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Hello, progress on Lethal Company has stayed very steady and is going well. For this update I'm focusing on new tiles for the existing interiors, aiming at 10 new tiles for each.

For the mansion I've made five new tiles so far; a few of these are "cap tiles", which cap the ends of branches so that rather than a simple dead end, there's sometimes an interesting room serving as a destination. (Bedrooms, garages, etc. usually don't have two doorways in and out, even though those are the rooms I thought would be most interesting.)

I'm making a point of adding lots of interactable props into these rooms also; ideally it should feel like scrap can be hiding anywhere. I would like more interactivity with the environment.

I also had to shrink the size of every tile in the mansion vertically by maybe 30 or 40%, since these tiles were too tall to fit a staircase within a 1x2 tile. This really isn't noticeable except for the main grand staircase room, where it's very obvious and unsettling. Hah

I might keep the old size for that tile, even though it means that tiles branching from the main room couldn't connect between the lower and upper floors. (That's very rare anyways.) However, it might feel nicer running between the different doorways when the main room doesn't feel as massive. The tradeoff is that the tile's whole aesthetic purpose is to feel as grand as possible.

It also means that the library tile's staircase feels much more natural and doesn't lead straight into the wall. It actually lines up with the nearby doorway. This was one of the things that made me decide to go through with this sweeping change, as the scale of the library also just feels much more realistic while still being quite large. I don't have a comparison for this one though.

Adding 10 new tiles for every interior might be too ambitious for one update, so once I'm done with the mansion, I might release the first of three parts of this update.

Besides this, I've been playing an RPG called Look Outside, which I've surprisingly had a lot of fun with. RPG's are usually a genre I've stayed away from (despite Undertale being my #2 favorite game), and typical body horror has gotten a bit old for me. But this was the only game I could find while looking for something new to play, so I just tried it out. It's really good.

I'm excited for Switch 2, and I'm going to have to figure out how I'll get any work done once it's out. I might actually need to give myself a weekday schedule. There is also the possibility that rewarding myself with play sessions of Mario Kart World will actually motivate me to work more than normal.

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Comments

Adlol 2

OMG the best info that's such a great idea new tiles cant wait to play it!!!

Danielus04

Nice! I'm happy to see old interiors getting adjusted

Duttbust

what do you think about the new expressive donkey kong geekerss?

zeekerss

Great. I mourned all the characters always being stuck to the same rigid models

RainingLamppost

Look Outside is such a great game!! I was one of the first to buy it when it came out on Steam but have yet to beat it (I only stream it to my friend so it's been slow going) - Lethal's lookin real cool, glad progress has been good on it and you're hopefully enjoying yourself 🙌!

TheHumanPerson9753

Woo new tiles can’t wait, btw I know how to solve the switch 2 problem, don’t buy it we need to boycott Nintendo, if you have a 2018 switch you can mod it

meowguy

so excited for this! good luck!

Evan Rosso

YESSS!!! TREAT YOURSELF WITH MKW!!! YOU DESERVE IT!!

ComicalFont

Yooooo you love Undertale? It’s such an amazing world and story, the gameplay’s very different from what you’ve made but have you found any parts of it have inspired your work?

Duttbust

so real 💔

CaliberPlex

Thoughts on the switch 2's pricing? Personally not worth the value despite all the advancements. Nearly a grand for the whole console.

SoozGoos

new tiles sounds amazing, and I love the ideas you have for them bro :o

Number1Riker

I think it would be better to release it all in one update so that you don't run into the issue of people hoping for mansion because its so much more fleshed out than the other interiors.

Jacob Ostler

That's exciting. I like the idea of introducing these updates in small chunks to keep us on the edge of our seats.

ripulipepe

I think all interiors should be updated in the same update even if it would take long. also 10 for each sound almost too good to be true and people probably wouldn't mind like 5 per each for the time being. maybe more for mansion since its supposed to be the exiting one you pay to see!

kirboi tunez

The mansion's great [???]!. I really like the way it looks.

