-
Posts
19 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Nastrond
-
1. XSkills vs my proposal: I’ve looked at XSkills carefully (after you kept naming it I did so, it should be specified it seems). It’s a mod that essentially provides skill points as bonuses for actions you already do, like mining, combat, or crafting. It does not introduce new classes with integrated mechanics or expand the base game’s interactions in a meaningful way. My proposal is fundamentally different: it’s about classes that unlock new gameplay systems (like climbing, mapping, specialized crafting) that are coherent, functional, and integrated with the core mechanics. XSkills just tweaks numbers, while my idea enriches the game world and how you interact with it. 2. “Grind” concern: Some have expressed that a skill-based system could make players “fall behind the power curve.” I want to stress that the player characters themselves remain unchanged; casual play is fully preserved. Skills grow naturally as part of normal gameplay—fishing, planting, mining, crafting, etc.—and are not arbitrary points you must farm. Nobody is forced into extra grind. The aim is to add depth and reward activity, not punish casual play. It just needs a careful balancing. 3. Integration, not mods: Suggesting to “just play XSkills” doesn’t address the point. Many player are unsatisfied with the current system. XSkills is a mod and isn’t fully integrated with the base game. For example, if I want a “Climber” class that interacts with environmental features, the base game currently doesn’t support that. My proposal is about expanding the game itself, creating integrated experiences that mods alone can’t provide. 4. Class design and meaningful trade-offs: The goal isn’t to “lock” players arbitrarily, but to provide meaningful choices and trade-offs that make different characters feel unique. It’s about diversity of playstyles and strategic decisions in both singleplayer and multiplayer. That could be made optional. You are not forced to specialize and can keep playing as you do now. It’s not about giving someone overpowered advantages—it’s about adding depth for those who wants to go deeper, while keeping core balance intact. 5. Acknowledging existing content: I understand that Tailor, Commoner, and other classes have their merits. My aim is not to replace them, but to expand possibilities for players who want more integrated role differentiation without breaking the game or forcing a grind. 6. Role consistency and conceptual coherence of classes: A Tailor doing well as a combat class (I highly doubt so) doesn’t make sense conceptually. If the Tailor excels at armor durability, that’s not only nonsense (because the extra durability should be bound to the well crafted armor and the class constitution and usually the best constitution belongs to fighters) , but also an insignificant trait compared to what a Hunter or Blackguard should bring in combat. Classes should excel in their intended roles—otherwise, what’s the point of choosing them? If a Tailor excels as a warrior, something doesn’t add up. The idea is that if you pick a class like Tailor, they should excel in their specialty—sartorial skills, crafting with fabrics, and related mechanics—while being able to survive, but not thrive as a professional hunter or even better. Players who want combat should naturally gravitate toward Hunter, Blackguard, or other combat-focused classes. Otherwise, class choice loses meaning and that's what most players are unsatisfied with. 7. Expanding existing systems, not limiting them: The developers themselves introduced the concept of classes with bonuses (aka advantages). My proposal isn’t about restricting gameplay—it’s about expanding a system that already exists, giving players more meaningful choices and integration. If anyone perceives this as limiting, it’s actually the current setup—and the preference for “everything available to all players”—that restricts depth and meaningful role differentiation. But it would still possible with a Commoner class. 8. Ultima Online reference: Mentioning UO was purely illustrative, to reflect on possible ways to expand the concept of classes. My point was never to copy it wholesale. The focus is on enriching the basic idea already present in the game, keeping it coherent with the core mechanics, and giving players more meaningful progression. My idea is aimed at expanding possibilities rather than forcing anyone into rigid roles. The goal isn’t to restrict players’ freedom—if someone wants to be a versatile player like a Commoner currently allows, that would still be fully possible. Classes with specialized abilities would simply add new, integrated gameplay options for those who want them, without taking away the baseline experience. So the intention is that players could still act outside their class’s “comfort zone,” just like today, but now with the option for deeper, role-driven mechanics if desired. It’s about providing meaningful choices in addition to the existing systems, not limiting what people can do in multiplayer. Not allowing a change and an evolution of a currently underdeveloped aspect of the game, not even try to explore options, is unfair to the rest of the playerbase and the game itself, which is really deep and complex and innovative in all other aspects. I do not understand why it should remain so basic and meaningless in such an important aspect of the game itself. Nor do I understand why the system should not rewards those who play and keep it stale for everyone. I am sorry. Anyhow, I understand your points and really appreciate the discussion. I was hoping to hear a few more perspectives too (maybe less biased against change), but thank you all for sharing your thoughts!
