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Dragonsword Awakening - View Distance and finding Area Quests and Chests
Currently, View Distance is not consistent or reliable when it comes to Chests and Area Quests in Dragonsword:  Awakening.In this video you can see that there is actually a chest on the ledge across the river but despite View Distance set to High, it won't load until you are closer.Once it is loaded in, you can be further than you originally were and can still see the chest, so obviously all along it was within the View Distance setting. Other than this issue which can make finding chests confusing, some chests are simply tricky and this Map App can really help. You can upload your savegame and it will mark as "discovered" all the chests and puzzles and quests you have already done. Then you can look through the map to find what you missed.Currently the Map App has a couple of what seem to be mistakes or which simply can't be located:purple "Hero Chest" at Blue Plateaugold "Chest" at the Estuary of StillnessThis article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Dragonsword: Awakening - Exploring Underwater with near-Infinite Stamina
Ascending / Looking AroundWhen you are mounted on your Familiar, your personal Stamina (the character's Stamina) recovers.When your Familiar is in Swimming mode, but is NOT MOVING, they consume NO STAMINA.This means you can swim with your personal Stamina, then mount your Familiar and NOT MOVE to recover your Stamina, then dismount your Familiar and swim again. You can basically do this indefinitely.However you CANNOT DIVE without a Familiar. When you are not on your Familiar, you slowly ascend. You can swim around but you constantly ascend a bit at a time. To ascend faster, you can swim into a surface. A useful place for this is Ruins Beneath the Waves, a special dungeon where the Level 40 boss drops only mining resources. You cannot Fast Travel to it but you can apparently farm it infinitely.The shipwreck nearby has some chests. Use the trick mentioned to explore it, and when your Familiar is low on Stamina, enter the dungeon to recover Familiar Stamina, then Quit the dungeon to exit and explore more.There is a second dungeon with the same level, layout, and drops. Thanks to this video for revealing it. DivingIn Dragonsword: Awakening, you can find a secret skin basically at the bottom of the Trench of Secrets and nearby there is a hidden boss that drops a lot of materials you can normally mine.The depth is extreme and you must use a Familiar in order to dive -- if you try to swim, your character slowly ascends no matter what.Two foods really help:Egg RenewIngredients: 1-3 EggsMethod: SlicingRestores Familiar StaminaAssorted SashimiIngredients: Meat + Fish + GrainMethod: SlicingFamiliar Gliding/Swimming Stamina consumption reducedWe acquired the Skin and defeated the Boss with around 5 of each (but depends on the star rating of what you make) but to have a less scary time and flexibility to look around, bring more Egg Renew so you can collect Chests and Books (in bubbles). This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Dragonsword: Awakening - Boss Fight Strategies
In this article we will compile helpful boss fight strategies (not simply levelling up and gearing up and overpowering the boss and spamming healing or resurrection food) to help players defeat bosses as early as possible while theoretically underpowered. Table of Contents Best Characters Early Gear Weaknesses Hunts World Boss Sudden Missions Sudden Mission boss location maps Best Characters Although we have recommended characters below, our tips will not focus on having either of them necessarily. Level isn't as important as Gear and Karma, which are interchangeable between characters and can save you a lot of money and reduce the early grind somewhat as a result. It is fairly easy to collect XP for characters and you can be grossly under-levelled and still clear all World Bosses as long as you have decent Gear and levelled-up Karmas. Break Damage Anything with really good Break damage is useful. When the boss is powering up a big attack, or channeling some ability (usually ending in healing), if you can Break their super-armor, it generally aborts the attack and you don't have to deal with it at all.Break damage varies by attack type but not by critical damage. A critical hit does not seem to increase Break Damage.CORRECTION: The Ruinsbreaker Set increases "Break" Damage but this seems to not include generic break damage to super-armor that every character can do, but only damage by character attacks that have the "Break" trait. Astria For single targets and chokepoints, Astria is very good. Excellent chance of keeping the target in Break status, and Breaking or attacks on a Broken target tends to cancel any of their moves, even special ones. Her shots Pierce (can hit all targets in a straight line) and have some explosive radius, so you might need to be careful when targeting enemies in a clump when you just want to pull a few at a time (e.g., to isolate the boss by clearing the trash mobs first). Recommended Gear: 2-piece Holy Arbiter, 3-piece Ruinsbreaker. Generally you can start right away with Siege Assault and try to Break the enemy to prevent it from advancing close enough. For overland, Cerese's charged normal attack also has long range, a fairly wide projectile, and hits all enemies in a line. Depending on the type of enemy you can also keep most weaker mobs at bay by constantly Breaking their armor. Good enough for sniping enemy archers/javelin-throwers on towers and at least push them off. Overland enemies are slightly different because they have a maximum range from their spawn point before they will reset. So if you start very far away and they run to you too far, they can reset. If you start closer and push them out too far with your attacks, they can also reset. Her ability to put out Break damage is generally useful to stop special attacks and mechanics such as when a boss does something to heal. Her Exclusive Karma, Wildflowers Blow Through The Wind, lets her fire her full magazine in one charged shot, which saves a lot of time but it is definitely not the same as 10 separate shots. Separate shots can do more damage and more break damage but obviously takes longer and in the meantime an enemy can still advance. For bosses you might want to save time and constantly charge. Having her 2-shot a lower Tier Hunt boss with this ability can save a lot of time compared to farming higher Tiers for more drops per run. For others, use one or two shots first to Break then use charged shot to take advantage of the Ruinsbreaker set. Her Siege Assault mode also: Makes hunting critters (foxes, rabbits, squirrels, even boars) easy because you can snipe them without spooking them and making them run. Makes mining easy because in this mode generally you one-shot any mining node and since ores are collected automatically you can collect them from a great distance. Some Dungeons can be cleared solo with her, e.g., the Residual Worm Cleanup Zone currency farm. In the video below I got lucky with a crit on the boss but sometimes you will have to dodge out after the first shot because it tunnels to your location and you need to finish it off with other attacks. Sometimes you can even get two fully charged shots before the boss even moves. It's doable even without her Exclusive Karma at maximum Ascension. Dana Generally good overall with her summons Chako as the tank so you can focus on attacking or repositioning. Uptime with Chako can be near-constant and when you don't have Chako in combat (Summon Chako) mode you can bring out Chako in defense mode (Chako Shield) and still use its Signal Skills (Punch or Spin). Chako Spin can gather enemies together, making it very useful for controlling crowds, which Astria is bad at. Her jumping attack Freezy Pop drops an AoE DoT on the second attack (max two attacks before you land) and each tick can help break super-armor, after which the targets are basically stagger-locked if you can keep them stuck in the Freezy Pop. A late-game Hero Quest chain will give you her Exclusive Karma so you don't have to Exchange for it early if you are having trouble getting the materials. The special ability (Chako gets an AoE DoT) is not so critical that you need it right away. Instead, if you have Astria, get her Exclusive Karma first. Kalien With Awakening her foxes stay on the field longer and can momentarily draw aggro. This primarily seems to be the case with the Fox Chase skill that summons the single larger fox Sur. It can linger for a while and continue to attack. Not as consistent as Dana's Chako but anything that tanks for you is generally very good especially when the enemy can do enormous damage.Her Dash Attack can put up to two damage-over-time effects on the ground, has no cooldown because it's not a skill, and really helps to build Fire Status and break super-armor. Fox Grab Signal Skill can be activated by Super-Armor Break, which any team can do. Ranged attacker theoretically with a Mount/Grab attack (normally a melee specialty). Melee Attacker with Grab Generally this is a really good idea when fighting large enemies. Once they grab on, just switch to another character while they distract the boss and lower its super-armor. Not every melee character has Grab, e.g., Theresia. Early Gear For gear stat analysis, I consulted this video. You can get 5-star Gear early and easily with some grind. The high-tier materials are surprisingly easy to get: Lower-tier materials can be upcycled to the highest tier once you unlock Shanoa as an Alchemist. You can buy materials through the Exchange menu with Adventurer's Emblems. Generally you want a 3-set of Earthshatterer for the Defense Ignore with caveats:It assumes your team procs Signal Skills on other teammates or themselves frequently. For example Dana tends to proc Chako Punch almost constantly. You can therefore get decent uptime on the 3-piece bonus. It assumes you are fighting tough enemies with high defense. Lower level enemies don't have a lot of Defense to ignore anyway.But since tough enemies are the ones you need help with, you can just keep this set on. CORRECTION: Despite what the stat bonus says, the Break Damage only applies to attacks that have the "Breaker" trait, not the generic damage to break super-armor that all characters inflict with all attacks. Therefore it is not a good set for "all" characters. After that, if you want to limit your early grind, a 2-set of Ruinsbreaker for the additional Break Damage is good for all characters. Since a team only has three characters, you only need (3 characters x 3) = 9 pieces total of Earthshatterer. In the early game this will be more than enough and you can add the remaining two pieces that are specific to each character's attack type slowly. Although Attack (ATK+) is strong when your Attack value is low, at some point you will want Attack Power Up (ATK%+) so if you craft 5-star gear, just choose that main stat right away for every piece. Late-Game Gear There are generic sets that give small bonuses and you cannot craft them so you are reliant on chance to get the main stats you want. Hold on to them when they have the Attack Power Up main stat and keep the 5-star versions. If you use them temporarily, don't worry because Deconstruction is basically lossless and recover everything except Gold invested in improving them. The chance you will use them is pretty small but in rare circumstances there will be no better option than a generic 2-piece bonus on one of these sets though the bonus is small (but consistent). Weaknesses Not much data is available yet but undead like Hagen and maybe Barpedin are weak to Fire and this can be helpful for Breaking Super-Armor, which interrupts various moves. Needs confirmation. Raids In general, if you are having a hard time, just repeat the easy Raids and use Synthesis on the Runes you don't want to keep to get higher-tier Runes. It takes multiples more runs but at least you can be guaranteed success and inch up your gear. Gauron Astria can actually kite and shoot. But if your damage output is slow, the bosses will cycle through their more powerful and wider area attacks making it trickier. Very Hard Level 90:In Gauron phase 2 (dragon phase) if you keep kiting him eventually he'll put away his weapon, his horns will glow, and he will charge twice (or one if he hits a pillar). Avoid/dodge it and chase him. When he stops, he is briefly incapacitated and you can unload your attacks and then back away if necessary. Hunts In general, if you are having a hard time, just repeat the easy hunts. The harder