Enix165

This is super cool zeek! Rlly liking this and the plans. I agree with one other comment tho, I think releasing all the interior updates at once would be better, even if it means we have to wait longer. Quality over quantity!

Kitriff

These new tiles look great! And adding more interactive props is a good idea, it's much more interesting to find scrap hidden like this rather than it just laying on the floor.

Peko

I think a nice room to add would be an apparatus room for mineshaft and mansion, but idk if that would really fit with their theme

fat motherfrickin toad

I have 2 comments/question. 1. like the Idea of the cap tiles, it could make these interiors so lively and fun to see, but would they act like scrap rooms or not.? 2. I also like the releasing updates in chunks Idea. But also, how would that work with the V numbers? would it be like v70, v75, v80, or v70 part 1, v70 part 2, v70, part 3? I’m excited to see in game!

fat motherfrickin toad

You should release a community poll for whether or not to reales it in chunks. It seems pretty split right now.

Zackary Dumont

Glad to hear that updates for interiors are coming 1 at a time gives a spark to the game to be excited for

Fred Schmid

These look fantastic! My friend groups really been wanting more interior variety for awhile and this looks great!

That_One_Sloth

Is version 70 just gonna be a one time thing, and then we won't have any more updates to lethal company again, or is development resumed?

Soulexi

Hey Zeekerss, I know this might sound selfish but I really don’t want to see LC fade away. It’s my favorite game, and I’ve had a ton of fun playing it and interacting with the community. I honestly feel like it has so much more potential. I respect the vision you have for it and all the work you've put into updating it but I’d love to see it improve faster. I also read your other post about R.E.P.O. and honestly, I think LC’s way better than R.E.P.O. It has a higher skill cap, the entities are way more interesting to deal with, and it really makes you feel like you're there on a hostile planet. I think it could go even further with some extra support from other developers or dev studios. Also unrelated but here’s a list of some bugs, issues, and suggestions that could be of interest: 1- Shovels visually clip into walls when swung at close range. 2- Shovels produce no sound when hitting certain objects like the containers on 71-Gordion. 3- Add different sound effects when hitting different tiles with a shovel, sign, and knife. 4- Yield signs are just heavier shovels with no trade-offs (damage, range, or attack speed). 5- Give shovels a charged swing feature with 0.5 more damage to each charged hit. 6- Knife stabbing animation does not match damage output. 7- It's difficult to judge a knife's stabbing range by just observing the animation. 8- Non-organic entities like coilheads should not bleed when stabbed with a kitchen knife. 9- Magnifying glass does not magnify. 10- Let us kick the soccer ball into another ball for fun, and maybe have it launch forward into the air when jumped on. 11- Let hairdryers blow away masked hornets and maybe flying hoarding bugs to an extent (could be a bad idea). 12- Numbers in steam names are not visible in-game and sometimes names default to "nameless". 13- Add a quick and nice shotgun safety toggle animation. 14- Let us microwave scrap for fun effects, with each scrap type reacting differently when microwaved. 15- Scrap can clip and fall through or get stuck on the ship's walls. 16- Add tile-specific scrap like canned soup spawning in or near the mansion's kitchen. 17- Improve death, hitting and killing effects and animations for a more impactful experience. 18- Scrap stored in cupboards do not stay in the cupboard when it's relocated, same with the newly added fridge and microwave. 19- There's a bug where scrap stored in furniture falls to the ground when the save is reloaded. 20- The fridge's doors don’t open wide enough for comfortable use. 21- You can make hoarding bugs dance when players dance around their nest. 22- Increase minimum value of goldbars. 23- You can let scrap spawn on existing shelves in the facility and mineshaft interiors. 24- Masks are forever lost when players wear them. 25- You can add a broken mask scrap that you can acquire by killing a player that turned into a mimic after holding the mask. 26- Buff the Zap Gun by adding a short stun after channeling (scaling with zap time) and let it disable turrets to make it a viable alternative to shovels. 27- No incentive to buy TZP-Inhalent and most equipments especially the Radar Booster. 28- Allow the beltbag to carry some small, weightless, one-handed scrap like paper cups and pill bottles. 29- Company Cruiser is only viable in 1-2 maps. 30- Adjust terrain on all moons to allow cruiser use without needing the jump boost, but avoid making it too easy. 31- Players abuse a spot in Artifice to fly from the fire exit to the ship using the company cruiser (positive = we're using the cruiser, negative = we're only using the cruiser on Artifice). 32- There’s a bug where exiting the cruiser while it’s flipped on its side can clip you under the map. 33- You can make a moon with more than one clear path for the cruiser to take. 34- Add unique snow-themed outdoor entities for moons with snowy biomes. 35- Add flowers to desert moons since bees spawn there, maybe even a Venus Flytrap-type plant. 