. The amount of time this took put a dent in my food supply, and I wasn't all that great at kiting yet, so sometimes I took damage. Healing off that damage required eating more food than was necessary to satisfy just my hunger, pressuring my food supply even more. Sometimes I left myself at half health while waiting for my hunger meter to wind down, trading some security for efficiency. Sometimes I had to eat a bit of monster meat here and there to make ends meat, planning on offsetting the sanity loss later on. But I overdid it, and got crazy enough that the rabbits turned into beardlings. Deprived of my only reliable clean food supply, the situation rapidly deteriorated, and I was ultimately devoured by a figment of my imagination after trying to eat monster lasagna in desperation. This is what I want. I want the act of satisfying one of my needs to put pressure on all the others. I want the daily drudgery of collecting food to steadily drive me mad. I want to be forced to venture deep into the wilderness is search of the precious resources I need to keep me sane. I want to be faced with monsters that try to guard those resources, putting pressure on my health. I want the need to restore that health to cut deeper into my already-strained food supply. I want to be forced to venture further and further away from my camp each time, while the world gradually grows more hostile and less productive until I either succumb to the monsters or am forced to flee through the teleporter. I don't want to just cycle through my own backyard every day, tending to my hunger-fixing farm and my sanity-fixing farm and my health-fixing farm before going back to bed, day in and day out, without variation, forever. The game already has most of the basic framework you need to make this happen. All that's missing is a tech and resource system that forces the player to get bolder and more reckless as time goes on rather than becoming more withdrawn and more self-sufficient, and a more hostile wilderness that's ready to punish that boldness. It probably wouldn't even take all that many additional assets if you play your cards right.
  4. Because I like writing these long posts from time to time, here is another. I write it before the update in hope that it will stop at least ONE person from complaining about winter being too hard and demanding a nerf. I have been lurking these forums for a while before actually joining and even if I were here for just this one month I had plenty of opportunity to see the clash between the people who think DS is too easy and those who claim every other feature should be made easier. I have seen the argument of new players pop up here and there and decided to share some thoughts about the system from that point of view and some feedback on all them things. Is the game hard to learn? Only in some areas.In my experience the game has points which are never explained. To learn you can move with WASD and do stuff with space I had to look on the forums. That's technical stuff, but I feel like a simple keymapping should be included in the game. However all the prototypes are well described, all the monsters so far have patterns you can figure out easily enough. The game is easy once you learn the patterns At first surviving to day 10 was to me a problem. My record as it stands right now is +160-170 days across 3 worlds (+50 in world 1, +50 in world 2 and +60 in world 3, then I died to beefalo which I aggro'd.... yeah theywere all over my camp and next to my meat effigy...sad story). My deaths usually are an effect of not paying attention and of saving and quitting the game on low health - as then when I load it I forget I'm injured and run off to hunt monsters only to be rather surprised when I die in 1 hit. This game is not a farming and lifestyle symulator It's supposed to be a survival game, yet I saw the argument of "some of us just want to make it to day 50" or "some of us would like to just get a base without worrying about dying every five seconds". If you learn how to play this game you will achieve those things. But this game makes you work for fancy bases. It's not hard to learn the patterns and figure out what kills you and what helps you, yet it requires some amount of time invested into it. This game is not for everybody and is definitely not a casual game. It may have been easy some months ago, but now with the new additions it's becoming progresively more complex. Question is, does this mean everything has to be made as delicate as possible to make sure this game appeals to the widest possible audience? I would say no, we have way too many tripple A games that pander to that brownish-gray mass of "casual audience". One thing comes to my mind though: Games are entertainment. If you buy a game you expect to have some entertainment out of it. After all you paid for it and games are one of the few sources of entertainment that actually make you work for your fun (as opposed to movies for example). If the game is way too hard for you to play, you seem entitled to being dissappointed. (in yourself for not being able to play it well enough or in the game for not giving you a 'fair' chance - at least to you). Tl;dr: To me it seems like the game is only hard if you don't feel the conviction to learn how to play it. However, I realize that if you spend money on a game you want to play and enjoy it.
  5. I'm on day 280, and wonder if winter will come as soon as the game gets updated. As I get from rip's stream, winter starts at 30th day and ends at ~50th, so, assuming that game starts right after winter end, 280th day is starting of 5th winter.. Will it mention days quantity, force winter start or start 0 day weather (so I will have 30 days to winter)?
  6. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number 72968 Issue title Aborted crafting should give items back Steps to reproduce 1. -Build a wall. -Build something behind. -Willson gets stuck at wall. -Items from build are lost. 2. - Build something far away - While moving to build site click to move somewhere else - All items lost. Describe your issue Builds that cannot be done should not consume any items.
  7. Hi there!First of all, I pirated this game like two updates before the sanity, and bought it two days ago..I have witnessed and experienced the 'easier gameplay' without sanity, but none the less my record without the sanity update, was only a mere 12 days.So now after a couple attempts, my record is only 10 days with sanity.When I scrolled through the forums today, I read a lot of veterans about "its too easy mid to late game, the pigs and buffalo's will defend you" or "I just do this and this and then that and that and then its easy"...I reckon the veterans earned their accomplishments and thus should feel rewarded by this easy-ness, as I am still struggling to grow two beatnik beards... If this game is easy for you now, then you are probably just damn good at this game and perhaps should seek other challenges in the game like huge undertakings?I'm not advocating easy gameplay, but to make it even harder could perhaps be unwise,, the current unforgiving difficulty and ****-all for tutorial is what I like about this game...
