Feedback & Suggestions Megathread

Please post all feedback and suggestions here. This way we can more easily see the most popular ideas requested by the players.

Planned features for next update:

  • Player trading
  • Quest indicators on mini-map and world map
  • Territory system

Expected release date: December 2025

2 Likes

So, here’s some quick feedback from my side, starting with the character customization. There are a total of 5 characters (3 male, 2 female), and there’s a decent amount of customization available from hair, skin, and eyes but i would hope that more features are added such as face structure, tattoos, different classes and clothes. At the start of the game we are spawned at a village, if i talk about the visuals based off on the first look, it’s a bit cluttered, the UI is too big and covers the character, and the ambience is too red, which makes it look unappealing. The movement of the character is fine, but the combat sucks. Also, there are no tutorials or guides. There’s a map given, but it also indicates nothing, but since it is in the early stages of development, that’s a given. The enemies are seriously overpowered, and our character’s combat is no good; the hits are delayed, the damage is barely there, and you have to get very close to an enemy to land a hit. The terrain isn’t very well made; there’s only one map. I hope to see more greenery, to be very honest, and more NPCs plus a good range of dialogues for them as well. The camera movement also can’t be changed, which is quite difficult to play with for me personally, as I’ve played many open-world games, and a free-look camera is always appreciated. Lastly, the naming of the enemies and customization options honestly don’t sound that good to me. They just sound like a bunch of random words mixed together and aren’t innovative or cool. The jumping mechanism is nice; I didn’t encounter any glitches or bugs. And yes, the water graphics honestly are very bad. I would love to see some reflection, plus the swimming mechanism also needs to be fixed; you can’t see your player swimming. Underworld exploration would also be appreciated for treasures and loot. So that was my review. I hope you guys all the best for the release.

4 Likes

Thanks for your feedback here, it’s well received and appreciated.

If you don’t mind, could you clarify a couple of points for us?

  1. What type of free-look camera did you have in mind? There is an orbit camera on the player that is activated by holding down left click, but it snaps back once you let go of the left mouse button.

  2. In terms of combat, what was your expectation? MOBA style, action or tab-target? We are deliberately aiming for a traditional tab-target style of MMORPG combat, which I can appreciate may not be to everyone’s taste.

The rest of your feedback was very clear, and we’re working diligently on the points you raised. Thanks again for taking the time to share your thoughts!

3 Likes

You’re most welcome. And as for the mentioned points,

  1. By free look, I meant allowing us to freely rotate the camera without making it snap back into its original place.
  2. And in terms of combat, an action combat style is what players usually aim for nowadays (me included). Tab-target style is nice but not very interactive. Action is a big part of MMOs; hence, making it interactive would be very nice. But keeping in mind the high ping issues, it is difficult to aim for an action combat style, which is understandable. I would love to see a hybrid style of gameplay, though.
    However, that was not my main concern when I mentioned the combat. As I mentioned, the hits are very much delayed, there’s no dodging option, and also no guides to tell you what keys to click to do a certain thing. I was clicking random keys until I figured out I had to press the number keys. Also, I think the only way to lock on an enemy is by clicking them, which is not very smooth; an auto-locking feature with a manual switching option would be nice, and also some animations while performing actions. There’s one more thing I think should be added, and that is a mount.
5 Likes

Thank you for your hard work and dedication in developing this game. I’ve been enjoying it so far. I wanted to share some feedback and a few quality of life suggestions that I believe could help enhance the overall experience:

Bug Reports

  1. Loot Collection Issue: Occasionally, loot doesn’t register properly.
  2. Combat Bug: There are moments where attacks don’t register on enemies, even when targeting seems accurate.

Suggestions for Improvement

  1. Map Navigation Aid
    The in-game map can feel a bit confusing at times. A compass or directional indicator (e.g., N/W/E/S or an arrow showing the player’s facing direction) would be very helpful for orientation.

  2. Monster Level Display
    It would be great if enemy levels were visible so players can better assess the strength of opponents before engaging.

  3. Detailed Character Stats
    A more detailed status screen showing current attack speed, critical hit chance, and other key stats would greatly improve gameplay transparency and allow for better character building.

  4. Clarify Point System
    The current skill and stat point system is a little unclear. A clearer explanation or tooltip would help players understand how point distribution works.

  5. Currency as Lootable Item + Loot All Option
    It would feel more natural and immersive if currency dropped as a lootable item rather than requiring a separate “Take Money” button. Additionally, changing the “Take Money” button to a more intuitive “Loot All” option would improve flow and reduce unnecessary clicks.

I hope these suggestions are helpful! I’m excited to see how the game evolves and improves over time.

2 Likes

Thank you for the good feedback here and welcome! I think you are on point on all of these suggestions.

We will do our best to implement them in the next couple weeks, although the UI changes will likely take longer as we are in the process of recreating the entire UI.

By the the way, it is possible to determine a monster’s level by right clicking on the monster, although maybe not the most intuitive solution. In the future we plan to use color coded names to designate monster level relative to the player, with additional information available to players with high perception, but this feature is not implemented yet.

Currency (Gold) as a lootable item is also a planned feature. It will become more important in the future when you are able to loot other player’s inventories and take the gold they are carrying on their person.

5 Likes

can you add markers in map so we remember certain places such as our houses, some important merchants/npcs , etc to make navigation a bit easier? if possible can you also add the feature to zoom in/out of the large map?

1 Like

Yes, this is definitely a planned feature and good suggestion, thank you.

1 Like

welcome!

1 Like

So first off, let me start by saying that I understand that this is on the very early stages of development and my comments come from a place of wanting to see this game grow and that I’m not just criticizing the game for no reason.

Initially the game itself runs pretty smoothly but some animations are still a bit wonky, like jumping.