36- Future moons could have small safe trenches and caves in the exterior instead of the regular cabin. 37- Add a new rocky moon with volcanic activity. 38- Add shallow bodies of water like ponds, streams, or even hot springs. 39- Add wind and subtle tree movements on certain moons (based on weather conditions). 40- Add a moon with giant prehistoric trees, maybe one with purple or non-green plants based on early Earth theories. 41- Add fungi and moss. 42- Randomly generated rocks with desert textures spawn in snowy moons, you can replace them with meteorites or icy rocks that fit the theme. 43- Fogs shouldn’t exist on desert moons like Assurance and Offense due to their arid nature but you could instead add sandstorms. 44- Add fireflies or make circuit bees glow and send a few bees to collect pollen at night. 45- Add aurora borealis to brighten up the sky at night on some moons. 46- Add different tree species and sizes to different forest moons to distinguish them from one another. 47- Add more things to 71-Gordion. 48- Add rooms that tell a story, something that helps players understand the lore of Lethal Company. 49- Add a spaceship crash site on one of the moons that players can use as a hiding spot while also contributing to the lore. 50- Work on Embrion and turn it into a moon worth playing (a lof of potential there). 51- Dine is almost never played and needs some changes to the exterior. You can lower the difficulty by limiting forest keeper spawns to one or by adding cabin-like structures to the moon to balance it out. 52- Offense is seen as a difficult and unrewarding Assurance and is avoided by players. You can fix that and redesign the exterior a bit to make it a more enjoyable experience. 53- Boulders on Offense and Assurance are buggy and players sometimes get stuck on them. 54- After the recent changes, door frames in the mansion no longer help identify the path to main. Please bring that system back. 55- Some of the new interiors are way too cluttered and feel more REPO-like than Lethal Company e.g., bathroom and bedroom. 56- Reduce the number of drawers when possible. It might work for REPO, but in LC, time matters and opening 4+ drawers every time we pass by a cupboard feels excessive. 57- Add more reasons to explore the exterior beyond just beehive scouting. 58- Add steam achievements like collecting logs, scanning all entities, retrieving 50 hives, etc. 59- Add a buyable clock for the ship to display in-game time, a quality of life item for lazy terminal guys. Calibration could require holding E after seeing the sky. 60- Tone down or remove interior fog, it’s a common reason for lobby resets. 61- Players who played 100+ hours in Early Access could be awarded a little medal on their in-game suit. 62- On some moons scanning outside the facility shows multiple main entrances. 63- Add swimming with weight affecting how well you float or sink. 64- Add scrap that reduces player weight in water to help them stay afloat on flooded moons. 65- Uncommon but sometimes water tunnels in the cave are too narrow making it impossible for players to pass through. 66- You could add variety to water tunnel designs like straight tunnels, longer L-shaped ones or even a big underground lake. 67- Slightly nerf the giant sapsucker’s ability to break open the ship’s door since stealing one egg is already hard enough and could sabotage the entire game. 68- Reduce the giant sapsucker’s vision and hearing range or response time so players have a fair chance to steal an egg while it’s asleep. 69- Make some eggs uncrackable, while others can crack depending on how they're carried (more sprinting or jumping increases the risk). 70- You can allow us to store eggs in the fridge to prevent them from cracking and alerting the giant sapsucker. 71- Let the egg slowly shake before cracking rather than just cracking and starting a blood bath a second later. 72- Maneater leap/attack sound does not fit with the rest of its sound design. 73- A grown-up Maneater isn't fun to encounter and players often abandon the entire facility once they hear it. 74- Make maneater leap dodgeable. 75- Change hoarding bug infestations so they start with two and gradually increase to be 8+ over the course of the game. 76- Disable other types of interior entities from spawning indoors during an infestation. 77- You can make hoarding bugs avoid bunker spider territory since both are territorial entities in a way. 78- You can add baby hoarding bugs that have a chance to spawn after a hoarding bug establishes its territory with scrap. 79- Forest Keepers can sometimes grab you through the cabin or ship’s walls. 80- Let forest keepers break some trees and branches as they run toward players. 81- Let forest keepers grab and shake the ship with their hands for a few seconds before de-aggroing and heading elsewhere, instead of just awkwardly sliding along the walls. 82- You could implement 2 personality types for mimics depending on which mask possesses them. 83- Let masked entities lock the ship's door at times. 84- Let masked entities turn off the ship’s lights and wait inside, then sprint at the first player who enters. 85- Add a subtle way to tell if teammates are in critical health, like a cracked mask or blood stains. 86- Eyeless dogs can bite through ship's walls. 87- Circuit bees can sometimes aggro through ship's walls. 