ones don't really drop anything special that you can get with repeated easy victories instead of wasting your time on a hard Tier and wiping. For the Nightmare Level 90 versions, you basically need the correct Ailment active in order to make any meaningful progress doing damage. Furcas the Starving Ghost of Corrosion If it flies, chase it (target lock and just follow). It will land safely some distance from you instead of on top of you. If using Astria to start, immediately dodge backwards so the boss doesn't activate quite yet. This generally allows you to squeeze in one more shot before it get close. Astria is good for lower tiers where you want to farm the skill upgrade currency quickly and if you can rely on her siege shots to finish off the boss before anything really happens. For Tier V Level 90 Nightmare Furcas:Fire seems to work well and Kalien can really help to put on Fire Ailment as well as bring down its super armor.When it flies, be careful because sometimes it will spit a big blob of acid that also stays on the ground. Vanak the Bloody Hook Per game tooltips, it is vulnerable to being Grabbed by melee characters. Elemental vulnerability seems to be Poison. Moves seem to be about the ground and the Tier V Level 90 Nightmare Vanak has a triple jump that creates red rings you are supposed to jump over (?) Barduk the Corrupted If you keep your distance, Barduk has a very dangerous leap: It leaps at you and the camera angle can make really hard to tell approximately when to Dodge when he lands. When it lands, it often goes for the poison breath and it will tracks you with his head so simply running sideways won't help.Once you're in it, it's very hard to get out because you keep taking ticks of damage. There is a short-range poison breath as well as an arena-length breath that is exceptionally dangerous, which is another reason to constantly keep close.Looks like his leap cannot be interrupted (?). If you stay close, Barduk has a number of attacks: Combo bite ending in chewing a character, so don't stand in front of its head. Short-range breath weapon. Tail sweep. STRATEGY: Stay close (even if you are ranged) and try to keep on his flank, at one of the rear legs. If you are close, Barduk leaps AWAY from you to get distance. Run to close the gap again because it will probably use its breath weapon afterwards. Don't get near his head. If he starts to build up his breath weapon, get to his flank behind his head. He will occasionally stomp if you are on the flank. Minor damage but you still want to Dodge it. If using Astria to start, immediately dodge backwards so the boss doesn't activate yet. This generally allows you to squeeze in one more shot before it get close. Like Furcas, Astria can help you quickly farm low Tier Barduk for skill upgrade materials.Nightmare Mode: Vulnerability is Ice (?) Gallore the Collapse When it rolls, if you hide behind one of the rocks along the side, it can bounce off and slam into the ground and be stuck for a while. In general, Dodge into/through the attacks. For the fist-charge attacks, generally you want to Dodge as soon as the fist hits the ground.Level 90 Nightmare Gallore Weakness is Frost (?) Ghoul Greed Can basically be kited by Astria if you're careful, even at Tier V Level 90.Once it knows where you are and is too close, hug the walls and circle around to the far side. If you're lucky it decides to just strafe left and right but not actually approach in which case you can just keep shooting. Here is a video for the Achievement (kill with a Surprise Grab). When it charges and runs into a wall it is disoriented and can be "surprised" if it has a question mark over its head, so Charlotte is not strictly necessary. If you simply run far enough away it will also lose track of you (remember what Kalien said during the Main Story Quest about ghouls being blind). A question mark will appear over its head indicating it's lost track of you. Run up behind and do the Grab attack in that state and kill it. If it doesn't die just run away and try again. Earthlander of the Ravenous Earth Nightmare mode: Weakness is Bleed. Has additional mechanic where the red acid spit leaves big AOE on the ground. World Boss Aside from defeating each three times for the achievements, you don't really need to fight any specific one. Mostly they are for the Non-Exclusive Karma, but you can indirectly get those by fighting easy World Bosses: farm the easy ones, Disassemble the Karma you don't want for 20 Fragments of Memory each, and trade them for the specific Karma you want at 30 Fragments of Memory each. Chronograph of Ages for Karma breakthrough can be purchased with Adventurer's Emblems, which are a common currency you can get from even easy dungeons. Andras the Cave Predator When it climbs to the ceiling it will start to heal but you can still harm it. Break its white bar to make it fall prematurely and be momentarily incapacitated. Does huge damage so really, really try to avoid getting combo'ed. Barpedin, the Crushing Darkness When it creates the area-wide wind column attack, either Break his super-armor or ride your mount and get under a LOW ceiling AND a barrier (to prevent you from getting sucked back out from under your low ceiling). The wind will carry you up and then dump you for fall damage so a low ceiling limits how high you can go. If you are carried up, turn off your mount so that when you fall you can mount up in mid-air (?) Not clear if the amount of initial damage you take is limited by height. It's quite easy to end up moving outside the arena and reset the boss so try not to do that. On the southeast side of the ruins are low ceilings and wide walls just outside the central courtyard. If you fight the boss there you can already be in position to resist the vacuum attack. When it creates the vacuum vortex, get on your mount and run behind a wall so you can't be pulled in or dodge madly until you are far enough away it can't pull you. Flaming Ash Feather Lavanis A melee character can keep it on the ground with a Grab Attack. Hagen A very short and to the point video guide for Hagen, very short and to the point about what you are supposed to do. Basically has a confusing healing phase. The boss glows green and is linked to a fast-moving ghost. That green flying ghost can be targeted but that apparently does nothing. The ghost moves to approximately where it will possess a clone (that glows green) and when it arrives it is briefly incapacitated, which is your window to attack quickly. Fire or Shock Ailments can interrupt this healing phase making it a straight attack on the boss. In the video below you can see around 00:31 when Kalien gives the boss a Fire Ailment (not just accumulating Fire status) that the process is stopped (the green connecting beam ends). The invulnerability/healing phase seems to be time and/or distance related. If you are far enough away it might not immediately trigger. If you can kill it before that trigger happens, you don't have to deal with it at all. For example, it's possible for Astria to two-shot it with her charged shots before it glows green and links to a clone. When it completes its healing phase, it basically swaps places with its clone. So if you just stay where you are, let the boss come to you, and keep fighting it, eventually it will either choose a clone that is at your current location or move all the clones there after repeated healing phases. Then you don't have to go looking for them. But this can result in taking a long time to kill the boss. Has a very dangerous teleport attack if you are far away. It arrives with an AOE burst that does a lot of damage. Under some circumstances (not clear what yet) it can possess a character and also inflict a lot of damage. Looks like other players have to break the Boss's super-armor to interrupt this. Horg the Roamer North of the boss is an area quest to defeat the boss. Appears only during daytime and when the boss is alive.Boss sometimes sleeps under a tree and has the Knockdown status. Hungry Eyes Octavia The leap seems to be blockable if you can put some trees in between you and the boss. The boss can't leap through the trees so it lands more or less in place instead of right on top of you. When the boss starts jumping, keep moving to put a barrier in between. In the middle of the clear lane between the trees is a stand of trees and some rubble you can use to block the boss while shooting back. South of the fast travel point is also a stand of trees just below the ridge but keep to the southeast or sometimes the boss will wander too far and reset. Seems vulnerable to Break Damage more than other bosses. Karon the Tyrant Starts sleeping on its nest and if you get close enough from behind, melee characters can immediately Grab.Circling around the pillar for respite seems good especially if you have Dana with the Chako summons that can draw aggro. Becomes ranged tank and spank. When it flies, typically if you hide behind a pillar it will smash into it and be incapacitated briefly. Pankirus the Spectre of Thirst When it starts its raid-wide ground AoE, get to the edge of the map (use your Familiar to run) and you can also climb up the sides of the wall to wait it out. If you have a ranged character you can keep attacking. After the fight there is a wind tunnel to help you get to the top of the crater sides. Scraping Brack Standing on the ridges while it is below in the chasm can sometimes protect you from his chain attack which passes under you. It can still throw rocks and if you are close to the edge it can charge and hit you. On the ridge, if it can see you it tends to hug the edge so you can use ranged attacks at it because it's tall. Meanwhile it will be unable to climb up directly and has to go to one end of the ridge and use the slope. Sudden Missions You have to attack the boss (don't have to kill it) before you can track it in the Mercenary Guide. In the slides below are all locations of the 40 Sudden Mission bosses. Except for Fragment of Sacred Stones, none of the Sudden Mission bosses are particularly important because all the drops can be gotten elsewhere either directly or through Exchange. Fragments of Sacred Stones have limited sources and are used to Ascend characters. Every 200 units can be converted in the Exchange for one Stigma Awaken Stone and six Stigma Awaken Stone are required to fully Ascend one character (total 1200 Fragments). The following Sudden Mission bosses drop Fragments of Sacred Stones: Acidic Slime Drazel Aela, the Wings of Collapse Autophagist Gult Bargon, Wings of the Wild Cragmo, the Earth-Splitter Sand Claw Dragus Spark Droplet Murto Sticky Slime Frunk The Anonymous Artisan's Crafting Tool is also a fairly good drop because of the Exchange cost. The following drop Artisan's Crafting Tools: Braheim, the Heretic's Guide In the late game, you will need piles of Shape Grinders (and a ton of gold) to optimize the substats on your gear but early on this won't be critical. However they are much faster to do than the Ashen Ruins dungeon. The following drop Shape Grinders: Abaddon, Wraith of Destruction Bone Commander Malaka Corroded Knight Kalvaros Faint Veil Sher Grak the Bloodmaw Hidden Hunger Vargul Reska, the Buried Blade Soulwarden Zermoor Void Twilight Nor If you are not in range of the Sudden Mission notification, you will not get the daily mission reward. When you leave the area, you don't get a notification you are out of range, so don't start too far. Typically there is a lore entry "Records of Okram" nearby near Bounty Hunter Weldon if he's around. It describes special mechanics of the boss. The daily bonus reward is basically the same whether you fight a low level or high level one, so unless you are in a hurry to get certain materials, there's little point fighting a really tough boss when you can clear an easy one and grind elsewhere. Abaddon, Wraith of Destruction According to the Records of Okram, attacking the goblins will also hurt Abaddon, however they need to be possessed by Abaddon first and once destroyed Abaddon is ejected and temporarily incapacitated. Autophagist Gult Destroy the slimes it creates before the boss can absorb them and heal. Or, destroy the boss before it can absorb its slimes to fully heal. Per the book on the ground near Bounty Hunter Weldon, use Shock Attacks against the small slimes. They basically take no damage but suddenly die once enough Shock has built up for the Shock Ailment.If you use Fire attacks on the small slimes, they cannot gain the Fire Ailment but you instead damage them and can kill them. Bargon, Wings of the Wild If it or any of the other two lesser dragons basically hits a wall (e.g., flies