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Let us know what you would like to see in-game, or what features we can add to make the game a better experience for you.

Please add more mapped keys for potions

Hey team, having a single shortcut for the potions we are carrying in the dungeons makes it super hard to leverage their power in the heat of the fight. For example I often run with a health potion as a failsafe bound to the Z key and to take another potion type (like speed or damage), I have to: manually open my bag right click on the potion I want to take left click on “Consume” wait for the consumption time to be over In the middle of being swarmed, this is not practical at all and add a ton of frustration to the experience. I suggest letting users add up to 3-4 button shortcuts for different potions and have dedicated slots in the bag to make it super clear what is bound to what key.

_blank0o 14 days ago

2

📥 Feedback

Big concerns with the new Gold and Items economy

It will feel a bit like a rant but the goal is to give you honest and brutal feedback on how a lot of OGs feel right now. First things first This update is freking awesome. There is no questionning that. The team worked hard and delivered on a ton of promises. Yes ther eare bugs, it can be slow at time but overall the experience is much better. So thank you and kudos to the team. Gold and easy reources issues The concerns are with the economy and how it impacts existing players who spent 100s of hours in the game and sometimes hunders or even thousands of $$$ in resources. Clearing the desert biome gives you so much gold and so many resources that it makes it trivial and easy to get what used to be end-game materials and gear. On top of that, you reduced the material costs of crafting most of the end-game gear: Starvewe fabric is now very cheap (it used to cost 16 Terras - dozens of hours of grinding) Obisidian plates are now so cheap (it used to cost 16 obsidian - even more hours of grinding) Chronmosteel Greatsword used to cost 40 Terra Ores. Now it is so cheap, anyone can get it All the materials drop rates have drastically increased: it is now easy to get Terra, Obsi, Chronosteel, Eclipsilk… It is now very easy to get a lot of those. The combination of those factors feels a bit like a spit in the face of all the people who bought an appartment, invested time and $$$ in the game to grind. All the OGs out there who kept grinding, slowly getting to the end-game gear and slowly stacking what used to be valuable resources. Now a 12 year old with a free account can get there in a week. Those resources are not valuable anymore and all this time and money spent on collecting it has been wasted. Especially now that anyone can play for free. It feel a bit like we’ve been given a middle finger to prioritze the F2P players.

_blank0o 17 days ago

9

📥 Feedback

Blacksmith Skill to upgrade gear

Not a fan of weapon maintenance but weapon upgrades with a risk of breaking it when you upgrade would be a great way to maintain demand for resources: - you introduce a blacksmith skill and a blacksmith bench for upgrades - you introduce 3-5 weapon tiers for the same weapon -- level 1: base weapon with base stats -- level 2: increased stats + different aura + you need two lvl1 weapons to craft it and there is a 50% chance for both weapons to break (you lose both) -- level 3: increased stats + different aura + you need two lvl2 weapons and there is a 50% chance for both weapons ot break (you lose both) -- and so on... To craft it, on top of using the 2 weapons with the % risk of breaking them, it can consume some rare resources like the new stuff dropping on S7+ in the Everdune (soulstone, essence of whatever, etc.) and a significant amount of Gold. As the Blacksmith skill level increases, the chance for both weapon to break reduces (you need to cap this to keep a relatively high break chance to make those weapons truly hard to obtain). You can even stagger the introduction of higher tier weapons as each tier introduction will boost demand for the resources needed to craft it. For example with the introduction of every new dungeon, you increase the available tier by 1. I think this is a good way to maintain demand for existing resources without disrupting the existing mechanisms but building on top of it instead.