88- Slightly increase running speed when moving downhill. 89- Stamina shouldn't be drained when holding shift while airborne. 90- Nutcrackers can sometimes spawncamp you and kick you as soon as you step into the facility. 91- Maybe add an indoor Monster-to-Monster interaction, similar to how baboon hawks and eyeless dogs interact with each other. 92- Airhorns should ward off baboon hawks to an extent (cruiser honk too). 93- Allow players to bait baboon hawks, snare fleas, and tulip snakes with laser pointers but make them resist or ignore it at times. 94- Add a harmless crow-like entity that watches players from a distance and collects lightweight scrap they leave outside the ship and stores it in its nest. This could either help or hinder players depending on where the nest is located. 95- Butlers spawn in mineshaft interiors which is unfitting. 96- Give entities more personality with unique neutral behaviors, like tulip snakes playing together, etc. 97- Let hives spawn on trees to add variety to hive retrieval. 98- Let tulip snakes jump from tree to tree. 99- Make Hygrodere change colors and maybe glow a bit when spray-painted, then slowly dissolving the paint and returning to normal for a fun player-monster interaction. 100- Make all entities paintable without any bugs. 101- Spore lizard gas should obscure visibility and reduce or block line of sight of all entities. 102- You can create a food chain where some entities avoid or prey on other entities. 103- No way to beat extremely high quota runs even with perfect gameplay. It starts to get difficult at 6K. 104- No real progress system in place to keep you hooked for long. 105- Rank resets to "Intern" after leveling past "Boss". 106- Challenge moons are not exciting enough for most players. 107- Consider adding special music tracks to challenge moons to make them feel more intense and exciting. 108- Autopilot should take longer to activate if only 1 player out of 3-4 is dead and votes to leave. 109- Make it less punishing to sell early. 110- We can have a major graphics update with better shadows, anti-aliasing, etc. 111- The light from lamps creates a glare or overexposure which makes it harder to see at night especially during storms. 112- Make it possible to fall off ladders while climbing for more agility. 113- The training manual on the ship appears to be floating when observed at a certain angle. 114- Introduce an ocean moon with new unique interior, entities and scrap. 115- Add more customization to settings like the ability to change HUD size, etc. 116- Currently a host has to leave and reload the game to invite players. 117- Make invites possible when in orbit. 118- Add an option to make servers invite-only among other options. 119- Add an in-game menu to browse and join friend-only servers, or just display them in green at the top. 120- Typo in one of the ship's posters ("navioate" instead of "navigate"). 121- It still says press [G] to drop object after changing it to another key. 122- Terminal scan is inaccurate when used by anyone other than the host. 123- Scanning does not always scan. 124- There is an uncommon bug where the quota screen appears blank when it's time to sell. 125- Add more character customization options to the store to counteract the use of skin mods. 126- Add new emotes, maybe something that works while running, crouched or carrying things. 127- Add more buyable paintings to choose from. 128- Add a "Preview" to the store that allows players to see a visual representation of things before confirming their purchase. 129- Add more TV channels, maybe a funny toilet paper advertisement, animal planet or weather forecast. 130- Make the advertisement pop-up a bit less intrusive. 131- Add a coffee machine or water dispenser as furniture that lets us use our mugs and paper cups. 132- Add buyable ship computer upgrades like a better camera, wider monitor viewing radius, the new trail-to-main feature, and a longer disable duration for mines, traps, and sentry guns. 133- Scanning the apparatus sometimes shows "???" instead of its actual value of 80 credits. 134- Make apparatus worth more when grabbed earlier for a high-risk, high-reward option. It could change color/brightness over time to indicate its value. 135- Mines, traps and sentry guns can kill you as soon as you enter fire exit. 136- Corpses can stretch and are sometimes ungrabbable. 137- Add a difficult way to deaggro a jester without leaving the facility like surviving an hour behind 3 closed doors and not making any noise which resets each time someone dies. 138- Fix how shovels and signs look when stored in a cupboard as they sometimes clip through and appear in awkward positions. 139- When thrown, easter eggs can fall through some tiles in the facility. 140- Add a less common color-marked easter egg that always explodes when thrown, but takes 2-3 drops to explode when dropped. 141- Make it less punishing to sell early. 142- Add more temporary weather conditions. 143- Butlers spawn in mineshaft interiors which is unfitting. 144- Add more things to 71-Gordion. 145- Add a colorblind mode. 146- Add more customization to settings like the ability to change HUD size, etc. 147- Spore lizard gas should obscure visibility and reduce or block line of sight of all entities. 148- Add a spaceship crash site on one of the moons that players can use as a hiding spot while also contributing to the lore. 149- Add new emotes, maybe something that works while running, crouched or carrying something. 