-
I don't understand why in this section people always reply 'there is a mod for this' or 'there is a mod for that.' We are here to propose suggestions to improve the game itself, not to discuss expanding on mods. There is a dedicated mod section for that, isn't there? It’s a bit underwhelming, especially after taking the time to explain a valid idea, and it honestly makes me lose interest in providing any further input in the future.
-
I used the UO example only to explain the mechanics behind the system, the 'philosphy' behind the mechanics, not the final user interface. This is just for inspiration. UO is a classic 90s game, we were nerds and spent entire weeks thinking about the perfect build. I am not saying you should do that today or that we should copypaste the UO interface. The 'identity' I’m talking about isn't found in a sea of numbers — it’s found in your actions. Numbers are for the dev to balance the game, if the playerbase is more casual he could chose to simplify the UI. In the current system, your identity is just a tag you pick at the start ('I am a Blackguard' with x bonuses and maluses, a unique dress and that's it. You won't even think about your class anymore past that point). In my system, your identity is built: if you are the one who constantly provides the best tools and repairs the group's gear because you've mastered that craft through gameplay, that is your identity. You are 'The Smith' because of what you enjoy the most to do and became specialist of. And you actually get rewarded for doing so. To be clear: I don't know XSkills, I don't use it, and I’m not interested in it because it’s a mod. My proposal is about a core game redesign, not an add-on without sinergy with the rest of the game. We are not in the mod section, aren't we? Eventually, in the current system there are no unique identities. My proposal is about meaningful trade-offs: you can't be the best at everything, you will eventually make choises, and that’s what makes you unique in a group or even in a single-player world. As I mentioned, the most mature sandbox games today know how to blend 'guided lore' with true freedom. My goal isn't to make you stare at a spreadsheet, but to let you 'carve' your character's story with the same freedom that Vintage Story already gives you to carve a stone block. If you're not interested in the technical breakdown of the system, maybe try to focus on the philosophy behind it and skip the numbers altogheter, as that’s what really matters for the player experience.
-
I think I might not have explained ideas clearly enough. Let me clarify: Even with my system, the player wouldn't be a 'generic nobody.' They would simply build their identity over time through gameplay instead of being an already finished character. As a single-player-only player myself, I find that discovering what I enjoy doing and then developing skills around those activities is part of my story. You could still choose a starting lore and background during character creation (much like in Ultima Online, I forgot it was a thing as I always started as an advanced character) to have some skills pre-leveled around the class you chose and have a start ahead. Or you could start from scratch as a Commoner if you prefer (I would) and fully develop a unique character, or even respec it at some point if your playstyle change. It is entirely possible! Pre-set classes with pre-set class lore: have a set of skills pre-leveled (120 points) and a background lore already written. A guided start ahead for inexperienced and casual players especially. Commoner/Advanced: a blank slate starting from scratch with the option to also manually write your own character lore. Total freedom for experienced and hardcore players who want to create unique characters and unique stories. Here is a pre-made starting class skill set (warrior): and the pre-made stats of the warrior: Warrior started with 30 anatomy, 30 healing, 30 swordmanship, 30 tactics. Had 45 strenght, 35 dexterity, 10 intelligence and 10 hit chance increase, 10 defense chance increase, 10 mana, 35 speed, 72 health, and 257 of weight capacity. 70 elemental resistance per type. Even stats could be trained much like skills. Both options could have the option to respec at some point freely or with certain conditions. Skills could cap with special scrolls up to 120-140 (normally would be 100). Or not, if developer doesn't like it. A brief description of the warrior in UO: I actually find it hard to understand how this would prevent someone from discovering the world’s lore or ruin the entire story. UO itself had quests and a world-lore to explore. The player's role is entirely dependant on the world's lore. Could you elaborate on that? If anything, it feels like the current system is more limiting—for example, a Tailor feels almost 'locked out' of combat in single-player, which makes it a class many people would choose but avoid in single player. In my proposal, the base game remains exactly as it is now. Skills simply improve the base experience in certain areas you chose. Blacksmithing: If you aren't a Blacksmith, you can still forge at the standard speed, just as you do in vanilla today. A specialized Blacksmith might just be faster or eventually unlock special armors that you, as a non-blacksmith, could still find as loot or buy from traders. Nothing is taken away; You absolutely don't have to turn off any skill to access everything; things (that are not critical for the advancement of the game) are only added. Climbing: it’s not in the game currently, so adding it as a specialized skill for explorers doesn’t take anything away from a farmer. It just adds variety. If you want, you could still implement basic climbing into the base game and simply make the climber able to better climb and climb on a variety of terrains, with specialized and non-exclusive gear that a non-climber might still buy/get. Sinergy: In a group that decide to climb a mountain togheter, the specialized climber might access strategic things that would help the group clear the task (like placing the hanging bivouac where maybe the cook of the group would have the option to cook a special meal). Isnt that creating a beautiful unique story? A single player that specialized in other skills, would still climb that mountain, maybe slower and would need a bit of food in the inventory (identical to how yo would do it now in vanilla if you install the climb mod). In the end, whether you start as a blank slate and build it over time or whether you start with a ready-made skill set and lore-background, doesnt change much. If anything, offers more to the players both single and multi. Multiplayer: my system would actually prevent the 'identical character' problem. You could have two Tailors in a group—one specialized in leather armor and another in healing and bandages. This creates a much richer social dynamic than just being a 'duplicate' of your friend or being forced to chose another class. Lastly, locking the skill isn't about restricting the players, is about preventing a certain skill to reach the cap and it only serves to customize the character. For example, in an 'all-rounder' build, maybe you want a couple of skills at 70 to have certain bonuses and then invest the remaining points into an eighth skill. These are strategies, it depends on your playstyle and how you want to progress. But in the end, everyone would progress into the base lore of the world while developing their own personal story. It’s exactly like the 'natural evolution' you mentioned: you improve what you use. If we want skills to decrease over time due to neglect, that could easily be integrated. In Ultima Online, you could manually manage your skills by clicking an arrow: 'Up': set the skill to increase 'Down': decrease the skill with time 'Lock': freezes the skill and prevent the consumption of points Alternatively, skills could even be set to all naturally decay if they aren't used; I believe that would be up to the developers to balance. My goal is maximum customization—creating a unique story where the world and how you interact with it shapes your build, rather than being stuck in a pre-set box. In my opinion, this is the final piece of the puzzle that would make this game truly groundbreaking. Vintage Story already features incredible innovations like chiseling and wooden beams, offering complete freedom to explore and build anything. A dynamic skill system would be perfectly in line with this philosophy, bringing that same level of creative freedom to character progression. The most complete and mature games today know how to blend the freedom of a sandbox with the 'guided lore' of classic RPGs. By offering true freedom of choice, the game can cater to every playstyle: whether you choose to settle down and dedicate yourself daily to farm work, or whether you want to focus on exploration, dungeon crawling, and looting treasures. These two paths shouldn't be mutually exclusive; a dynamic system would allow the world to expand even further in the future, seamlessly integrating deeper survival elements with the thrill of discovery.
-
Hi everyone, I wanted to share an idea for a potential rework of the current class system in Vintage Story, inspired by the skill-based progression model from Ultima Online. Right now, classes feel a bit limiting and, honestly, not very impactful. I often find myself defaulting to the Commoner because the trade-offs of other classes don’t feel compelling enough to justify the restrictions. Instead of encouraging diverse playstyles, the system sometimes feels like it narrows them. What I’d love to see is a shift toward a fully skill-based system with a skill cap, similar to Ultima Online. In that model, your “class” isn’t predefined—you build it yourself through the skills you choose to develop. The key element is the skill cap, which ensures balance: you can’t master everything, so your choices matter. Each skill has its own internal progression and give players the opportunity to specialize and obtain more from performing those actions. As you use it, you gradually unlock new abilities and perform tasks more efficiently, allowing for more complex actions and better results over time. (Players can still perform those actions in the base game, but with mediocre results). To make progression feel more rewarding and identity‑defining, each build would gain unique rewards upon maxing their core skills: a special functional item, a cosmetic piece, and a trophy showing mastery. For example, a Mason might earn a Master’s Trowel, a decorative apron, and a Stone Hammer Trophy you can display. A Cook could unlock a Master Dehydrator, a chef’s hat, and a Golden Cooking Pot Trophy. A Navigator might be rewarded with an Explorer’s Sextant, a nautical coat, and a Globe Trophy. These rewards celebrate dedication and give visible recognition of