into, lands on, charges into) they will be momentarily downed and incapacitated. If you fight near obstacles, this is remarkably easy to arrange. When the Lesser Dragons are not nearby, at various points around the perimeter there are big worms that reveal themselves when you get close and could really complicate a fight. If Bargon moves into their location, they erupt from the ground and attack Bargon instead. If you move far enough away they return to the ground (reset). The worms are fairly easy to kite - they constantly spit (like Cragmo) so just move and wait for a pause to shoot. Blood-Red Commander Bespina Per the Okram book, Fire can clear the pollen but this is not necessary if you simply avoid the pollen and don't get the Bleed status. Bone Commander Malaka Entrance to the underground is in the ruin right in front of Weldon. Per the Records of Okram near Weldon, if you can Break it while it is digging through a bone pile you can interrupt it and incapacitate it briefly. Killing Malaka also destroys all the skeletons it created. Braheim, the Heretic's Guide Per the Records of Okram, a character who mounts the summoned ogre can make it attack Braheim but this is not immediate or guaranteed. If the ogre is defeated, Braheim just summons another.Its teleports are not entirely random: The various locations it can choose are from a fixed list. If you Break his super-armor while he's summoning the ogre, the summons fails. It seems he won't try again until his super-armor is restored. If you stay at the entrance behind the status, the ogre can't come up the stairs and Braheim won't teleport up there either. He can still sometimes get line of sight with his orb attack. When Braheim is close to death, go back into the arena to make you are in range for the daily reward before killing him. Corroded Knight Kalvaros This boss only appears "at night" but this can be confusing to many players because "night" doesn't look very dark and even when it looks like "nighttime" you still have to wait a while and there's no in-game clock.When other skeletons appear in the graveyard, the boss will also appear, so when you Fast Travel to the cemetery you can easily tell whether the boss will be there or not. Cragmo, the Earth-Splitter If you keep your distance and just circle around the nest, it will just spit poison you can easily run out of (no sprinting required), three poison globs in rapid succession then a brief pause in between. If you step onto the next it will try to do a head-spin attack but generally there is enough time to just back off and not be hit. In this way you can make it stop spitting and give yourself some time to make attacks. Faint Veil Sher / Void Twilight Noir As soon as it vanishes, start running because it will teleport to your location and attack.If you are far enough away, it won't immediately try to teleport so you can certainly try to two-shot it with Astria. Gordun the Crushing Ironclad Ranged attackers can cheese it outside the enclosure, just stay away from the opening (where the goblins are seated). Grak the Bloodmaw Location is locked until quest 59. If you tap the skeleton and are far enough away, it fights Grak. But if you get too close they both turn on you. The location can be tricky to find so here's a video: Gromkar the Charging Earth According to the note near Weldon, it is easier to Break when it is charging, stops charge and makes it vulnerable briefly. However the spin charge is so fast it might be safer to just dodge. Hungry Hound Snark You can try cheesing him at the ledge to the south of the camp. Tab target and use ranged attacks. Murdoch, the Iron-Plated Captain / The Ambitious Snig Not clear if Snig attacks Murdoch but it also vanishes if Murdoch is killed. If you walk around outside and rear of the round building, sometimes Murdoch will spot you and try to attack you through the wall. It CAN throw boulders at you. You can counterattack with area effects such as Dana's Freezy Pop. If you stand closer to the building you can trigger the Sudden Mission quest to get the daily reward. Opportunist Grimick If you stand on the ledge, it typically cannot come up and can still charge but hit the wall and daze itself after a couple of tries. Piercing Zektar The Okram book near Weldon can be hard to see as it's the same colour as the tiles on the floor. It's north-east-east of Weldon. The notebook says to dodge Zektar's dive and then attack. You don't have to successfully dodge to activate the vulnerability to damage. Skullhead Lukaki The wooden walkway seems like a good position to cheese him with ranged attacks. Sticky Slime Frunk If you stand on the ledges overlooking the pool, it tends to attack or roll into the side of the ledge harmlessly but it will eventually find it's way up onto the ledge. Or you can snipe from mountainsides. The only real tricky part here is suddenly running into deep water which limits your mobility. Soulwarden Zelmoor Weldon and the Records of Okram are up the western stairs. Location is locked until quest 59 and you can reach the Tomb of Greed / Eroded Underground Cemetary dungeon. After quest 59, additional doors (and monster-guarded chests) in the area open making access to the underground bosses easier. At some point it will become green and spectral and have an immense Super-Armor boost. Inflict Fire or Shock Ailment to remove this invulnerability phase. The invulnerability/healing phase seems to be time and/or distance related. If you are far enough away it might not immediately trigger. If you can kill it before the immunity phase, it won't happen at all. E.g., If you two-shot it at a distance with Astria. Trickster Monchacha Pretty straightforward boss where you can Break its armor while its eating. It's not total healing if you don't, and you can still attack the boss while it eats, and it only eats a limited amount before going to the next location. What makes the fight complicated is it runs around a great distance and if you just follow you can end up alerting gnolls on towers that throw spears at you, or other wargs are pulled into the fight. Clear them first (especially the towers) to have a less chaotic time. This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Find the Number by Claude AI
Difficulty: − 1 + / 50 New Game A game coded by Claude AI Target This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

When an Early Access Character Design Broke My Trust
When an Early Access Character Design Made Me Lose Confidence in a Game Before reading further, look through the screenshots above and form your own opinion. What feature do your eyes notice first? This article isn't an attempt to prove that a character model is objectively bad. In fact, the reason I'm writing it is because I couldn't prove that. What I had instead was a strong reaction. The first time I saw this character, something immediately felt off. I wasn't measuring facial proportions. I wasn't drawing guide lines. I wasn't comparing screenshots. I simply looked at the character and felt that something about the face was undermining the attractiveness the design was clearly aiming for. More specifically, I couldn't stop looking at the mouth. That reaction eventually led me into Discord discussions with the developers, comparisons between pre-fix and post-fix versions, and a surprisingly deep rabbit hole of facial analysis. What I do know is that the experience changed how much confidence I have in the game's artistic direction.Here's the context for the slides:Slide 1: A screenshot of Mizuki, the character found near the broken-down car in the Early Access version of the game. (To find her, head to the car dealer to rent a vehicle, which triggers the side quest to locate the car.)Slide 2: A side-by-side comparison of Mizuki before and after the developers' updates. Personally, I didn't see any noticeable difference between the two versions, so I asked if they had accidentally uploaded the wrong "after" picture.Slide 3: Their actual response to my question. The Problem: I Couldn't Stop Looking at the Mouth Most character artists want players to notice the eyes first. Eyes communicate personality. They draw attention. They establish emotional connection. Yet whenever I looked at this character, my attention kept getting pulled somewhere else. The mouth. I wasn't consciously analyzing it at first. It simply dominated the face. The more I looked, the more I felt that the smile occupied an unusually large amount of visual space relative to the rest of the facial structure. The lips appeared broad and prominent. The smile stretched widely across a relatively delicate face. The visible teeth amplified the effect further. Most importantly, the mouth became the focal point of the character whether I wanted it to or not. That isn't necessarily a flaw. But it was the beginning of my discomfort. In an adult romance game, player immersion hinges entirely on attraction and emotional connection, which we naturally seek through a character's eyes. When the visual hierarchy is completely hijacked by a tense, dominant grin, it triggers the 'uncanny valley' effect. Instead of feeling drawn in, the brain registers a biological red flag—the face looks less like an attractive partner and more like a rigid, robotic mask. Trying to Find an Objective Explanation After staring at screenshots for far longer than any sane person should, I started trying to understand what exactly was bothering me. A few possibilities stood out. The mouth appears visually large relative to the rest of the face. The lipstick increases the apparent size of the smile. The smile exposes a significant amount of teeth. The expression lacks a true 'Duchenne marker'—meaning the eyes and upper cheeks remain wide, static, and completely unblynking while the mouth stretches. A real smile crinkles the eyes; a forced or uncanny smile leaves them hollow. The distance between the nose and mouth feels relatively short. The horizontal stretch: The lip corners are compressed and pulled straight backward rather than curving naturally upward, turning a flirtatious gesture into an aggressive, horizontal grimace. None of these observations prove that the model is incorrect. Human faces vary enormously. Stylized characters vary even more. What they do provide is a possible explanation for why my brain kept flagging the face as unusual. The issue may not be any single feature. It may be the combination. The Shared Animation Caveat Given the developers' point about shared animations (see Slide 3), there is a very high probability that this uncanny effect is unique to Mizuki. In an indie pipeline, a single "big smile" animation asset is often mapped across the entire character roster to save time. It is entirely possible that this animation looks perfectly natural on other characters in the game—either because their base facial geometry happens to tolerate the structural stretch better, or because their specific personalities simply don't require them to smile so broadly. However, that is exactly the danger of a cut-corner pipeline. A shared asset might pass internal QA on 80% of the cast, but the moment it is forced onto a character with a slightly different jaw structure or lip width, the geometry completely breaks. Mizuki essentially became the canary in the coal mine for the engine's rigging limits. The Realism Problem The most interesting explanation I found had less to do with anatomy and more to do with artistic consistency. Most of the character seems to be pursuing a semi-realistic aesthetic. Realistic lighting. Realistic skin shading. Realistic hair rendering. Relatively realistic facial proportions. Then the smile arrives with a level of exaggeration that feels as though it belongs to a different artistic language. Cartoons can get away with enormous smiles. Animated films can get away with enormous smiles. Highly stylized anime designs can get away with enormous smiles. But those worlds establish stylization everywhere. Here, my perception was that a mostly realistic face suddenly switched into a more cartoon-like expression. The result wasn't charming. To me, it felt jarring. This clash of styles is made significantly worse by the game's engine environment. When you see her out in the open world, flat daylight strips away any forgiving shadows. Without curated studio lighting to soften the edges, the base geometry's flaws are laid bare: an idealized, attractive body model completely at odds with a rigid, unexpressive facial mesh. The Clown Comparison This is the section where I expect some readers to completely disagree with me. The smile reminded me of an exaggerated clown grin. Not because the character looks