Honest and hopefully constructive feedback after a full 60+ hours run

I’ve just finished my run (it’s Endless, but I stopped after playing for 60+ hours with a 1,000-person population on normal difficulty). I have been playing this game since its first releases, and I recently returned to it because I really love it. The development so far is great, and I will share everything I’ve come across that, if fixed or implemented, will greatly enhance your game.

  1. After playing the game for 30 minutes to over an hour, it slows down, and frame rates drop as time passes. I am 100% certain this is the case because, when I relaunch it, the frame rates improve again.
  2. Honey production needs to be improved by at least 10–15%. In my town, I had about 30 apiaries, and honey production was still negative, which means one has to rely on trade to obtain honey (not a major problem, but improvement would make the game much more enjoyable).
  3. In the early to mid-game, the work camps struggle by constantly needing to change the area where they chop wood, which forces one to rush work camp upgrades. Only after upgrading them can one become more free and focus on playing and enjoying the game in other areas.
  4. Currently, I haven’t found a way to relocate the town center (it could be very useful for defensive purposes).
  5. Trading Post: There are missing items that can be bought or sold, such as bows and arrows. There may be more I don’t remember, but those are definite.
  6. Storage buildings need an option to request, for example, 200 iron ore on demand, like the trading post.
  7. The fishing shack also requires too much attention for changing its fishing location; perhaps implement a new upgrade for this building to resolve this issue.
  8. The way one places roads in this game is quite poor; I struggle a lot with placing roads properly, especially in tight places. At least allow one-square road placement, just as one can place a one-square wall. Then you can add an option to select all roads and upgrade them, just as one can do with walls.
  9. A farm can be built on top of existing buildings; is this intentional? For example, I can build a 12x12 farm on top of a hunter’s cabin, and if I relocate the cabin, a hole remains in the farm.
  10. All buildings need information in their description about their size before being placed; for example, a temple is 2x4, a shelter is 3x3, etc.
  11. Eggs are missing from the upgraded forager’s shack’s production. I am not sure if this is deliberate because eggs can be found on the map for foraging.
  12. A stone mine building is missing; only the deep stone mine (quarry) is available, but that is only for the late game.
  13. It needs to be much better highlighted when creating, for example, a new pub, showing where the other pubs are. Also, there should be a way to navigate to an existing building; for example, if I have built two markets, a way to switch the camera between the first and the second.
  14. In the resources section, some items are missing (I don’t remember which), and the displayed information doesn’t appear on hover. This occurs on the “building icon” in “produced by” when I attempt to check which building produces the item. It would also be very nice if this resources section were improved so that one can navigate and clearly see all the items and the buildings that produce and use them, and, most importantly, where these buildings are located on the map, by instantly navigating to them.
  15. Rotating the map with Q/E changes the selection on the minimap, making it too confusing.
  16. There is a bug on the gold mine that shows 0% working and gives incorrect production data.
  17. In the professions tab, for example, it says 12/12 villagers are already employed and working, which is the maximum. However, if I go to any building and press the + button, I can increase the maximum number of workers. Could this be done through the professions tab instead of searching the map and increasing it in every single building?
  18. There is a spice resource, but there is no building that produces it.
  19. If possible, adding a white line that shows the destination to where any villager goes for any task it does—for example, if the villager is going to get clothing or shoes—so that we can see where they take the items from.
  20. The Deer Spawn icon shows that there are deer in that place. When hunters kill all the deer in that location, the deer icon disappears. After some time, the icon and the deer reappear at this same place. Perhaps it would be better if the icon turned gray, just as it happens with wolf dens once they are all killed.

Thank you, developers, for reading this. I hope I was as clear as possible. I did my best to provide as much information as possible about my subjective experience of your game, including the major issues, design flaws, and bugs that detracted from my enjoyment of it.

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I agree with a lot of points. Some of this improvements will get a better gameplay.

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I also agree with the beautifull analisis that Nikola made , naild it .
Plus if I might add , I’ve noticed that the integrity of the buildings and roads it’s now dropping at a faster rate but no actual building that you can assign wokers for maintenence and of course we need a spice producing building and some winning terms please .

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Thanks Falco ; )

Thanks Nita, much appreciated : )

Thank you for your post, many well-written points!

AGREED 100%

It seems it can be relocated, but costs gold (?)

I thought I was going crazy and that it was just the traders coming to my village!!! But yes, this is a problem.

Not completely sure what you mean, but I wish there was a way to stockpile a resource if you want to start a big upgrade.

AGREED 100%

Would be a very helpful QoL addition.

How I did not notice this, I do not know. But now that I’m aware of it, that is indeed a big missing item.

I was wondering about this - I wonder why they made this choice?

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NO.11. I don’t think it’s possible for humans to grow eggs. They come from the bottoms of chickens. You can raise chickens, can’t you?

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No you are right, it’s just that I mentioned this because all other items that can be foraged by tier 1 forager shack can be produced by tier 2 forager shack except eggs, also I am not sure if the chickens in the chicken coop produce eggs as well.

All your comments are very valid too, let’s hope that the devs check this out and hopefully we see all improvements on the 1.0 release : )

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You can change how many people work a job in the professions tab but youd have to open positions at specific buildings. This means you have to turn off autofill positions.

The building that produces spice is the upgraded trading post, where if needed you can request that item(at quite the expense) or you can wait for the right trader to buy from.

As this is medieval styled, spices would typically come from far away lands. Even if the setting was South East Asia(the main source of spices), it would still need to be imported because of how many different spices there are.

Also yes, chickens make eggs as a resource and far more than foraged.

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Oh yes, it can be managed like that by turning autofill position off, still it’s a bit confusing :slight_smile:
Spice can only be obtained trough Trade post because it’s from far away land hmm makes sense.
Chicken makes eggs, thats great!
Thanks for the comment that first tip should help a lot : )

  1. Not all items are meant to be sold.

  2. You can set minimum/maximum storage limits which would do this.

  3. Sounds like you might be putting too many shacks on the same fishing spots. Limit it to one shack per spot.

17 Not sure because I haven’t tried it, but there are +/- signs against professions so you may be able to change it that way.

  1. I think that would clutter up your screen somewhat if you had a line for every villager. Not to mention the increased strain on your machine with all that needing to be processed.
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Hi Medea,

  1. I didn’t realize that was a design choice, because most of the items can be bought or sold at the Trading Post.
  2. If I set a minimum storage limit to 200 bows, for example, and I have none in storage, that will act as if it were driven by demand. But doesn’t that also mean that the moment the number falls to 199, a laborer will instantly try to bring one bow to reach the 200 minimum?
  3. Hmm, perhaps there’s something to that. However, I’m certain that the area in which the shacks were fishing was separate. I’ll try it in my next playthrough.
  4. Yes, I can, but it could perhaps be designed a bit better. I don’t have this problem in all similar games.
  5. Oh yes, that’s absolutely true. What I meant was for the line to appear upon villager selection and to be hidden by default.

Thanks, Medea, for your comment!

  1. Yes, if that’s the minimum number. It would be the same for the trading post if that drops below the minimum you set.
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Yeah I guess I can work with that, thanks Medea : )

Upgraded foragers will, by logical design, not grow eggs. It’s the exception to what they can grow.

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Yeah makes sense ;]