expertise. These skills are modular and flexible. You can choose to combine or simplify some categories now, and expand them later—everything can scale according to design needs. In this skill-based system, explicit maluses aren’t needed and leave off any sense of "wrote destiny". Any limitations emerge naturally from the skill cap: investing heavily in one area, like Clockmaker, automatically leaves fewer points for combat, survival, or gathering. Specialization itself creates the trade-offs, so natural trade-offs are implicit and dynamic rather than fixed. How the Ultima Online system worked For those unfamiliar, Ultima Online didn’t have fixed classes. Instead, it used a fully skill-based system where your character was defined entirely by the skills you chose to develop. Here’s a breakdown of the key mechanics: Skill-based progression Every action in the game improved a related skill. Fighting increased weapon skills, crafting improved crafting skills, and so on. Progression was tied directly to what you actually did in-game. Skill cap (the core balancing factor) Each character had a total skill cap (for example, 700 points total), and each skill could go up to a maximum value (typically 100). This meant you could only truly “master” a limited number of skills—roughly 7 at max level (but there were special loots to cap a few of them to 110 or 120 points) Soft class creation Instead of choosing a class at the start, players effectively created their own class by distributing skill points. For example: A warrior might invest in Swordsmanship, Tactics, Healing, Parrying A crafter might focus on Blacksmithing, Mining, and Trading A hybrid could mix combat and utility skills Dynamic skill adjustment Players could raise new skills even after reaching the cap by lowering others. This allowed for organic respec over time instead of hard resets. Skill locking (fine control over progression) Players could “lock” individual skills to prevent them from increasing or decreasing. This gave precise control over character development, allowing you to maintain certain skills at a desired level while adjusting others. Emergent builds and metas Over time, the community discovered effective builds, but there was always room for experimentation and niche roles. Natural affinities between builds emerge. For example, Butchers and Hunters complement each other, Masons often work with Carpenters, and Archaeologists may rely on Crafters for tools—encouraging cooperation without forcing rigid roles. Why I think this would work well in Vintage Story: Full character customization Players could create truly unique builds instead of picking from a limited set of predefined classes. Want to be a hunter-blacksmith hybrid? Or a farmer who dabbles in combat? You could do that naturally. Meaningful choices through limitations The skill cap prevents characters from becoming overpowered. You have to specialize, which creates identity and encourages replayability. Emergent roles instead of forced classes Instead of selecting a role at the start, players grow into one based on their actions. This feels more immersive and organic, especially in a sandbox game like VS. Better multiplayer dynamics In multiplayer, this system naturally promotes cooperation. Players will tend to specialize and rely on each other, creating stronger community interactions. Long-term progression and engagement A skill-based system gives players more control over their progression and long-term goals. It also makes experimentation fun—respeccing or slowly shifting your build becomes part of the journey. Fits the philosophy of the game Vintage Story already emphasizes realism, depth, and player-driven experiences. A flexible skill system would reinforce those strengths rather than constrain them. Proposed skill set for Vintage Story (UO-inspired) Combat & survival Melee Combat/Blackguard (melee weapons, armor durability, charged attacks, damage, bonus health) Ranged Combat (bows/thrown weapons, accuracy) Defense (parrying, damage reduction, stamina management) Survival (hunger/cold resistance, general efficiency) Healer/Herbalist (first aid kit, more bendages and remedies from flowers, faster recovery, reduced chances of injury, veterinary, cooking special remedies, stitching, creation of antidotes for different types of poison) Fisher (rod and net fishing, traps, bait preparation, fish processing, smoke-drying and preservation, specialized boats and gear, aquatic tracking, acquaculture) Crafting & production Metallurgy (smelting, alloys, metal quality) Blacksmithing (forging, tools, weapons) Carpentry (structures, wooden tools, furniture, joinery that can create drawbridges, secret-door bookshelves) Pottery (ceramics, containers, food storage, glazing, decorating/painting) Tailoring (clothing, light armor, mending, special bandages for the herbalist and first aid kits with needles and threads) Weaving (tapestries, rugs, mats, decorative textiles, loom operation, spinning fibers, dyeing, textile finishing) Leatherworking (hide processing, leather crafting, armor, containers) Masonry (stone dressing skill and specialized tools like chisels, hammers, and wedges, so players can harvest intact stone blocks) Glassblowing (shaping functional glass objects, decorative items, crown-glass windows, stained glass, annealing, specialized tools) Jewelry (gem cutting, metal inlay, crafting rings, necklaces, decorative items, refining precious