like a clown. She obviously doesn't. Rather, because clown makeup often works by visually expanding the apparent width and prominence of the mouth. It takes one of the most emotionally important features of the face and amplifies it. The combination of broad lips, visible teeth, and strong emphasis around the mouth triggered a similar reaction in me. Instead of seeing an attractive face first, I saw the smile first. And because the smile felt exaggerated relative to everything around it, it produced an uncanny effect. Your mileage may vary. Mine certainly did. The Discord Discussion What surprised me most was not the lack of agreement by other players. People disagree about art all the time. What surprised me was how little reaction there seemed to be. I raised the issue because it felt obvious to me. Not subtle. Not debatable. Obvious. Yet the response was largely indifference. The developers eventually produced a revision, but the before-and-after images looked so similar that I struggled to identify meaningful changes. Eventually the design was declared final. Case closed. Except it wasn't closed for me. Why This Became a Trust Issue What ultimately bothered me wasn't the face itself. Artists and players disagree all the time. What bothered me was realizing that the thing I immediately perceived as a problem either wasn't visible to the developers or wasn't important to them. The developers explained in their Discord reply that the game currently relies on shared animations, claiming the smile only looks wider due to the screenshot's lighting. But this defense completely misses the point. The root issue isn't just a lighting fluke; it's a structural failure of asset sharing. When you force a generic, one-size-fits-all smile animation onto a unique face mesh without adjusting the underlying rigging, the geometry breaks. For a game whose core gameplay loop relies heavily on the physical appeal of its characters, cutting corners on facial rigging for a quest and potentially 'romanceable' character shows a fundamental gap in artistic priorities. That's where the discussion stopped being about a mouth and started being about trust. Early access development is built on trust. Players aren't only buying the current version of a game. They're buying into a vision of what the game will become. When a design decision immediately jars me, and the developers seem satisfied with it after only minor adjustments, I start wondering whether we share the same artistic priorities. If we don't, that's not necessarily a criticism of them. It may simply mean that the game is evolving toward an audience with different tastes than mine. Even if we give the developers the absolute benefit of the doubt and assume they simply uploaded the wrong 'after' picture by mistake, the trust issue remains identical. The fact that no one internally caught such a glaringly identical 'before and after' comparison before publishing speaks to a severe lack of quality control. Furthermore, their immediate response wasn't to double-check their files—it was to defensively tell the player that they were the only one complaining and that their perception of the character was wrong. Whether it's a failure of asset management or a failure of basic anatomy, it points to a team that is fundamentally disconnected from the visual standards their genre requires. As a player, that's still valuable information. Is It Just Me? (And the Presentation Problem) Of course, artistic appeal is inherently subjective. In the broader landscape of indie adult games, players often operate on a sliding scale of tolerance for technical jank. For many, idealized physical attributes are enough to satisfy the genre's baseline requirements, and the fact that the rest of the female cast uses a similar, safer baseline mesh means Mizuki is the only one who truly pushes the boundary into the uncanny. If you view her strictly from a distance, the mesh technically does its job. But context is everything. The developers argued that Mizuki "does not always look at you with that big smile," implying the expression is fleeting. However, in a visual-novel-style dialogue system, characters pause and hold their expressions while the player reads the text. You aren't catching a split-second frame of animation in motion; you are forced to stare directly at a static, unblinking grimace for blocks of dialogue at a time. When a game relies on close-up, narrative immersion to build attraction, forcing the player into a prolonged staring contest with a broken facial mesh isn't a minor subjective hitch—it’s an immersion breaker. Ultimately, when the core loop of an adult game relies on visual appeal and the response to basic feedback is defensive pushback rather than quality control, it leaves the player with only one real recourse: hitting the refund button and uninstalling. This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

The Vacation Home Paradox: Why "Cozy" Games Cause Burnout
The Cozy Bait-and-Switch: Why Your Farming Sim is Just a Stress Simulator in Disguise There is a specific kind of cognitive whiplash that happens in modern farming and life-sim games. It usually occurs right after you’ve unlocked the late-game rewards. You finally breed that fancy mount you’ve been dreaming of, or you finish building your sprawling, multi-story dream home. You step back to admire your work, climb onto your new horse, and prepare to finally take a relaxing ride through the digital countryside. And then the anxiety hits. “I’m wasting time,” your brain whispers. “The blacksmith closes in an hour. I haven’t watered the high-tier crops yet. If I ride this horse to the other side of the map just to look at the sunset, I’m going to lose half a day of progress.” I recently experienced this exact sensation while playing Starsand Island. The game is heavily marketed—as so many games are these days—as a "cozy" experience. But sitting on that fancy mount, feeling anything but relaxed, I realized something: Starsand Island isn’t a cozy game. It’s a rigid time-management game wearing a cute, pastel disguise. "Cozy" is an Aesthetic, Not a Mechanic In modern gaming marketing, the word "cozy" has been completely hollowed out. It no longer describes how a game plays; it describes how it looks. If a game has soft lighting, cute character designs, non-violent themes, and a farming loop, it gets slapped with the "cozy" tag. But a cute coat of paint doesn't change the underlying mechanics. Under the hood of these games lies relentless micromanagement, strict NPC schedules, and brutal opportunity costs. You are constantly forced to make tradeoffs. If you want to enjoy petting your ranch animals, you are actively sacrificing time you could be using to manage your workstations. A game cannot be truly relaxing if its fundamental loop constantly punishes you for not being productive. The Time-Freeze Experiment To prove my theory, I did something drastic: I installed a time-freeze mod. I wanted to strip away the artificial urgency and see what the game felt like when I wasn't fighting the clock. The result was illuminating. Without time pressure, the "game" instantly collapsed into a boring spreadsheet. What was left? Just routine gathering, talking to residents, and micromanaging individual workstations. Without the ticking clock forcing me to prioritize, there were no decisions to make. I was just executing rote tasks to manage bigger and bigger plots of land. It was mind-numbingly dull because there was no overarching story driving me forward. This mod experiment proved that the time pressure wasn't just an added feature—it was the only thing tricking my brain into thinking the game was engaging. The excitement wasn't real; it was a false sense of urgency injected into mundane tasks to keep me playing. The Conflicting Training This brings me back to the fancy mount and the dream home. Why does getting the cool rewards feel so bad? Because the game subjects you to severe conflicting training. For dozens of hours, the game builds your "Productivity Brain." Through operant conditioning, it rewards you for speed, efficiency, and multitasking. Every second you save by optimizing your route is a victory. You are literally wired by the game to view idle time as a failure. Then, you unlock the endgame rewards. To actually appreciate a big house or a scenic horse ride, you need to switch to a "Leisure Brain." You have to slow down and "waste" time. But you can't just flip a switch. The game has spent 50 hours training you to hate downtime, and then it suddenly expects you to enjoy it. It’s like working 80 hours a week for 20 years to afford a beautiful beachfront vacation home, finally arriving, and having a panic attack because you aren't checking your emails. The Dream Home Liability The ultimate irony of these time-management games disguised as cozy is how they handle upgrades. In a normal game, upgrading your base is a power fantasy. In a game ruled by a clock, a bigger house becomes a time liability. You spend in-game weeks grinding for materials to build a beautiful, sprawling bedroom. But once it's built, you realize your character now has to walk an extra five seconds from the bed to the front door every single morning. In a game where every second counts, your dream reward is actively punishing your efficiency. The thing you worked so hard to enjoy is now making your daily chores harder. Demanding Better "Cozy" We need to stop letting game developers get away with this bait-and-switch. We accept cute burnout because we've been told this is what "cozy" feels like. But true coziness requires the absence of opportunity cost. It means petting the dog because it feels nice, not because it gives you +2 friendship points before the shop closes. A genuinely cozy game would reward your late-game grind by removing stressors, not adding bigger ones. It would transition you from a frantic worker to a tourist in your own world. Until devs figure out how to do that, I'll be keeping my time-freeze mod turned on. If stripping away the clock turns an engaging game into a boring spreadsheet, that’s not a failure of the mod. That’s the game failing to be what it claimed to be.This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Why Starsand Island’s New Dating System Feels Like a Wiki Trap (And How to Fix It)
I was thrilled when Starsand Island finally introduced its new dating system. The early trailers showed interesting scenes between you and the NPCs and promised to be more immersive and interesting than any other life sim.I immediately dragged Zerine, Delphin, and Zephyria to the Hot Spring to see what the new feature had to offer. But after testing out a few different dialogue options, my excitement quickly turned into disappointment.First of all it looks nothing like the trailers. It feels more like a visual novel: One static close-up of you and your date sitting in the hotsprings and multiple choice dialog. And that's not even the worst part.Right now, Starsand Island’s dating system suffers from a massive design flaw: it actively punishes players for roleplaying, and instead encourages them to metagame. The Math Problem That Ruins the MagicHere is how the dating system currently works: you get a baseline of +15 Affection just for going on the date. However, the dialogue choices you make during the date can yield wildly different results—anywhere from an additional +35 to +70 Affection when I tested different dialog options on Zephyria.On paper, having choices is great. In practice? It’s terrible. Let’s be real: once a player realizes that one dialogue option gives them double the points of another, they are never going to answer "honestly" again. They are going to pause the game, pull up the wiki, and pick the optimal answer. It completely defeats the purpose of a dating system. Instead of feeling like I’m having a conversation with a virtual partner, it feels like I’m taking a multiple-choice exam. There is no point in having three or four dialogue options when the game so heavily incentivizes you to pick the "right" one.Choosing "right answer" to maximize points is an old and not uncommon mechanic but honestly after decades of video games doing the same thing, it's primitive and clumsy.A Symptom of a Larger IssueIf you’ve been playing Starsand Island for a while, this probably feels familiar. It’s the exact same problem we have with the Gifting System: There is no upside to not optimizing.Once you figure out that Neona and Zerine "love" Stones, there is absolutely no point in giving them anything else. Why experiment with unique, expensive, or thematic gifts when you can just spam them with the cheapest, most