I feel like part of the initial problem is definitely the required material amounts for a wall. Making a thin wall barely costs anything, but you expand it out by one tile and it instantly doubles the required materials.
I think there should be a falloff in the required bricks depending on the wall size, so smaller walls still require around the same amount of material as they currently do, but slightly larger ones won't cost hundreds of scrap to make in comparison.
Obviously not too much of a falloff (or limit it), so it doesn't trivialize making insanely large structures that would currently cost thousands upon thousands of bricks that you definitely shouldn't be making anyway.
Bearsjunior
Recent community posts
This game is a slow-burn ambient horror survival job simulator, where hours can go by with little to nothing happening.
A ton of horror exists in this game, and a lot of it is scripted to happen, but don't expect to be immediately thrown into it. Things start to pick up pretty much immediately after week 1 of Story Mode.
The transformers are meant to be something to maintain that forces you to go far outside, so adding a remote way to reset them would pretty much defeat the entire point of them.
The tutorial does explain selling items in the Interactions section, saying to put the box on the delivery point. Item boxes are further explained in a note inside the base, next to one.
Downloads are far from that slow, even at minimum upgrades and max power consumption. If it is taking several days to download one signal, you are severely neglecting something that affects download speeds. Could be broken servers, or you have not calibrated your satellites in a long time.
If a mirror is added to story, it should probably be an optional purchase. There are functioning mirrors in sandbox (one with a proper model, basically seems ready for the normal game) and one in a secret, but they are pretty laggy.
I remember seeing potential stuff about alternate Kel outfits and damage textures, so those would likely come with the mirror and better animations.
"Why do people post about multiplayer every day? The dev has said he doesn't plan on adding it. If you want it there is already a mod being made for it because the game does already have mod support. The multiplayer mod was working with the one of the last versions i believe but it was buggy."
-A reply to the literal previous feedback post that was also about multiplayer.
TL;DR: dev doesn't plan on official multiplayer, but there is a mod for it in the works
That is an outdated version of 0.8.2, not even just it not being the latest update.
This should be a download for the latest 0.8.2 version, from the version archive website:
https://archive.ariral.space/VDMR/pa0082_0012.7z
If you don't trust the direct link (fair), here's also the link to the website itself (linked on the main game page as "Old VotV versions archive", so this is officially endorsed). Find and download "pa0082_0012.7z" in the list:
https://archive.ariral.space
I don't think anyone is going to be really expecting multiplayer to be added that much if they actually read the literal first FAQ entry on the game's page, stating that multiplayer is unlikely to be added.
"Q: Will there be a multiplayer in the future?
A: Most likely not, due to the lack of networking experience and lack of foundation for net in the game."
The tutorial could definitely have some work done on it. Some stuff is badly explained; explained decently, but there is enough other stuff around it that people just gloss over it; or just not explained at all.
I feel like it does expect the player to check the Hints menu, which is somewhat valid, cause it actually has a ton of useful info when you read through it. Only issue is, it doesn't tell you to, and nobody actually checks the Hints menu when they need help.
0.8.2b added an Item Box to the storage room above the garage, with a little note telling you how to use it. Selling the trash should probably be at least hinted at, rather than directly telling the player to do so. It does have more uses than just selling it, and directly telling the player to sell the trash will probably just make them not explore any of its other uses, like turning it into useful crafting materials that actually sell for more than the bagged trash.
Abandoned Kerfur should have an alternate way to deal with it, even if it is just running away. All other combat threats have some non-combat way to deal with them, but Murderfur is an exception, which is sort of a problem due to how it can still spawn even without Extreme Combat enabled.
My idea is simply just running away from it, where it will eventually lose interest in you and leave if you stay far enough away.
Since people seem to have problems with forgetting to manually make Backups (or just not knowing they exist), an Auto-Backup feature could be neat.
Functionally the same as Autosave, but it makes Backups on a longer timer instead. It could have a (customizable?) max backup limit before hard deleting the oldest one, maybe with something to differentiate them from manual backups to not have them get deleted.