metals, coinage, engraving) Alchemy (soaps, tinctures, oils, dyes, preservation solutions, chemical mixtures, chemical fertilizers) Brewing (fermentation, beer, wine, mead, cider, spirits, hops and grain processing, fruit and honey preparation, bottling, aging, brewing tools) Gathering & world interaction Mining (unique miner bags, veinfinder increase chance of finding rich ore veins, efficient extraction, faster mining, better efficiency and durability of pickaxes and hammers) Forestry (tree cutting, wood yield, axe durability, better seeds yield, scissors to obtain placeable foilage) Foraging (plants, seeds, wild resources) Farming (crop growth, yield, grafting, hybridization, natural remedies for pests and parasites) Animal Husbandry (breeding, animal care, taming wild animals, less generations needed to domesticate, more yield) Utility & specialization Cooking (nutritional efficiency, advanced recipes, introducing the dehydrator and prepare freeze-dried meals that are lightweight and long lasting while traveling) Preservation (food preservation: salting, smoking, spicing with herbs dressings etc.) Butcher (meat processing, specialized cuts, reduced spoilage/increased storage time, more meat/hide extracted from corpses, butcher bag) Tracking (tracking animals/wildlife, more damage to animals you specialize on) Archeologist/Treasure hunter/Malefactor (excavation with brush and no need for glue, transform loot into functional objects, disarm traps, artifact detection, lockpicking, stealth) Cartographer (specialized and interactive maps, navigation, orientering, tracking) Climber (climb walls with ropes, pitons, helmet, icefall climbing with ice pick and crampons, ledge climbing, snowshoes to prevent snow sinking, hanging bivouacs on cliff faces using specialized tents) Spelunker (improved nocturnal vision, fall damage mitigation, carbide lamps, echo-location of big caves)( Clockmaker ( small mechanical devices, gears, levers, pulleys, traps, repair of instruments and mechanical objects, tuning spear) I’m not saying the current class system is bad, but I feel like it could evolve into something much more engaging and aligned with the sandbox nature of the game. I’d be really curious to hear what others think—would you prefer a more open, skill-based progression system over predefined classes? Thanks for reading!
-
It would be very cool to have a mod for washing our clothes. - hanging them with specialized hangers that can stand up alone in a field or be fixed on a wall underneath a window or a balcony - folding them and putting them aside - washing them in the river and in specialized buckets with a washboard - create an antique automatic washing machine: a rotatory basket like it really was done on the alps by europeans it would go very well with the soap mod and the new rapids mechanic! https://thumbs.dreamstime.com/b/valtoare-wash-machine-romania-natural-washing-device-called-sapanta-village-162979634.jpg
-
It would be very cool to have a mod for washing our clothes. - hanging them with specialized hangers that can stand up alone in a field or be fixed on a wall underneath a window or a balcony - folding them and putting them aside - washing them in the river and in specialized buckets with a washboard - create an antique automatic washing machine: a rotatory basket like it really was done on the alps by europeans it would go very well with the soap mod and the new rapids mechanic! https://thumbs.dreamstime.com/b/valtoare-wash-machine-romania-natural-washing-device-called-sapanta-village-162979634.jpg
-
E per chi non vuole giocare su server ultra-moddati o server di youtuber vari ma trovare un gruppo di amici italiani, c'e' qualcosa?
-
Your points are valid but the game actually stun the crops for being into the sunlight once the weather reaches certain temperatures. IRL crops enjoy the sun until its torrid, here is a bit different. So it would make perfectly sense to move the crops under a shade, which is not the darkness of a closed space, more like awnings and tree foliage (a semi transparent block). I'm shocked the greenhouse don't protect my crops from either cold nor warm weather as they are currntly cold-stunned. I planted them with a -5 temperature and the greenhouse should give the +5, so any crop cold-resistant until -5 should have been unaffected by the outside cold. The greenhouse is recognized as a room and I got the bonus, still all of my crops had problems. IRL I live in the north of Europe and I can plant anything I want as long as they are protected in my greenhouse and surely carrots and turnips are not much affected by cold if they are planted ouside. That's because I am in the north of a fairly temperate land. I expected somewhat the same in game. I am guessing the altitude is the real factor here. But my crops are not over the top of a mountain, rather on a valley near the lake. As for the climate Idk I moved just 600 blocks north from my spawn, could be still a temperate one. Not having a biome indicator doesnt help in understanding which climate I am in. How do you know for sure? It is certainly not that north to be considered a siberian climate tho. I saw a gameplay of a guy playing the default world as me and he had to move 30k+ blocks to reach deserts and tropical climate to be able to benefit from warmer temperature. Sounds a bit too much to me? Surely there is a middle-range zone and I guessed it was the spawn area but I am not so sure anymore.