reliable, easiest-to-find items in the game to max out their affection? Both systems reduce relationships to a simple optimization equation. How to Fix It: Adaptive RelationshipsSo, how do we fix this? How do we stop players from treating romance like a spreadsheet?Step 1: Flat Affection GainsFirst, make all correct/viable dialogue choices give the exact same amount of Affection. If I take Zeph on a date, I should get the same points whether I tell him I love adventuring or I prefer the quiet life. Remove the anxiety of picking the "wrong" answer and let players actually roleplay their character's personality.Step 2: Hidden Internal TrackingInstead of rewarding points up front for specific choices, track those choices silently in the background. Use the player's answers to build a unique "relationship profile" for that specific NPC. Step 3: Let the NPC Adapt to YOUThis is where the magic happens. Over time, change the NPC's dialogue and behaviors to reflect the consistency of your answers. For example: If I consistently tell Zephyria during our dates that I prefer the quiet town life over adventuring, the game should remember that. Next time I initiate a date, maybe Zeph says, "You know, you talk about the town so much... why don't you show me what you love about it? Let's go there."Or instead of the player just picking a location from a menu, on the next date the NPC takes the lead based on what they’ve learned about you.This is actually not a new concept. Planescape: Torment used a similar mechanic to track Law/Chaos behind the scenes, and encounters or outcomes can appear or not appear accordingly. The game adapts to the player's choices without actually penalizing the player for not optimizing--because there's nothing to optimize.The Bottom LinePlayers don't need to be bribed with +70 points to care about an NPC. We play life sims and dating games because we want to feel seen. We want a dynamic relationship that reflects our unique playstyle. By shifting the reward from *points* to *behavioral changes*, Starsand Island could transform its dating system from a generic wiki-lookup minigame into one of the most immersive, reactive relationship systems in the genre. *What do you guys think? Have you tried the new dating system yet? Let me know in the comments below!*This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Starsand Island Chests - Moonlit Forest
Here are the chests Starsand Island. Unlike other map guides, this one aims to help you find a specific chest, either with a Blueprint or certain contents you need.Below the slideshow is an index of the chest contents.Chest location is at the yellow-triangle player pointer.Let me know in the comments which ones I'm missing. Max item display is 5 items so sometimes some items not listed if I didn't realize more than 5 item dropped.M01 - Recipe (Chilled Twilght Salad), Fiber x10, Softwood x5, Stone x10, Twilght Succulent x4M02 - Copper Ore x5, Flourite Ore x5, Simple Pellet x5, Stone x10M03 - Copper Ore x6, Quartzite Ore x6, Simple Pellet x5, Stone x10M04 - Fiber x15, Softwood x10, Twilight Succulent x8M05 - Blueprint (Wooden Dining Chair), Softwood x10, Stone x10M06 - Bomb Pellet x2, Softwood x10, Stone x10, Fiber x15M07 - Blueprint (Floral Wooden Tea Table), Fiber x10, Simple Pellet x5, Softwood x10M08 - Recipe (Bomb Pellet), Quartzite Ore x5, Simple Pellet x5, Stoftwood x10, Stone x10M09 - Hairstyle (Male, Amberglow Cut), Coin x300, Bomb Pellet x2, Grilled Chicken Wings x2, Simple Pellet x5M10 - Fluorite Ore x10, Moonflower x5, Quartzite Ore x6, Tin Ore x6, Twilight Succulent x5M11 - Recipe (Mirthsroom Soup), Mirthshroom x5, Simple Pellet x5, Softwood x10, Stone x10M12 - (behind waterfall) Clothing (Youth Canvas Shoes), Moonlit Forest Treasure Map x1M13 - Blueprint (Surfboard), Coal x10, Copper Ore x10, Hardwood x10M14 - Blueprint (Bellflower Wall Lamp), Hardwood x5, Quartzite Ore x10, Softwood x10M15 - Coal x10, Iron Ore x10, Smple Pellet x5, Softwood x10, Stone x10M16 - Recipe (Mushroom Soup), Coin x300, Moondew Shroom x6M17 - Bomb Pellet x3, Fluorite Ore x10, Softwood x10, Stone x10M18 - Recipe (Grilled Mushroom Skewers), Coin x500, Iron Ore x10, Salt Brick x10M19 - Coin x400, Fluorite Ore x10, Hardwood x10, Softwood x20M20 - Blueprint (Floral Pattern Rug), Blue Sleep Lily x3, Fiber x10, Red Sleep Lily x3, Yellow Sleep Lily x3M21 - Blueprint (Wooden Rectangular Desk), Gold Ore x5, Hardwood x10, Primorite Ore x5, Stone x15M22 - Fluorite Ore x10, Primorite Ore x8, Stone x20, Twilight Succulent x8M23 - Clothing (Campus Trousers), Coin x300, Chilled Twilight Salad x3, Moonflower Tea x2M24 - Blueprint (Wooden Floor Cabinet), Fiber x20, Primorite Ore x5, Softwood x20M25 - Quest (Makeup Pattern), random material x1M26 - Quest (Ruins Key-Left), Fluorite Ore x10, Primorite Ore x5, Softwood x20, Stone x20M27 - Blueprint (Bellflower Pendant Light), Copper Ore x15, Quartzite Ore x15, Softwood x20, Stone x20M28 - Clothing (Melody Top), Mirthshroom x6, Moondew Shroom x6, Twilight Succulent x8M29 - (drop down from south of Crystallith Hideout) Blueprint (Hardwood Cabinet), Coin x200, Iron Ore x10, Moonflower Tea x3M30 - (waterfall second tier from the top) Blueprint (Wooden Full Length Mirror), Coin x500, Moonlit Forest Treasure Map x1M31 - Coin x600, Arrow x5, Blue Sleep Lily Seeds x2, Red Sleep Lily Seeds x2, Yellow Sleep Lily Seeds x2M32 - Blueprint (Round Mechanical Wall Clock), Gold Ore x10, Magnetite Ore x10, Primorite Ore x10, Stone x20. If you have trouble getting up there, here's a short video.M33 - Arrow x5, Fiber x20, Hardwood x10, Softwood x15, Stone x15M34 - (at mid-level/Harvest Yard level, not top level) Blueprint (Purple Wish Wind Chime), Coal x15, Flamecore Ore x10, Oilstone x10, Primorite Ore x15M35 - Gold Ore x10, Iron Ore x10, Premium Wood x5, Primorite Ore x10M36 - Blueprint (Small Wooden Frame Pendant Light), Echo Bean Seeds x1, Fluffweave Seeds x1, Hardwood x10, Plainberry Seeds x1, Quartzite Ore x15M37 - Blueprint (Large Armchair), Diamond x5, Echo Bean Seeds x2, Fluffweave Seeds x2, Plainberry Seeds x2M38 - Blueprint (Round Dining Table), Coin x600, Arrow x5, Chilled Twilight Salad x3, Moonflower Tea x3M39 - Chilled Twilight Salad x5, Hardwood x10, Moonflower Tea x3, Premium Wood x5, Softwood x20M40 - Blueprint (Sylvan Curtains M), Arrow x5, Diamond x5, Softwood x20, Stone x20M41 - Flamecore Ore x10, Gold Ore x10, Hardwood x15, Iron Ore x15, Primorte Ore x10M42 - Blueprint (Hardwood Storage Cabinet), Fiber x25, Hardwood x15, Primorite Ore x10, Stone x30M43 - Arrow x5, Fiber x15, Fluffweave x4, Premium Wood x5, Plainberry x4M44 - Gold Ore x10, Iron Ore x15, Primorite Ore x10, Softwood x15, Stone x15M45 - Diamond x5, Flamecore Ore x10, Oilstone x10, Primorite Ore x10, Stone x15M46 - Blueprint (Bud Floor Lamp), Chilled Twilight Salad x3, Hardwood x10, Moonflower Tea x2, Tin Ore x15M47 - Blueprint (Fireplace), Coin x800, Chilled Twilight Salad x3, Iron Ore x20, Stone x30M48 - Echo Bean Seeds x1, Fluffweave Seeds x1, Mirthshroom Spores x3, Moondew Shroom Spores x3, Sunveil Shroom Spores x3M49 - Blueprint (Blue Floral Sofa), Copper Ore x20, Hardwood x10, Premium Wood x10, Tin Ore x20M50 - Blueprint (Natural Wood Lounger), Copper Ore x10, Flamecore Ore x5, Hardwood x10, Oilstone x5, Primorite Ore x5M51 - Chilled Twilight Salad x4, Echo Bean x3, Fluffweave x3, Plainberry x3, Primorite Ore x10M52 - Fiber x20, Mirthshroom Spores x2, Moondew Shroom Spores x2, Moonflower Seed x3, Twilight Succulent Seeds x3M53 - Blueprint (Wooden Stove Cabinet), Coin x700, Arrow x10, Gold Ore x15, Iron Ore x15, Premium Wood x10M54 - Blueprint (Star & Moon Decor), Coal x10, Gold Ore x10, Iron Ore x10, Oilstone x10M55 - Fluorite Ore x15, Gold Ore x10, Iron Ore x10, Primorite Ore x10, Quartzte Ore x15M56Arrow x5, Echo Bean Seeds x1, Eldergrain Seeds x1, Fluffweave Seeds x1, Plainberry Seeds x1On the lower southwest ledge there is sometimes a Velbee.M57 - Blueprint (Magic Floor Lamp), Hardwood x15, Mirage Sunflower x2, Premium Wood x10, Spirit Fruit x2, Softwood x20M58 - Blueprint (Electric Sewing Machine), Coin x300, Arrow x5, Chilled Twilight Salad x2, Moonflower Tea x1M59 - Ammo Blueprint (Time Arrow), Blueprint (Ice Cream Freezer), Coin x800, Arrow x5, Moonflower Tea x2, Oilstone x10, Primorite Ore x10M60 - Aurorite Ore x10, Moonstone x10, Mirage Sunflower x3, Spirit Fruit x3M61 - Coin x300, Arrow x5, Chilled Twilight Salad x2, Moonflower Tea x1 This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Starsand Island Chests - Overland
Here are the chests Starsand Island. Unlike other map guides, this one aims to help you find a specific chest, either with a Blueprint or certain contents you need.For example, useful early items:For Ranching: Mirth Rabbit Feed to rapidly reach 150 Happiness.For Faming: Ripening Fertilizer II to accelerate Wheat, and save Graminova's special 50-hour fertilizer for the Cucumber task.Below the slideshow is an index of the chest contents. Chest location is at the yellow-triangle player pointer.Let me know in the comments which ones I'm missing. Max item display is 5 items so sometimes some items not listed if I didn't realize more than 5 item dropped.01 - Fiber x8, Pasture Grass x5, Pasture Grass Seeds x3, Wheat Seeds x302 - Blueprint (Stump Table), Coin x100, Pasture Grass Seeds x3, Wheat Seeds x303 - (Bobo's Treasure) Coin x300, random fruit? (Celeste Berry / Dragon Fruit?)04 - Blueprint (Mushroom Table Lamp), Coin x100, Rabbit Feed x3, Wheat Seeds x205 - Recipe (Golden Fried Rice), Rabbit Feed x5, Softwood x8, Stone x806 - Blueprint (Cushioned Stool), Garlic Seeds x2, Softwood x10, Wheat Seeds x307 - Blueprint (Swing), Coin x300, Copper Ore x10, Hardwood x1008 - Hairstyle (Male, Gentlegreen Locks), Coin x500, Softwood x15, Stone x1509 - Clothing (Fieldroot Boots), Coin x500, Cucumber Seeds x2, Garlic Seeds x210 - Blueprint (Wooden Basin), Crispy Noodles x2, Crispy Rice x2, Latiao x211 - Blueprint (Rustic Folding Chair), BC Milk x1, Caco Laco x1, French Fries x1, Frost Fizz x112 - Coin x1000, Iron Ingot x5, Watermelon Seeds x5, Yield Fertilzer II x513 - Blueprint (Bulletin Board), Fiber x15, Mushroom x5, Softwood x1014 - Blueprint (Cute Double Bed), Coin x400, Softwood x20, Stone x2015 - Blueprint (Office Desk), Coin x500, Hardwood x10, Premium Wood x5, Softwood x2016 - Blueprint (Simple Awning), Meat Bait x2, Veggie Bait x217 - Blueprint (Lifebouy), Coin x200, Softwood x5, Stone x1018 - Blueprint (Portable Table with Tablecloth), Bug Bait x3, Meat Bait x3, Veggie Bait x319 - Blueprint (Lace Parasol), Bug Bait x3, Meat Bait x320 - Coin x2500, Hardwood Plank x10, Immortal Wheat Seeds x2, Iron Ingot x1021 - Blueprint (Vintage Keyboard), Con x200, BC Milk x3, Frost Fizz x3, Stone x2022 - Blueprint (Log Bench), Coconut x5, Dragon Frut x5, Stone x1523 - Blueprint (Leaf Pattern Wooden Dining Table), Fiber x8, Softwood x8, Garlic Seeds x224 - Blueprint (Luxurious Wardrobe), Hardwood x4, Softwood x8, Stone x825 - Coin x500, Copper Ingot x5, Softwood Plank x5, Stone Brick x526 - Recipe (Stir-Fried Vegetables with Meat), Coin x100, Cabbage Seeds x1, Garlic x2, Leek x227 - Blueprint (Narrow Trellis), Fiber x15, Ripening Fertilizer I x5, Softwood x1028 - Blueprint (Satellite Dish), Hot Spring Ticket x529 - Blueprint (Hardwood Low Tea Table), Fiber x10, Hardwood x5, Softwood x1030 - Blueprint (Camping Hanging Lamp), Coin x200, Garlic Seeds x2, Ripening Fertilizer II x3, Yield Fertilizer x231 - Blueprint (Gray Mouse), Bamboo x10, Celeste Berry x10, Dragon Fruit x8, Grilled Mushrooms x532 - Blueprint (Alloy Sink Cabinet), Coin x300, Bug Bait x5, Meat Bait x5, Veggie Bait x533 - Blueprint (Whiteboard), Coin x300, Bamboo x10, Fiber x15, Pasture Grass Seeds x434 - Blueprint (Square Leaf Rug), Bamboo x8, Bamboo Leaf x10, Fiber x1035 - Blueprint (Gray Hanging Cabinet), Bamboo x10, Blue Hydrangea x5, Fiber x15, Light Blue Hydrangea x536 - Blueprint (Cute Armchair), Coin x200, Cucumber Seeds x3, Garlic Seeds x3, Ripening Fertilizer II x537 - Blueprint (Pastoral Bookshelf), Coin x400, Blue Hydrangea x10, Fiber x20, Light Blue Hydrangea x1038 - Blueprint (Ergonomic Chair), Hardwood x10, Premium Wood x5, Ripening Fertilizer I x5, Ripening Fertilizer II x339 - (give Booboo Bamboo Shoots)(15 Bamboo Shoots) Blueprint (Bamboo Chair), Blueprint (Bamboo Tube Planter), Blueprint (Vertical Hanging Scroll)(+25 Bamboo Shoots) Blueprint (Bamboo-Shoot Lamp), Blueprint (Fan-Shaped Hanging Scroll)(+25 Bamboo Shoots) Blueprint (Bamboo Dining Table), Blueprint (Bamboo Tube Lamp)(+30 Bamboo Shoots) Blueprint (Bamboo Wardrobe), Blueprint (Pendant Lamp)(+35 Bamboo Shoots) Blueprint (Bamboo Double Bed), Blueprint (Bamboo Three-Seater Sofa), Blueprint (Bamboo Street Lamp)40 - Blueprint (CCTV Camera), Coin x300, Bamboo x15, Mirth Rabbit Feed x5, Rabbit Feed x541 - Blueprint (Black Monitor), Coin x200, Hardwood x10, Softwood x15, Stone x1542 - Blueprint (Punching Bag), Cucumber Seeds x1, Garlic Seeds x2, Potato Seeds x1, Wheat Seeds x343 - Blueprint (Beige Round Table), Coin x200, Bamboo x10, Dragon Fruit x5, Mushroom x1044 - (drop down from mountain) Clothing (Earth-Scented Shirt), Coin x1000, Immortal Pasture Grass Seeds x2, Immortal Wheat Seeds x145 - Blueprint (Filing Cabinet), Coin x300, Celeste Berry x10, Copper Ore x10, Hardwood x546 - Blueprint (Camping Handheld Lamp), Coin x300, Mega Rabbit Feed x5, Mirth Rabbit Feed x5, Rabbit Feed x1047 - Blueprint (Blue Park Bench), Coin x300, Coin x300, Potato Seeds x2, Soybean Seeds x2, Yield Fertilizer II x248 - Blueprint (Black Keyboard), Coin x200, Coconut x5, Rabbit Feed x5, Ripening Fertilizer II x349 - Blueprint (Outdoor Projection Screen), Cucumber Seed x1, Peanut Seed x1, Potato Seed x1, Wheat Seed x350 - Recipe (Stir-Fried Water Spinach) Coin x100, Fiber x10, Ripening Fertilizer II x2, Water Spinach Seeds51 - Blueprint (Pyramid Pendant Lamp), Coin x200, Copper Ore x10, Stone x2052 - Blueprint (Hand Pump), Copper Ore x8, Simple Pellet x10, Stone x1053 - (almost all the materials needed to repair the playground) Coin x500, Copper Ingot x5, Softwood Plank x5, Stone Brick x554 - (back of Aureleaf Kitchen but inside the perimeter wall) Recipe (Mushroom Noodles), Cabbage x1, Garlic x2, Leek x2, Water Spinach x155 - Recipe (Coconut Latte), Celeste Berry x4, Coconut x2, Dragon Fruit x2, Grilled Mushrooms x3 This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Game Review - AI Girlfriend: Dating Sim