150- Add a "Preview" to the store that allows players to see a visual representation of things before confirming their purchase. 151- Add buyable ship computer upgrades like a better camera, wider monitor viewing radius, longer disable duration for mines, traps, and sentry guns and the new trail-to-main feature. 152- Add a coffee machine or water dispenser as furniture that lets us use our mugs and paper cups. 153- Remove the weird city image that appears far into the distance. 154- You can add a garage on 71-Gordion where we can customize our cruiser. 155- Add a track on 71-Gordion so we can practice driving the cruiser. 156- Let us run over and kill or damage some entities with the cruiser without worrying about bugs. 157- You can add a harmless young sapsucker that runs away from players. 158- You can make playing on default or slightly low brightness less punishing. 159- Reduce the size of some furniture (shower, couch, record player) so we can fit more of them in the ship. 160- Entities should leave footprints when they step on blood or other liquids inside the facility. 161- Entities should leave footprints when walking on snow. 162- Let us see more of the terrain ahead when we're driving the cruiser (raise the seat!). 163- Increase cruiser grip on ground. 164- Add more design variants for existing furniture like the chair and table. 165- Add new unique ambient sounds to different rooms or areas, or when we're near certain objects. 166- Let us place or rotate furniture more precisely using a “snap” or “grid” toggle so it's easier and neater (OCD friendly feature). 167- Add detailed player stats at the end of each day (entities killed, scrap collected, meters walked, etc). 168- You can add a mini-game to the ship's terminal for when we're waiting for an afk host in orbit. 169- Add an option to disable early auto-pilot vote calls from within the ship, but allow voting again after a 60-100 second delay. 170- Increasing a day's duration from 11 minutes and 40s to a solid 12 minutes. 171- Readjust the weight of some scrap like the flask which currently weighs more than a large Axil. 172- Sometimes you can't visually tell if the scrap you're holding is being targeted by lightning. 173- Thumpers and other flightless entities can walk over holes in the cave and facility, which looks odd. 174- Thumpers can charge through objects like some shelves in the long hallway inside the facility. 175- Make it so that entities do not normally cross jumps when patrolling the facility unless motivated to do so by spotting a player. 176- Add unique jump animations for each entity, with some being quick and others slow. Hoarding bugs can just fly to cross holes, while thumpers could put in more effort to aim and jump to the other end. 177- Add a big metallic door that must be manually opened with a lever or a big valve, and allow us to manually close it to trap entities inside. 178- Add a natural or manmade structure near Rend’s fire exit to give players cover or a chance to escape when a forest keeper spawns there. 179- The fire exit on rend is pitch black in all directions at night. 180- Titan's fire exit is indistinguishable from surrounding walls when playing on recommended or lower brightness levels. 181- Titan is great the way it is and is one of the most popular moons, but you could still improve the exterior design a bit like you did for Adamance, or even transform it into the first (frozen) ocean moon. 182- Scale up both the danger level and the scrap count/ value on Experimentation as players progress to higher days without losing, so it remains a viable moon to land on. 183- The voice chat pauses for a moment before landing. 184- Sometimes scrap spawns in unreachable areas, like under the servers in the facility’s server room. 185- Add red emergency lights that turn on for a few seconds after the apparatus is grabbed. 186- The remote cannot be scanned until it’s picked up and dropped again. 187- Scrap placed in the mineshaft's elevator is unscannable. 188- Fix floating rocks that usually spawn on inclined terrain in Adamance and Vow. 189- Consider adding an anti-mod leaderboard or ranking system to boost player engagement. 190- Add a keybind or single-click option to instantly drop items from the belt-bag, instead of dragging them out. 191- Add better protection to lobbies to prevent modders (cheaters) from ruining games. 192- Add a recent players list so we can quickly re-invite people we had good games with. 193- Add a hazard bonus for playing on moons with dangerous weather conditions. 194- Fix entrances being inaccessible at the start of the day when it's flooded on Dine. 195- Prevent all fire exits from spawning in one room on March. 196- Increase scrap count on March to match its large size. 197- Add a minimum player count or weight threshold before bridges start taking damage, so players aren’t discouraged from using them when empty-handed. 198- Let the ship’s ledge creak and tilt the ship slightly to one side when a forest keeper or other heavy entities step on it. 199- Add machinery and factory-style rooms to the facility. 200- Add a security room to the facility with working cameras in key areas like main, fire, apparatus, and cabinet rooms. You could also include a working microphone for fun, and maybe unlabeled levers or buttons to open different doors.