Next would be the map system. Both the minimap and main maps are a bit unreliable as they are now so I hope they get updated as well.

I’ve only clocked in about an hour or so of active gameplay so far so i haven’t tried some features yet like the house building or anything to do with the Innkeeper so I can’t comment on those aspects yet.

For questing, I would like to get a bit more context or at least some directional help from the quest log. While some were slightly helpful like saying “you can find the by the coast” or “go to the swamp just outside of town”, others were just straight up “go kill this thing” without so much as a clue as to where to find the monster in question. I understand its a small enough map so I can just explore until I find it but in future updates, especially since I saw you mentioned on planning to add 2 new continents, I think map markers, quest log context and other such additions would be very helpful.

I currently stopped because I noticed i wasn’t leveling up anymore so I’m assuming the level cap is only set to 10 for now which I think is a fair limit for us to test the features of the game. The combat system is easy and straightforward enough, hopefully there would be more dynamic additions to it in the future.

Lastly, I saw that you mentioned you were planning to focus more on PvP which is great, but I also hope that you don’t skimp on the PvE along the way.

Overall I enjoyed the game and am looking forward to more updates and content. Great job to the Devs and hope to see this game grow!

5 Likes

Thanks for the feedback here, it’s much appreciated. The next feature we are implementing is a proper minimap/map system with indicators etc, so it’s good to see this feedback here.

We also plan on redoing the current quests in the game as they are really just placeholder quests, tasks really.

It’s difficult to focus on the PvE aspects because it’s quite time consuming and there is little replay-ability unless you are creating new characters, but we’ll do what we can in this regard.

2 Likes

i couldnt sleep so tested a few things.

1.you can place your house literally at mob spawns and beneath the water. i am in support of control of these zones for pvp but its just a hassle to have someones cottage where mobs are spawning.

2.i tested the water login logout bug. it does have an issue.if you log out while swimming and login again, your character starts to literally “walk” on the seabed when u login again. while it doesnt prevent movement, it may be good to fix it by teleporting any such player to the town.

  1. the spells are working perfectly again.
  2. guild system: its a suggestion; please dont give players ability to find guilds/clans like in other games(you can just search for them). a better idea is to have guild houses for individual registry to guilds, similar to cottages or having npcs that help player get admitted into a certain guild. this idea appeals more to the fantasy/medieval genre.
  3. i get new players finding the game difficult but the higher level bosses can be made a bit more difficult.at lvl ~7 i believe a player is already experienced in dealing with mobs.i also think you made drakon and demonoid thing a bit tankier but please do increase their damage.13-20 is quite low.
  4. this is a suggestion regarding points 1 and 4: please create a buffer zone around village wherein no player made contructions can be done. same with npcs if you plan on adding them. adding buffer zone to other places is your choice but i believe village should be a bit newbie friendly area.

thats all for now, thank you for taking time to read all this.i will be off again now.

4 Likes

also i am sorry for writing this too formally, coorporate mode is on rn. i will get a bit casual when i get a bit of time on my hands again.

4 Likes

Thanks for the bug report and suggestions here, much appreciated.

I am thinking when there are too many cottages, we will make them vulnerable to damage and target-able by mobs. That way, if you build too close to a mob camp your cottage will be destroyed. We will also add upkeep to buildings with a weekly cost so that the building’s of inactive players won’t clutter up the world.

For now everyone can just build wherever they want until it gets too out of control.

2 Likes

also i emphasize a bit on point 4. its a really cool concept that isn’t present in almost any mmorpg. if u plan on adding npcs, you can have them killable by guild leaders/other important guild positions. this helps in npcs not getting too concentrated in an area(also helps in elimination of non active guilds) and its a really good experience just exploring and being able to discover things like that.it is a bit inconvenient on the player end. but i believe the game is not in medieval setting if everything is so convenient like in the modern times.

3 Likes

The current plan is to make guilds visible on the world map (guild territory is created when buildings are placed down). You have to find the guild leader or someone with authority and ask them to invite you in order to join.

This feature probably won’t make it into the next update though.

1 Like

i am down for about everything as long as its not the boring guild suggestions and a few clicks to get u into a guild

3 Likes

yeah i could not agree more bcz i am here for this and i also created a guild so these things are quite intersting

2 Likes
  1. hands below feet while sitting(minotaur).
  2. polearm animations, running literally scraping them off the ground.(optional suggestion)
  3. a few more weapon options for 2 handed weapons(like upgrading from one to another, not just 2)
  4. balance of melee vs ranged. mobs are really tough to deal with in melee. in ranged, its very very easy.(i get why you arent making game more difficult now david). improvement:add a few ranged attacks on mobs.
  5. unusually high muskes drop rate. i literally got my inventory almost filled after killing only like 15. not to mention that few of them dropped whole armour sets.
  6. either 1(basic) or 3-4 drops in few select npcs. idk if i used up all the luck i have left but some sorcerers and a few other npcs were either dropping only their own drop or many drops together.
  7. floating tents in mustes area(already dm’d)
  8. protection of mine workers: zators mine worker died in literally 1 hit. would be more interesting if they can atleast attack back a few times before dying.
  9. cottage cant be placed on stones on the dragon hill. it literally goes through the stones and gets placed or it gets placed inside the stones.
  10. cottage can literally be placed inside a tree as long as the bas doesn’t touch it. it can be placed on some places wherein land is obviously very rough(refer to near the tower beside arachnids).(already dm’d)
  11. same beard issue with minotaur(colour of horns and head) when wearing armour, it reverts to default.
  12. this can be an only me problem but unity error is frequent when you respawn from a faraway place.

one bug i want to test but cant due to water glitch. anyone can test this:

try sitting/jumping while swimming.

also havent mentioned a few bugs which i dm’d(most of these are copy paste from notepad).

3 Likes