Game Review: AI Girlfriend: Dating Sim by GDAN Soft Co., Ltd.Score: FAIL"This fully AI-driven dating sim has no preset scripts—even we don't know what will happen! Chat, flirt, and use date scrolls to deepen your bond. Every text scene evolves in real time, shaped by your choices. Simple words, endless possibilities, thrilling surprises await!"In this "game" you cannot even say "Hi" to your virtual girlfriend.Further, the reasoning is bizarre:"This usually means the AI's reply triggered our content restriction system""...please revise your input to avoid explicit, or otherwise inappropriate descriptions".So the inappropriate content was generated by the AI? Why would it do that in response to any input?But I have to adjust my input to avoid the AI generating something inappropriate? What if my input looks completely innocent? Like "Hi"?And it still deducts a credit from you each time.Instant fail, no point in continuing anything. Just use literally any free AI instead.This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

The Heartopia AI Controversy Has a Logic Problem
The Heartopia AI Controversy Has a Logic Problem By now you've probably heard that Heartopia is in hot water over AI usage. Players are furious, Steam reviews are tanking, and people are threatening to never touch the game again. The discourse is loud and it feels righteous. But here's the thing — when you actually trace the argument back to its foundations, it requires you to believe a chain of things that are each individually unlikely. And when you stack them all together? It gets hard to take seriously as a coherent criticism. Let's walk through it. So What's Actually Going On? Heartopia uses AI in two places. First, for in-game chat translation between players speaking different languages — almost nobody has a problem with this. Second, and this is the one everyone's mad about: the game's jigsaw puzzle minigame uses generative AI to reinterpret in-game snapshots into stylized images used as puzzles. The outrage centers on the puzzle feature. Players say the AI-generated images are obviously AI, sometimes incoherent, and that the whole thing is lazy and disrespectful. Reviews piled on. Drama ensued. Fine. But let's actually pressure-test that. Implausible Thing #1: The Playtesters Were Blind The "AI outputs are obviously glitchy and nonsensical" argument has an immediate problem: the game shipped. It went through development. It went through playtesting. And apparently nobody raised a red flag loud enough to pull the feature. If the puzzle images were so obviously bad that players could spot them instantly on release, why didn't a single playtester say "hey, these puzzles look broken"? Either the playtesters were astonishingly unobservant, or... the images actually looked fine when nobody was primed to hate them. You don't get to have it both ways. You can't argue the output is obviously terrible AND that it slipped through an entire development and testing cycle unnoticed. Implausible Thing #2: The Developers Chose the Worst Option on Purpose Let's take the "sometimes incoherent output" complaint at face value for a second. If the AI genuinely produces bad results unpredictably, why would the developers insist on using it over a simple image filter, a shader, or just... the raw screenshot? This is a jigsaw puzzle minigame. It is not the core identity of the game. It is not a marquee feature on the Steam page. No one is buying Heartopia for the puzzles. Deliberately shipping an unpredictable, sometimes-broken visual process for a peripheral feature — when stable, boring, perfectly adequate alternatives exist — would be one of the stranger product decisions in recent memory. The idea that a dev team looked at glitchy, incoherent puzzle images and said "yep, ship it" instead of applying a $0 filter strains credulity to its limit. Implausible Thing #3: Players Noticed the AI Before They Knew It Was AI Here's where it gets really interesting. The controversy ignited when the AI usage became known — not before. The backlash didn't start with players saying "these puzzles look weird." It started when AI usage was identified and disclosed. That's a very telling sequence of events. It suggests most players were completing these puzzles just fine without anything registering as wrong. It was only after the "this uses AI" information entered the picture that the images started looking obviously glitchy and incoherent to people. This is a textbook framing effect, compounded by confirmation bias — once you're told to find something wrong, you find it. An ambiguous or slightly stylized puzzle image that you'd have ignored on Tuesday becomes damning evidence of AI slop on Wednesday, once you've been told to be outraged. The "quality" complaint may largely be post-hoc — a justification assembled after the ideological objection was already formed. The Bottom Line To believe the Heartopia AI controversy is primarily a quality issue, you have to believe: Playtesting completely missed what players immediately spotted on release Developers knowingly chose an unpredictable, glitchy process over trivially simple alternatives for a minor feature Players' perception of the image quality was not influenced at all by learning AI was involved Each of those is a stretch. All three together is a lot to ask. None of this is a defense of AI use in games, or an attack on it. It's just an observation that the stated reasoning behind one of gaming's current controversies has some pretty significant holes in it — and that the real objection is probably simpler and more honest than the one being made. If you're going to be mad, be mad about the right thing.This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Game Review - Starsand Island
Game Review: Starsand Island (Early Access) (by Seed Sparkle LabPlatform: PC (Steam), Xbox, PlayStation 5, Nintendo Switch 2 Developer / Publisher: Seed Sparkle Lab Release: Early Access from February 11, 2026 💠 First Impressions *Starsand Island* presents itself as the next cozy life sim — a pastoral place to unwind, befriend townsfolk, farm and craft at your own pace. Critics have celebrated its charm and variety of activities, and many players find it engaging and visually appealing in its current Early Access state. But after spending significant time with this game, I found something more contradictory than “relaxing pastoral life.” What initially feels open and inviting soon reveals a layer of systems that don’t quite mesh with that vision. 📉 Where Things Fall Apart Illusion of freedom: Though presented as an open-world experience, unlock paths and progression are tightly gated behind required chains of tasks. Essential mechanics like most crafting and equipment revolve around progress that can only be reached in a specific order. Cozy mechanics that punish curiosity: Crafting and farming — the core emotional hooks for most cozy sims — are tied to time windows and decay mechanics that make multitasking feel punishing rather than freeing. Your crops, animals, and quests all demand frequent attention or they regress, squeezing you into a daily treadmill rather than a sandbox. Time pressure undermines relaxation: Days are limited to a 20-minute real-time loop, and mistakes — like choosing the “wrong” activity early — carry heavy costs as time runs out. This turns what should be leisurely into a strict efficiency optimization. It's predominantly a time-management game. Sympathetic, broken NPC systems: Villagers and relationship mechanics largely hand out predictable gifts; deeper connection feels more like loot farming than genuine story or personality. Conversation depth and emotional resonance are missing to the degree that socializing never truly replaces mechanical loops. Bugs and rough edges: Even on PC, there have been reports of inconsistent behavior, gameplay bugs and NPC anomalies. Players on other platforms report larger stability issues. These are typical of Early Access software, but they don’t help the feeling of systems that already struggle to feel smooth. 🍃 Reframing the “Slow Down” Response A frequent reply on forums has been, “Just slow down — don’t do so much at once.” But this misses the real issue: “Slow down” isn’t a design philosophy — it’s a coping strategy used when systems actively punish exploration and experimentation. Players aren’t being invited to savor mechanics at their own pace; they’re being advised to avoid engaging with any system too deeply because it becomes overwhelming or unfriendly. In a truly relaxing sim, doing more — exploring more mechanics, growing more crops, crafting more things — should feel rewarding. Here it often feels like a trap that shrinks your margin for error. If a game’s mechanics make you avoid them just to enjoy the scenery, the problem isn’t *you* — it’s the design. A cozy game should let curiosity flourish, not condition players to retreat from depth. ⚖️ Verdict Pros: Beautiful presentation and aesthetic, variety of activities and professions, deep crafting and building potential, promising early access support. Cons: Mechanical design that clashes with its cozy premise, time pressure that feels punitive, progression that feels more like on-rails tasks, frontend bugs and system roughness. Final Thought: *Starsand Island* shows potential and appeals to many players, but its current Early Access incarnation struggles to deliver the relaxing, open-ended life sim core its marketing promises. Until the systems are refined so that exploration and progression feel genuinely rewarding rather than obligatory or punishing, this title *feels more like a structured simulation squeezed into a cozy aesthetic.