CapriAndy

I’m super hype for this update🔥 You’re doing a great job Zeekerss. I love the choices you’ve made for YOUR game, and I think you should take all the time you need! Again, keep up the great work

FridaPeople

3. and cave spiders spawn in mansions, and nutcrackers spawn in facilities etc.. i feel like since there isn't much lore to explain why many of these entities are still here in the first place, plus i assume there are multiple facilities and mansions and mineshafts on one moon (maybe why the interior can change each landing?) 5. and the magic 7 ball doesn't shake, and the perfume doesn't spray, idk what you'd really need a magnifying glass for anyway tbh 8. That's kind of the point of the game, that it infinitely scales 13. The benefit of yield signs is that you have to buy shovels, but yield signs can spawn naturally in the facility. 14. TZP is definitely very used on any run that doesn't do art and cruiser meta. Vow, Rend, v50 art, much more. 15. PBs? 17. Don't put them on then lol - I mean it would be weird if they duplicated. If masked enemies dropped masks that would be cool though. 18&19. Facts, loot buff would be nice or lowering power level 20. That's intentional, but i'm not sure why. I'm sure someone's done an explanation of it. 21. That's why it's cheaper than a jetpack. 22. It's intended though? He added the magnet and boosting for a reason? and if it's semi-hard to master, then surely the risk-reward benefits are good? ok so that comment got updated so heres some more yap from me 29. ts is never escaping early access 🥀 30. I feel like the graphics being clunky and weird is part of the charm though - i wouldn't be able to live with myself for something major, and the anti-anti-aliasing is a key part of making that work for me. Looking into the distance and it being fuzzy and surreal is creepy for me and fits the vibe of the game so well, unlike a game like doom eternal where no anti-aliasing would just feel like bad graphics. 35. That exists.... its called clicking "friends-only" when making a lobby... 36. You won't really have that many friend servers going on at once, and if you have that many friends, they might not necessarily want you joining so keeping it invite only is probs for the better 37. ahem ahem hackers - leaderboards already exist for challenge moons only, and adding it for regular game is not great because of savescumming being possible even in vanilla 38. wait til you hear about liquidation anyway you do make some valid points though, hope this didn't seem too much like an attack sorry lol