thomaswebb 13 days ago

6

💡 Feature Request

Pace and feel feedback and suggestions in dungeon

Wanted to have it as its own post so other players can comment specifically on the feel and balance of the game inside the dungeons and nothing else here. What works The general pace increase is a breath of fresh air. It feels much better. Mobs are faster, we attack more often and we have to be more careful. We get punished for our mistakes and this is good! The increased mobs life is also good, now most mobs take multiple hits and killing them is more rewarding. The lower cooldown on most skills is good (in most cases) and the balance adjustments to the main weapons finally make the hammers fun to use. Some skills that were mostly useless are now fun to use (bombs, pyro and chain lightning now feel good). What could be better 1. Player speed We are too slow and this feels like having a constant debuf when walking around in the dungeon (in the overworld too). It makes it tough to avoid big salvos from bots we saw coming but cannot escape due to being slow and this is adding frustration to the player experience. Other rogue-likes / bullet-heavens all have a dash/dodge mechanism to add to the player mobility. I guess that for us it is impossible to implement due to browser limitations so I suggest having a base speed increased by 5-10% instead and the speed vials/potions/stims should be a 20% buff to compensate. This alone would make a huge difference 2. Skills/Weapon balance Gleam-Twins: those have been nerfed too much. The duration is too short for the range it has and makes it go from a top tier skill for its high DPS + maneuverability to a useless one. I suggest slightly increasing their duration and their initial range for them to be viable again (not to the point they are OP but right now they are useless) Machine-gun: this is still okay but the fire-rate buffs that were already bad are even worst now. The fire-rate buffs decrease the (already short) firing duration to something that is way too short. I suggest changing the fire-rate mechanics so that the shooting time stays the same but you get more bullets in by firing at a higher rate Minigun: this was OP and nerfing them was needed. The issue now is the impredictability of the side it will fire as we start with only a half-circle. I suggest starting with a full circle, same as before, but slightly increasing the cooldown to balance it and reducing the damage modifier by 15-20% instead. It would feel better and still be a decent skill for its anti-swarm effect Ice-cube: the skill generally feels better but the reduced damage output makes it very dependant on RNG to be viable. I suggest slightly increasing the initial range and damage output to make it more reliable and less frustrating to use Chakram: the reduced cooldown is great but because of the fact that, at best, it hits only twice the same ennemy, it is inferior to the machine-gun and depends on RNG to be okay (broader range + size). So here I suggest increasing the base damage a bit Kusarigama: they are fun to use but with the increased pace and our slow speed, the pullback time upgrades are useless (it might be better if we have more speed but right now it does nothing). Same as Chakram, they only hit twice the same ennemy at best so I suggest either increasing the base damage or adding damage over time with poison stacks (similar to the burn stacks) to replace the pullback time buffs. Poison could also slow-down ennemies - that would be super fun Swords: the reduced cooldown does little to help them. While the rapier has the highest base damage (and sprite animation!), the very limited range and the fact that it doesn’t scale much make this category of weapon inferior to the greatswords wit hthe increased pace and the fact that we are often swarmed by big groups of mobs. The cooldown reaches a point where we are forced to use auto-fire instead of manual. I suggest adding better scaling mechanisms to make them viable and start seeing players use it more often

_blank0o 12 days ago

2

📥 Feedback

Completed

Implement difficulty options and shorten Playa runs

Currently a successful dungeon run takes quite a long time, sometimes 30+ minutes. Previously, someone suggested tiered difficulties. I propose that we kill two birds with one stone and shorten the Playa run time to 15-20 minutes, with successful runs unlocking a higher difficulty level (stronger/more diverse enemies, storm deals more damage, etc.) with better rewards (higher item drop rates, mining node spawns, rare resource node procs, etc.), similar to how Hades and other roguelites function. The difficulty modifications could be discrete (e.g., tiers/prestiges) or custom (think the Heat system in Hades where you select any number/intensity of modifiers for a proportional increase to item drop rate etc.). There are plenty of obvious modifiers (e.g., increased enemy stats) but the team could get creative with the modifiers as well (e.g., double bosses in boss rooms, add obstacles to the playable area to restrict movement, enemies gain an additional attack type, etc.) which would be quite fun.

NaviKing About 1 month ago

4

💡 Feature Request

Loot and Loot-Fly from Everdune

1.- No more obsidian rush please (lower the obsidian rates). I don’t mind rocks giving me gold items i need gold for more everdune runs. 2.-Put sap, flickerfern, moonberry and seeds in the new plants. 3.- Make the loot flies appear in the map. %99 of the time they die in the storm making impossible to grab the loot and i know it cuz you get a big chunk of exp coming after the exp from the mobs at the end of the stage. Also what happened to their drop? wtf 4.-The potions of the boxes is ok but i think it will be better to give the items for crafting them instead so this way you punish the pioneers who enter unprepared. 5.- At least put some loot in the cactosaurs i don’t mind getting gold items for killing the asshole in S6

Sebax11 5 days ago

📥 Feedback

Items burning mechanism

1.-Use the data and search for the most abundant item on game 2.-Set a healthy circulating value for this object. For example, crafting gear items should be burned as soon as possible given the current state of the game (most of the active players with end gear already crafted) you can compare the amount in circulation with the number of new players per day and set a desired circulation value. 3.- With the desired circulation value number you set a weekly burn value, and you divide that by the active number of players. 4.- Then you give Takeda that magic number and make him ask us for that item in exchange of pioneer credits. Atm we have an insane amount of chronocrystal circulating due the mining rush. Take for example the Bolt state atm, people are starting to trade it in the exchange channel actively giving the economy healthy state now imagine putting those in the AMM. The iron in the AMM is recovering but we still have a ton from the mining rush.

Sebax11 5 days ago

💡 Feature Request