*What surprised me most is that games like MMORPGs without forced sleep cycles or daily maintenance often feel calmer than so-called cozy sims. When systems don’t decay and progress waits patiently, I’m free to explore at my own pace without anxiety. Even a game like Once Human has more relaxed farming and ranching mechanics. In Starsand Island, the constant need to prevent systems from stalling or decaying turns relaxation into vigilance. Time doesn’t simply pass — it pressures.In trying to make the game more "immersive" with passing out at after 20 minutes unless you reach a bed, it sacrifices literally everything else that makes roleplaying in Starsand Island a human experience. Probably no one is for example sitting themselves down at a table to enjoy breakfast, lunch, and dinner every day like the NPCs do. They are instead batch cooking low-effort meals for efficiency. This is a cozy life sim?Formulaic tight timers are not a necessity for cozy games and neither is removing the immersive need for sleep. Thinking outside of the box is necessary for innovation and improvement. This review reflects the state of *Starsand Island* as of February 22, 2026, during its Early Access period. Experiences may change as updates arrive.Score Breakdown: +4/-19 and FAIL+1 Nice anime-style graphics+1 Positive vibe and friendly village life-1 Early Access is mostly stable on PC but other platforms report game-stopping issues-1 Tons of bugs even on PC where it's mostly stable. And some are so obvious it's not clear how it wasn't immediately discovered and fixed, or at least on a huge list of "known issues"For example, NPCs say Rabbits help you farm by eating weeds. But this is completely untrue.They don't "eat" weeds. They bring them back to the hutch as "Pasture Grass".They remain hungry and lose happiness, and therefore cannot grow. You must give them Rabbit Feed and they eat that first thing in the morning.There is a Ranching perk "Yield King" which states "When rabbits help out on the farm, they prioritize filling up their bellies" which sounds like this forces them to do what the NPCs say. But it doesn't seem to change their behavior at all.Another example: Once you have a beehive, bees can literally cause your fruit trees to mature overnight and yield fruit the next day, when they are supposed to have a time to maturity of around 20 days. Crops can similarly be accelerated and it's not clear which plants on your farm will get chosen for acceleration so once you have bees, your crops even of the same type planted at the same time will mature at different speeds. This is:Completely not anything like a real farm.Makes various mechanics such as growth time and fertilizers anywhere from somewhat to mostly pointless.-1 Relationships are currently a farce. NPCs are just loot machines handing out random goodies.They occasionally give you gifts. Even random Tourists can give you something.Meanwhile, players will basically be giving out low-effort plentiful things like Celeste Berries, Coconuts, and Grilled Mushrooms.Because these reliably give you mid-tier reactions and there's no incentive to hand out anything more expensive or harder to make.-1 Making something "thoughtful" costs time, resource, and acquiring resources in the first place, which could require farming or mining even before cooking/crafting. And that time-costly experimentation can get you punished with a lower-tier reaction or outright rejection. It's simply safer to hand out Celeste Berries which are easy to get in large quantities to hand out to everyone. Characters like Neona and Zerine even "love" plain Stones.-1 And when you are occasionally given a cue that a gift might be superior, it turns out to just be meaningless flavor text so you learn to ignore it.When you advance your relationship, they start to give you even more gifts.-1 When you really advance your relationship you can go into their home... and open a chest of goodies each week.Looks like a free-roam open world game but it is on rails:-1 The "Island Life" app on your phone lists a number of tasks that you must complete in the correct order to unlock certain features. In the early stages of the game you will probably end up completing them as a matter of course but it unreasonably unlocks certain elements and players who don't look ahead through the app might not understand why certain features or characters are not available.For example, until you expand your housing plot, the Merchant Boat will not arrive, and Bus Stations won't appear.There is a step that demands you adopt 2 pets, obtain 2 pet outfits, and use the in-game gacha machine 10 times. Don't like pets? Too bad. The game is on rails.-1 The game recommends you start with the Crafter profession.You basically can't do anything without this profession. It's not optional.What are simple low-tech things in other games demand unreasonably high Crafter certification.For example, the most basic automatic sprinkler ("Sprinkler I") which waters a tiny 2x2 farm tile area requires Solid State Batteries which can only be crafted with advanced ranks of Crafter. And this is after you progress through enough ranks of the Farming profession to be able to buy the blueprint.In order to advance the Crafter profession you basically also have to advance the Explorer profession or you are outright locked out of the locations with the materials you need to harvest.Everything you need to craft as you progress in the other professions requires more and more advanced ranks of the Crafter profession for the components.Honestly this feels like a gatekeeping band-aid to prevent you from having too many sprinklers because that would save far too much time and allow you from having a big farm, which in many games typically becomes primary income.So instead of massive player effort yielding appropriate reward, they choke the ability to make massive effort: Multiple unlocks, material grind, material sink, mass production, and each item covers a tiny area.-1 The first festival (at the end of Summer) has timed quests that require you to have Crafter and Exploration at least somewhat advanced in order to gather and process certain materials.Theoretically there are no (?) consequences for failure except not having more Beach Festival currency. But why present the player with last-minute helplessness if they chose their path and weren't aware the game was so on-rails that you needed Exploration and Crafting progression?-1 Days are timed: 20 minutes real time before you pass out.This creates a huge time crunch considering what the game offers and what you THINK you can do, especially based on the promotional videos.Plus any mistake, no matter how slight, becomes extremely costly. Efficiency gets naturally pushed to the front. (But for PC there is a workaround to restore the last save instead of a full rollback to the start of the day.)For example, there are NPCs you can interact with and Community Center Bulletin Board requests you can take and deliver. But doing so would chew up around half your day just running around, more if you try to take your time to leisurely do them in this "cozy game".And Bulletin Board requests aren't really "optional": Various steps in the Island Life app require you do varying amounts of them, and to obtain the critical currencies of Coin and Starsand, you are basically expected to do them or grind out the currency some other way.Further, they become increasingly complex as you advance through the various professions so you become less likely to be able to accomplish them due to material requirements such as crops you haven't grown yet.-1 On top of this, if you want to advance various professions. you obviously need to spend time on them. One of the worst is the staple of cozy life sims: Farming.+1 On the surface, the setup looks good:The promotional videos showed vast farms with a variety of crops. Real farm-sized farms, not just a hobby garden like in Palia. Sign me up!Seasons have meaning, which means planning, and more immersion into the farming life. Growing different things each season instead of the same things over and over again? Brilliant.Lots of crops and even some flowers. Lots to grow and enjoy and stockpile so I can make all sorts of food? Sold.But all the accompanying systems are not well thought out.Farming plots attract weeds and trellises attract bugs. Animals are supposed to help take care of these but that adds Ranching to your daily maintenance. And nothing helps you water your crops until much, much, later.Unlike many games, you really don't have time to manage more than a small hobby garden.Running around trying to water your plants twice a day (or the plots get dry either during the day or overnight) will not be manageable when your farm starts getting big. On top of eating up a sizable chunk of your day, meaning you won't be able to go mining for materials.But without a sizable farm, you will start to not be able to fulfill Bulletin Board requests because you simply don't have a reserve of the crops required and growing them from scratch will probably take longer than the time limit allowed to you for those requests.-1 Of course you can just wait for another request to come, but this is another way the system breaks down -- the more advanced you get, the less you can actually do, and doing them feels not worthwhile.A completed request can give you maybe +25 to +50 Starsand. Or you can go to one of the regularly appearing Tourists at fixed sites to take a photo for them and get a bunch of Starsand too.Without a farm and processed food, you will be living "paycheque-to-paycheque" looking for something to sell immediately (e.g., go fishing). But Coin costs for things start to climb very fast and even a single pack of seeds will cost more than three or four fish.Processing food into slightly more profitable forms like Vegetable Juice is fast but making Jams and Pickles can take literally days for just a few units of vegetables.Like sprinklers, this also feels like deliberately throttling player income by denying them the outcome of massive effort put into farming.But this is highly unsatisfying for the player because there's land for a big farm and they put in the effort despite the sacrifices needed due to the short 20 minute days... and at every stage are thwarted.And Vegetable Juice is fast not to limit income but because it's important for the Ranching supply chain where you need it to make Chicken/Duck Feed.One "solution" to making Farming tolerable is to focus on the Crafter profession (even if you just want a nice farm) because once you get to the end of that profession you get robots to help you gather resources so manually entering the zone to mine doesn't become so urgent.But again, this means the game really is on rails. You "need" to do this first to make some of the other professions not just tolerable but feasible. The open world freedom is an illusion. Not all paths are actually viable or enjoyable.I seriously cannot remember a time I enjoyed Farming or Ranching less. Even the survival RPG Once Human has more relaxing and scalable Farming, and more intuitive Ranching.Even to advance the profession requires considerable random chance:To become an Intermediate Farmer requires you to grow "Gmax" crops where a 3x3 arrangement of certain crops have a chance of merging into a single gigantic unit.-1 This is completely random.-1 But luckily there's fertilizer you can buy to increase your chances. This sort of "selling you the solution" feels more like a live-service paywall than a mechanic in a single-player game.-1 And the ultimate goal/unlocks of Farming directly undermines what made Farming feel immersive with Seasons:Never need to buy seeds again with "Immortal Seeds" that you can make on your own.Ignore seasons completely with those same Immortal Seeds that won't ever die even if the off season.(They still need watering and weeding though, but at least you can safely neglect your farm more. Like a good farmer would?)In a COZY farming sim, sheer busy-ness and RNG does not translate into depth. It is just busywork reducing your available cozy time with maintenance.Ranching also looks bleak.+1 When I first saw you can even have deer and ride exotic farm animals I was sold. It would be great to have a bunch of animals and play and tend to them each day, right?No. There's barely enough time as it. Do that and your farm and other things just go to heck.-1 And every single land mount/vehicle is worse than the basic rollerblades you make when you start your Crafter certification. Literally every single one. The time to mount up on a vehicle or animal is so long compared to a single click to get on/get off your skates.It's clear there's supposed to be a supply chain where Weeds get processed into Rabbit Feed, Rabbit Poop gets processed into Duck/Chicken Feed, poultry eggs get processed into Sheep Feed.Obviously the concept is an interconnected system (Ranching + Farming) and one helps prevent the other from decaying in order to help with scaling and maintenance.-1 But in reality it's hard to predict and you will likely have to supplement this by buying various types of Feed. And that's on top of manually weeding and pest control because you simply can't trust the animals to do their job especially when it's night and the weed just sprang up but all the animals have gone to sleep.And supplementing the supply chain with animal feed of course costs money. Which comes from farming (not realistically scalable), fishing (time consuming), or Bulletin Board requests (time consuming and quickly becoming unfeasible due to the complexity of the requests).The supply chain in unclear, so it ends up just creating more micromanagement and expense for the player.They could have done a much more intuitive and common sense supply chain.Crops (vegetables/fruits) and Weeds and Bugs and Snails can form the common base for animals to either self-feed or be just fed to animals in the trough. Basically all the animals that fall under Ranching can eat one or more of those categories.Complicated and nonsensical processing into one type of Feed for each type of animal is not necessary (Sheep Feed needs eggs? Chicken Feed uses Rabbit Poop?). Just Sheep for example can eat a lot of what can be grown in the game.Overcomplicating a supply chain when the real world shows what works and would feel more intuitive to the player is... mind boggling to say the least.Maintenance of the animals requires time. There are time-saving devices such as the Cleaning Pod (when they work reliably).