Soulexi

I agree with you on the yield sign. It’s a heavy object, but it makes up for it by letting you protect yourself, and the fact that you can transport it with a jetpack is a relief. It would be cool though if signs and shovels had slightly different stats since they already have unique hit animations. Also, you can hold (charge) your shovel; what if doing that gave you 0.5 extra damage? Just a fun thought. About the masks: we could have a “broken mask” object that sells for less and is acquired by killing a mimic. As for Offense, it definitely needs a buff, maybe even a slight change to the map’s design. It has the longest ship to entrance time of all the maps even when you land on the pipe which is the shortest path. I’m not sure if it has to change though but Dine definitely needs a complete redesign. The Artifice cruiser jump is one of those things that takes some skill, but if you look at it from the outdoor monsters’ perspective, it’s borderline cheating. I know we all like things that make the game easier (I myself abuse it every time I hop on Art), but that’s just my opinion. Edit: I agree with everything you said about the game's graphics, it suits the game's vibe and makes it accessible to all players. But there will always be a demographic of players who want to max out their settings on every game they play. Also, here's a video that shows how sick the game would look with better graphics. https://www.youtube.com/watch?v=f28nKLp-eKg "Friends-only" option still allows uninvited friends to join your lobby, which is not necessarily a big deal, but could be undesirable at times. Perhaps it’s not as much of an issue though, since players are fleeing to other games and not many people play this game regularly compared to a few years back. Savescumming is indeed a big part of LC, and everyone does it, but we could still work around it by issuing penalties on servers that want to participate in leaderboards. The penalties could range from slightly increased quotas to cash fines, or even applying bad weather conditions on all of their moons for a day or more. Not at all, I appreciate the reply. It’s cool that we’re throwing ideas out here for Zeekerss to check out. Edit: I changed the location of some points to better organize the list, 18&19 were about assurance and dine being unpopular and needing changes, and 22 was about Artifice cruiser jump.

FridaPeople

very true! Although me and my squad would still disagree about the art cruiser jump thing we still manage to wipe after like 2 quotas despite cruiser jumping.............................................................

jim royale

ok listen hear me out pls i think you should revert dine this update like before the remake i literally went there like once on a public lobby even with like 400 hours because i only ever heard bad stuff about it but when it got remade it was genuinely so fun like favorite map other then adamance i get it being kinda easy but feel like you overdid it placements for entrances really sucks but i do agree that the fence shouldn't just be something you walk around i would put a fire exit behind it or something so you actually use the hole in the fence i think that's good and fix the outdoor monster spawns please like im begging you made me drop the map entirely because giants spawn at 8 ive seen it happen like 20 seconds after the ship lands its crazy ok im sorry if this was rude your games awesome also this new stuff looks really good great job man

zeekerss

I think there is going to be round of updates fleshing out environments and mechanics, adding variety and making the game feel finished, before I create the ending.

jim royale

uh could you make like a specific type of staircase tile that has the dimensions for you to go up and down the first and second floor i dont want to even try to understand what you mean by the tile sizes even though itd take like 5 minutes uhh yeah