Hey there Smallfolk!
We have some great questions to dive into this week! Let's get into it...
Will you be able to pick a certain map to play on? Because we saw a pool, some gnomes, a forest, and a desert. So can you pick which one to play on?Smalland is one big map, no loading between areas. The biomes are quite diverse for different reasons but make up a bigger sandbox game world for you to play in. It takes a while but all the areas you’ve called out are connected, you just have to work out how you’re going to get to each one safely.
Is there a way you can give a brief summary of how our inventory is going to function?We have three categories; Your Quest and Logs which is all the info about what you are doing and why as you create your own narrative. Then there’s everything about your Character, so info such as the current state of your weapons, armour, health, hunger, temperature, dehydration. And then there’s everything Crafting related.
We have a unified theme but have also tried to distinguish each category at a glance so that each looks and feels intuitive.
With the building of shelters and homes being a large part of the player's role in Smalland, what sort of games have inspired the system you guys want to use for building? E.g in Sims and the forest you can place down and extend walls, but in Ark you place them piece by piece (as far as I'm aware)It's a bit of everything really, so different games make their decisions on different gameplay loops, which may look similar but are actually done for very different reasons. For us, the example above is more like Ark, as it's about detail and personalisation, not getting things down quickly. We have camp items that you need for survival that are quick to use, and your overall goal is to build a place for your people in the safety of the trees which takes longer. But you can also build whatever you like wherever is deemed safe. So this all fits within your goals and progression.
One thing to mention is that we have never liked elements that hinder progression with no risk and reward. A great example of this is putting a wall down in the wrong place, it disrupts the flow but also costs resources to remove and re-build. It’s not fun (in our opinion), and as we have a heavy focus on exploration, collecting the resources is where the core gameplay lies, and building is more focused on personalisation with progression elements. So if you destroy something you have built, you get a full refund of resources.
Initially, we were worried that this may not go down to well with hardcore survival players, but we think is a much better experience….and then Valheim came along and had the same idea, and everyone likes it, which is great, everyone wins :)

Thanks, everyone, we'll go and find some more of your excellent questions for next time!
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