After playing for dozens of hours, I’ve reached around the fourth layer.
The game has great potential, but right now the negative feedback feels as plentiful as the in-game characters (;w;)
I hope in future updates the game can introduce some refinements—especially a gentler difficulty curve—so more players can enjoy the later sections. It'd be great to keep the challenge but streamline the controls for smoother gameplay.
Keep the challenge but make the controls feel more comfortable.
Here’s some constructive feedback from my playthrough:
1. Picking up and moving items feels a bit cumbersome.
A drag-selection or area-loot feature would help a lot.
It’s frustrating when lots of items drop during trading or inventory management and there’s no quick way to pick them up.
Could be balanced by disabling it during earthquakes.
2. Transfer of battery power/charging.
Many key items require batteries, but crafting separate battery types isn’t possible—you have to craft whole items that come with them. Batteries also can’t share charge between types, which adds unnecessary steps.
Maybe add a universal power bank or a device that transfers charge between batteries.
(let players focus more on survival and combat.)
3. A crouch/protective stance action.
This could be a reaction-based move where the character curls up to reduce fall damage and stop movement.
It’d prevent those “one wrong step and my glass-cannon character shatters” moments
The trade-off could be that limbs take more damage, and it only works when conscious.
It could even synergize with prosthetic limbs later, or help reduce shake during earthquakes.
4. The mood system needs more ways to manage it.
Even when not hungry, thirsty, or injured, my character still gets seriously depressed. That doesn’t feel realistic for an alien-cave survivor.
Positive buffs should trigger when basic needs are met.
5. Meta-progression system after death.
Right now, death doesn’t seem to reward any progression. Since there are other survivors/drop pods with supplies, maybe the protagonist could earn something too?
Reward meta-currency based on depth reached, damage taken, survival time, discoveries, etc.
This could unlock starting gear (e.g., batteries, backpacks) or optional traits like drug resistance, toughness, or stamina.
(Some games let you pick perks/flaws at the start—this could make each run feel more unique, especially with animal-themed skill traits.)
6. More random encounters/content:
Supply drops, survivor communication devices, crystal zones (with monsters), abandoned workstations (for easier crafting/battery solutions),
monster nests (concentrated bio-materials), hot springs (recover stats/temperature), natural gas vents (fuel sources).
7. More impactful items:
Many usable items now have short effects. How about long-term utility items?
· Books (spend time to gain stats, recipes, or reduce stress)
· Varied sleeping bags/tents (allow repeated rested sleep)
· Night-vision gear/alien food (see in darkness)
· Food dehydrator/preserver (lighter, longer-lasting food but less hydration)
· Gear that reduces thirst buildup
· More protective gear like airbags (trigger on impact)
Oh, and a few more things that significantly impacted the experience
Sometimes you encounter areas that are incredibly deep with no alternative path. Building blocks to descend consumes a massive amount of materials, and the platforms aren't always stable.
It might be a great idea to add a tool like a piton and safety rope for controlled vertical descent and scouting.(I was thinking from the start about using crafted plant fiber rope for this.)
(Maybe even allow using pitons to climb on background walls?)
Additionally, I felt the game currently lacks reliable ways to handle falling from great heights, as well as active defensive items.
This made me think it would be great to have something like a shield– perhaps even an energy shield – that could be used not only for blocking enemy attacks but also for pointing downward to cushion a fall.
Furthermore, items like a life buoy could be introduced. It could help mitigate impact damage and prevent drowning, which is another risk that currently lacks a clear solution.
Also, for breaking metal-type blocks, besides crafting explosives by hand, perhaps you could add a material like thermite. It could be used not only to destroy steel but also act as a flare for illumination or a heat source for warming up (though getting too close would cause burns).
Since there's already a filtering straw for water, perhaps you could also add water purification tablets for filtering water in canteens or other water storage containers.
These functionality gaps were things I frequently encountered during gameplay, feeling like clear needs that currently lack the right tools to address.
Overall, really looking forward to seeing the game grow! Can’t wait for the full release.
(I'm a non-native English speaker and used some assistance for translation.)