Glorious Alpha Two Testers!

Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.

If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.

Feedback 9/20/25

JesanaJesana Member, Alpha Two
edited September 20 in General Discussion
Feedback at the time of 9/20/25:

Performance
This is the biggest issue I'm seeing right now. I recognize that the game isn't optimized, but I'm running on a new Asus ROG Strix G18 gaming laptop with everything up to date and I am regularly getting UE crashes, video card crashes, rubberbanding, visual bugs, computer running very hot, etc. while playing the game. This is much worse than it was in Phase 2. It's frustrating, it causes losses in game but it's also rough on our computers. I do not like, at all, the fact that playing this game is damaging my rig. These performance issues need to be fixed. Cannot emphasize this enough. This is likely what will make me stop playing the game.

Catch-Up Mechanics
There should, of course, be rewards for being first to complete an achievement in game. But one thing I'm seeing is that those who reach milestones first continually are rewarded with more advantages that keep them in the front. This is frustrating for those who are trying to catch up - watching a group get continually further away with no real way to catch up. For those who start the game after launch, it's even more critical that there are catch-up mechanics. It is also boring. There's no jockeying for top spot. We need more catch-up mechanics. It could be things like the rewards for achieving a milestone contribute more to horizontal progression, providing cosmetic rewards, for instance, rather than rewards that lead to higher performance.

I'm Poor
I know this sounds silly, but I have to say, having to deal with how hard it is to make gold in this game is not fun. I have enough of those kinds of struggles in real life, I don't need my gaming time to also cause me issues like this. Basic food is expensive, especially when this is intended for newbies with literal coppers to their name. The cost to do processing and crafting have put those sections of the game on hold for me until a later time when I can afford them. And those activities should be money-making activities. The people who are making money are having to spend a lot of time and attention to search out the very best options, and yes, those people should be making more than others. But for the general player, it should not feel like we're always running on gold fumes.

Node Progression
It takes way too long for a group to level a Wilderness area to a Crossroads.

XP Gain
I've heard from the devs a few times that we're getting xp faster than what is planned. A couple things with that - it does not feel like we're gaining xp quickly. This feels about right. Second, if this game is to be that much of a grind, we need a LOT more interesting activities to choose from. I actually don't mind if xp is slow in coming, but the activities I'm doing to gain the xp needs to be fun and varied. If you're envisioning a 3x longer grind with people standing around killing mobs, you're going to lose a lot of players due to boredom. Please don't make a boring game.

Destroyers vs. Builders
Right now, it feels like the game is tilted towards those who wish to cause grief to others. They don't need help. Those who want to cause grief will always figure out ways to manipulate the game mechanics to do so. It's how they find joy. Right now, the builders in the game - those who build communities, nodes, professions, etc. - they need support and more rewards for defending, for building. Give your favorite destroyers something to find creative ways to tear down, give them a challenge, make builders stronger.

Wars of Attrition
Wars need to have a time limit. The way some wars end up being just lowbies running into the meat grinder over and over to get it over with is awful design. Give it a time limit or a mercy rule.

Population Size Considerations
This is more of a long-term observation, but this game really depends on a large population of players in order for the world and economy to work correctly. We've seen how the economy grinds to a halt without players to level nodes, to build and maintain buildings, to progress artisan professions, etc. The structure of this game is not set up for a small population of dedicated players. Decisions that are made that steer this more towards a small passionate group of players will not work with the population requirements to keep the game's economy running.

Finally, a few kudos -
Skybox is Gorgeous
The world is beautiful, especially the skybox. There are times I stop in the middle of traveling somewhere and just look up at the sky. Really lovely work.

Mixed-Level Groups
I really appreciate that it's easier for low level players to play with high level players. The more you facilitate the interaction where a group of high level players can say "sure, come along" to a low level player, the more you're strengthening the social ties between players, you're making sure players don't get stuck behind and quit playing, and the better the communities will be...and that's really what this is all about.

Sign In or Register to comment.