  8. Shank 2: more survival maps?

    Dear Klei, Shank 2 survival mode is one of the best purchases I ever had on Steam, from 200+ games I have on my account. If you could add more maps to it, it would be amazingly good. It could be a DLC of some kind. I believe it will not require much resources to make a couple maps. Perhaps one with turrets that have unlimited ammo but overheat. 3 maps that are already there are great and very challenging, but a bit more variety will make this game even better. I hope you would at least consider that if you are not planning Shank 3 Good luck with new games, Mark of the Ninja was also awesome, but I guess you know that
  9. No, not those World of Warcraft kind of raids. People say this game is too easy. People say the hounds are easy to juke and with a treeguard, beefalos or traps easy to fool. People say those foolish spiders are no match for the spears and logsuits of them. My idea: Make a random set of mobs, either hounds, spiders, mixxed or a bunch of treeguards spawn at some corner in the map, walking towards the player, leaving nothing than havoc. more detailed: After day - let's say - 100, the mobs you killed the most (or random) spawn at an end of the map in a group. No, i am not talking about 3 hounds, or 5 spiders. I am talking about 20 hounds, or 25 spiders, 5 treeguards, those kind of things. At day 100 you WILL have a base and you WILL be able to beat almost everything. I don't know about the warning, tough. just some floating text would be too dull, and no warning at all would be too unfair. Imagine you, building a base in peace, when 30 spider warriors approach you. EDIT: Of course this would only be smart once you can build fences, buildings.. a base of some sort. And ideas? Discuss. PS: Sorry if my idea is dumb, just thinking about some ways to improve lategame difficulty.
  10. Bug Submission Please choose a category [Crash] Platform SteamVersion Number 71378 Issue title Enter = crash settings. Steps to reproduce I pressed [ENTER] and crash. Describe your issue I pressed [ENTER], game close. I gone in the game, pressed 'settings' and CRASH! What is it?
  11. Hello Klei, I really hope you are reading this, because I have some suggestions. I really think there should be a difficulty like Casual, Scientist, Rocket Scientist or something like that. Casual would have a respawn button, next one wouldn't, and the hardest has no support. That's my suggestion I REALLY hope you add respawn button because I rage quit.
  12. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number 70535 Issue title FRIENDLY PIGMAN IS A BAD PIGMAN Steps to reproduce * have at least 1 little tallbird * hire a pigman * atack other pig Describe your issue after killing a pig your pigman will atack your little tallbird ;( after this he will turn against you. Dangerous if you have 5 pigmen in the team
  13. I've been playing this game non-stop for the past few days and I find it incredibly addicting, but at this point, I'm kind of getting bored. I find the game getting kind of easy. I understand you're constantly updating the game and that's incredible and I appreciate it because not many games actually continue to update their game, let alone release it in the beta stage. One of the few suggestions I had was implementing a difficulty system, something that gave the enemies more health, and more damage, the higher the difficulty. I also feel like maybe there needs to be stronger enemies and more of a variety of weapons. It'd also be nice if rocks could be used for more things, maybe stone armor that made you move slower when wearing it, but offered more protection? These are just a few ideas I had. I'd love to hear some developer input as well as the community's.
  14. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title [buggy Spacebar] When harvesting traps Steps to reproduce Harvesting Traps With Spacebar Describe your issue when using the spacebar to complete various tasks such as harvesting traps some strange things happen. When harvesting straw traps they dont seem to give any yield and when harvesting bird traps the sound played when a bird has been trapped and is now jumping around inside the trap still plays even though you have picked up the trap. I have only known this to happen with traps but im sure that a few other things may have problems when harvesting with spacebar.
  15. Its easy to reach a point where you aren't engaged anymore. So i was thinking if spiders slowly spread their eggs over time you would eventually find large areas infested with them, making night progressively have more monsters and making you need to try and push the egg sacks back if they spread near your camp or are taking over an island. Really anything else that would make dangers get worse over time would be good. I'd also love a way to pick whether maps generate with bridges or one landmass.
  16. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number ----- Issue title Map generation using the 2nd character Steps to reproduce 1. Start game using the 2nd character (the girl who can light fire at night). 2. You start off on an island that is always the shape of a circle. Generate or start a new world, does not matter! Describe your issue Start the game using the 2nd character. Whether you generate or start a new world, you always start in an island. It has perfectly round shape and you cannot get out of it. In this island, randomly I found: Turkey like creature (only one) Most of the time I found bees, but no harmful creatures other than spider+nest. NO stone as resource. Most area is filled with grassy lands.
  17. I have to say I liked it much better when the night-biter (IE the mysterious sounds and source of damage that occur when stumbling around in the dark) could kill the player in two attacks. It was scary that way. Getting trapped out of reach of an un-lit firepit (with no supplies to build a new light source on the spot) or panicking as you tried to remember where you stashed your fuel... that was stressful in a fun way. I load up the game after installing the new update and Soon find myself in one of those tense night-time situations (I was too distracted testing out the new stuff! ... and fighting with my spiders) but when the dreaded Night-Biter strikes.... I lost less than ten health. ... He's more of a Night-Nibbler now, isn't he? Please restore him to his former glory! P.S. It would also be nice if the time between warnings and attacks was randomized a bit. It's so measurable, currently, that you can safely chop trees just outside of campfire-light-range 'cause you know exactly how many chops you can make before you have to step back into the light. Making it more.. unsure... would also make the Night-Biter more fearsome. P.P.S. Yeah, I'm trying pretty hard to coin a term here. Night-biter!