-
I found no other topics about it, sorry if that was already suggested: It would be nice if crops under tree shades would get some heat protection. It would add a lot to the immersion, which is already so nice with the sole fact that we have those shades! not sure if it is doable but still would be cool to have a "+1 from shades" like the greenhouse effect. Also would be nice to have an easily accessible light level monitor command, since it is so crucial for optimal farming. Maybe a tooltip like the "will mature in x days". I would add this feature to every block so one can make sure to build a spawnproof room aswell. I know a mod exhist, but it works with a "highlighter effect" rather than having less invasive and more elegant tooltip. and I think this is a much needed vanilla feature.
-
Thanks a lot! I was really hurting my head with this. If you pick up the cooking pot, the glue goes on the floor, but once you destroy the pit, the glue dissolves aswell, you cannot click anything with the bowl at this point. You have to click with the bowl on the glue while it is inside the pot on the firepit. and never touch the pot! I should add you have to click multiple times in order to get a full liter into the bowl, which is necessary to get 1 step into the repairing done. 33%/66%/100%. You need to use it thrice in order to be sure to recover the loot intact. So its 3l per object. Works in vanilla perfectly fine with this method!
-
I tried a bit of chiseling and made a vintage singer sewing machine (the one my grandmother had!) and some stairs! I think I'll convert the pine wood with some other stone and leave only the inlay made of wood, not sure about it!# but I think it is cool for my first try with that new genius mechanic. Endless possibilities!
-
- 30 replies
-
- 8
-
-
-
-
It's January in my game and I decided to upgrade my dirt hut finally! I fell in love with this beauty here and tried to recreate it in my first survival ever. Took another reference for the interior and I feel like I managed to replicate what I had in mind entirely! But boy oh boy was that hard to build. And it is only a starter house. Love the challenge! Coming from 10+ years of building on Minecraft... I am amazed at the potential of this game!!! How cool is that I managed to chisel a coop ladder that is fully functional? Cannot wait to get more into chiseling, it is game changing! Love the ancient and medieval vibe this game deliver and the freedom to build whatever I have in mind! I only wish for some more blocks in the future, like inner and outer stairs corners and more variants for some interesting blocks (like the ancient white ones I saw in creative that screams ancient Greece build) but maybe chiseling will solve all of my problems. It is entirely a new concept of building for me. I cannot wait to see where this masterpiece of a game will go in the future! I also cannot wait to repair the treasures I marked and make my spaces more lived in. At some point I am sure I will be inspired to build a castle with a huge armory and an alchemist space with all those amazing ancient scrolls and candles and bottles, but I am loving the historical progression so far! How coul would be to have a secret-passage-library in the future I was wondering? But for now I am just a humble peasant!
-
After many videos about Hytale and after many mediocre Minecraft updates, after years playing games older than 10+years (apart from Stardew Valley or Terraria) I bought VS today and skipped Hytale. So there's that. Not everyone will prefer that eyecandy childish graphic and enviroment. Graphicwise it is like Minecraft Dungeon I feel, a bit underwhelming. There are people like me who are very nostalgic of past games, where quality of gameplay and artisanal/artistic craft were the focus. Also the amazing retrographic is phenomenal, reminds me of old good days on Ultima Online. There is some Skyrim in it too. There are many old good medieval games that really made my childhood magical. Things in VS like the sounds of chest or items, the soundscape and the very deep and detailed mechanics, the slow pace that let's you focus on meaning and let you rejoice for finding just a shell or a new herb, the satisfaction you feel when you fire the first firepit in the night thinking about how hard was for mankind to get me to play on a PC today, those things sold this game to me instantly. I never felt so excited for a new game in YEARS and I just played a few hours without any goal other than enjoying the little moment. i spent my first night in a roofless mud hut with a firepit and my haybed watching the stars and cooking fish to the sound of grasshoppers, wolves and fireflies. The day was brutal with animals attacking me. When I found the horsetail I was in heaven ahah. I can save and keep going from where I left anytime and for as little or as much I want, it won't take anything back from the experience. It is a mindset problem I believe. Nowadays players want all and fast, need to stream and demonstrate things to others. Casual gamers invaded the market and changed the entire scene from a nice hobby into an industry. Everyone look for money and profits. There are no meaningful relationships anymore. There are no communities out there were I feel people could confront on deep topics and establish meaningful friendships. I praise VS for keeping a little space safe for us nostalgic millennials and such. At least I am finding peace in my singleplayer after many multiplayer delusions. I hope to find a old fashioned community aswell here in the future. Don't feel any urge to try out Hytale or go back to Minecraft lol. Thanks for this gem of a game.