-1 But these are locked not just behind additional advanced Ranching and Crafting certification and layers of RNG and not available when you need them:You need to be an Intermediate Rancher.This means passing the Junior Rancher test where you have to wait for Giant Eggs to be laid.You also have to pass the Intermediate Rancher test where you have to breed a certain type of rabbit. It's completely random whether you'll get one so it could be several breeding cycles before you finally get one.Even to get a male/female pair of rabbits can be challenging as the Ranch Shop sells just plain brown "rabbits" and you don't know the gender until you buy them.-1 Some "time saving" devices like the Feeding Trough in fact create new problems. In the case of the Feeding Trough, the animals shed and poop and lay eggs at the trough so you have to manually pick them up.Previously they would do their business in their hutch or coop and you could just one-click collect the lot instead of manually clicking every unit that's lying on the ground. It's literally a new problem.But luckily they sell you the solution with a Ranching perk that automatically vacuums them up into your inventory. Which certainly makes it look like the perks are relevant.Now imagine trying to have both Farming AND Ranching.Better start scaling down your idea of a farm and how many animals you have. Maybe delete some of that farm, put some of the animals into storage limbo? Does that feel like a cozy choice?-1 Even final-stage Crafting profession Robots don't really help. The Gathering Robots:Do not appear to use your perks like getting seeds from harvesting crops.Cannot be made to ignore what you don't want harvested, such as crops in a 3x3 Gmax formation: These have a chance to merge into the gigantic Gmax only when all of them mature, so if the Robot harvests those that matured a bit earlier, the whole Gmax attempt will have to wait for another growing cycle.Don't help you with watering plants -- that's separately gated by mass production of costly sprinklers.So it's not just the time crunch, but badly thought out systems that should never have gotten past Closed Beta Tests.-1 / FAIL  The tight days undermine being human and sane.Assembling and cooking a different meal each day? Sitting down at a restaurant to eat a meal? Luxuries when you're on a 20 minute timer and it's far easier to just snack on low-effort mass produced food like the berries you can pick from bushes scattered throughout the world or batch grilling grilling mushrooms found on the ground.What was the point of growing crops? Isn't it to have a wide enough variety of crops to make some of the scores of recipes instead of eating the same thing over and over? And sit down and relax to have your breakfast, lunch, and dinner? You know? Like a regular human being? Maybe with one of your NPC friends?What about taking time out to just be with your Ranch critters and pet them or go riding just for fun? Without the threat of your Farm or Ranch slowly decaying while you do so?When it's a time-luxury to do a sane human thing like cooking and sitting down to enjoy a meal... what type of life is this "life sim" simulating? Or is it just meant to be "cozy"? And what does that really mean when this structure is a "cozy game"?-1 Band-aid systems to cover up poor systemsFor example, ammunition costs 5 Rock to make 2 Simple Ammo, and in the early game you could be using literally dozens to kill a boss creature. Later on it's Arrows which cost 1 Iron Ingot per 3 Arrows. Meanwhile you need those resources for other things than a pitiful amount of arrows.This is probably why they allow you to find crafted ammunition and even Arrows while mining. Yes, when mining ores, you might find some Arrows. Why? Because it's tedious to mine resources just to waste on ammo?It's literally easier to just ignore the boss and run around the arena mining the resources you need, then get out. You not only save ammunition but you save precious time when you only have 20 minutes per day.A tight 20-minute time window is simply too short for game that advertises living a "relaxed pastoral life". Simply sitting down on a chair will cost you 3 precious seconds for that "mistake", another 3 seconds to get out of the chair, and you can't talk to NPCs while sitting down even if they are next to you on the same bench.Going into town to make Bulletin Board request deliveries -- or just to talk to people -- becomes an all-day event while your crops dry out.Currently, certain things do pause time, such as when you open your Inventory, when you browse a Worktable looking for what you want to craft in a not-sorted-in-alphabetical-order list, and when you are in dialog with someone.But they are planning to have multiplayer, which means none of those time-freezes can be allowed.This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Beyond the Clock: Rethinking Time, Food, and Rest in Cozy Games
This article proposes The Cozy Rhythm System, a day and stamina framework designed for cozy games that: Have a day cycle Require sleep without harsh time pressure Make meals meaningfully relevant Preserve a cozy pace and feel Work well for small, invite-only co-op groups Problems in Existing Cozy Games Many cozy games fall into one or more of the following patterns: Food is largely interchangeable, allowing players to eat cheap snacks repeatedly to extend work indefinitely. Sleep is either ignored entirely, or strictly enforced via a fixed clock that creates un-cozy pressure and optimization anxiety. Time freezes during certain activities such as inventory management or decorating, which works in solo play but becomes complicated or impossible when multiple players share the same instance. The Cozy Rhythm System addresses these tensions by removing fixed clocks, capping effort naturally, and making rest and meals part of a gentle rhythm rather than a race. Day Cycle Structure A “day” is divided into four periods: Morning Afternoon Evening Night For convenience, players are expected to sleep during the Night period, but this is flexible. Each period has no fixed duration. Time does not advance automatically. A period continues indefinitely until the player (or group) chooses to advance to the next one. When a player sleeps during the Night period, they wake up in the Morning with a base amount of Stamina. However, meaningful productivity still requires eating proper meals. Meals and Consumption Limits Each period, a player may consume a limited amount of food and drink: Food Points: 5 per period Drink Points: 2 per period Food types: Appetizer, dessert, or snack: 1 Food Point Main course: 2 Food Points Any drink: 1 Drink Point Once these limits are reached, the player is considered Full and cannot consume more until the next period. This incentivizes players to cook or purchase higher-quality meals instead of relying on large stacks of low-effort food for constant Stamina refills. Actions Within a Period Each period, players spend Stamina on strenuous activities such as farming, mining, crafting, or exploration. A percentage of unused Stamina (for example, up to 50 percent of base Stamina) carries over into the next period. This reduces pressure to optimize perfectly and allows players to advance time flexibly. Because food consumption is capped per period, total Stamina expenditure is naturally limited. Eventually, players run out of productive energy and are gently encouraged to move on. Stamina is not just productivity, but the consumption of stamina also represents the passage of time. Non-strenuous activities such as talking to NPCs, advancing relationships, walking around town, or decorating either cost no Stamina or a negligible amount. Since time does not advance automatically, players are never pressured to rush these activities. Advancing to the Next Period In solo play, the player may advance to the next period at any time. In co-op play, advancing the period requires a notification and voting process. Players can see who is ready and who is still busy. While waiting, players may continue performing low- or no-Stamina activities such as socializing or organizing spaces. Stamina carry-over further reduces friction, as players do not feel compelled to fully exhaust themselves before agreeing to advance time. Sleep and Tiredness The system tracks a condition called Tired, represented as stacks. Gaining Tired If a player uses most or all of their Stamina during a period, they gain 1 stack of Tired. If a player is awake for more than three consecutive periods, each additional period they remain awake adds 1 stack of Tired. Reducing Tired If a player ends a period with most of their Stamina remaining, they remove 1 stack of Tired. If a player is Asleep during a period and does not gain a stack of Tired that period, they remove 1 additional stack. A player is considered Asleep if they are in a Bed when the period advances, and Awake otherwise. Consequences of Tired Up to 3 stacks of Tired represent manageable fatigue. At more than 3 stacks, Tired begins to incur escalating consequences: Maximum available Stamina is increasingly suppressed each period. Strenuous actions become harder or unavailable. The player remains capable of a few critical activities (movement, basic interaction, reaching a Bed), but is functionally unproductive. These consequences are not meant to punish the player, but to clearly signal the need for sustained rest. Fully removing higher stacks of Tired requires multiple periods of low activity and proper sleep. Example A player stays awake through Morning, Afternoon, and Evening. Morning: Works hard and gains 1 stack of Tired. Afternoon: Works hard again and gains another stack (2 total). Evening: Takes it easy and gains no additional Tired. During Night: The player performs minimal activity and ends the period with most of their Stamina, removing 1 stack. The player sleeps in a Bed and does not gain Tired, removing an additional stack. The next Morning, the player starts refreshed with no stacks of Tired. This allows players to occasionally push hard or maintain an active night life, while encouraging balance across multiple days instead of enforcing strict daily limits. Why This Works There is no ticking clock, only player intent. Food matters without becoming punitive. Downtime is intentional rather than accidental. Co-op friction is reduced through flexibility and social pacing. Sleep is required, but never rushed. The Cozy Rhythm System replaces optimization anxiety with rhythm, and replaces hard constraints with soft, legible consequences. Known Tradeoffs and Design Safeguards No time system is without compromise. The Cozy Rhythm System intentionally trades strict scheduling for player agency, which introduces a few predictable challenges. These are not flaws so much as design tensions, and each can be addressed without reintroducing time pressure. Lack of Urgency or Direction Without a ticking clock, some players may try to exploit the mechanic and pack in as much activity as they can, to unreasonable amounts. Actions which normally are time-constrained but cost no Stamina will need to cost at least a bit of Stamina to keep the player moving forward to the next time period.Talking to NPCs also typically does not require Stamina but without time constraints, players can talk to everyone in town in the morning. So a slight Stamina cost might have to be introduced for interactions. Opacity Around Fatigue Because Tired is cumulative and contextual, players may struggle to understand why fatigue is increasing or clearing. This is mitigated through clarity and transparency: Highly visible Tired stacks with plain-language descriptions Clear thresholds for gaining or removing Tired Preview messaging such as “Sleeping now will remove two stacks of Tired” Cognitive Load for Casual Players Tracking meals, stamina, time periods, and fatigue can feel overwhelming for players who simply want to relax. The system can support these players by: Automating optimal meal selection where possible Using descriptive states like “Well-Fed” or “Exhausted” instead of numbers Ensuring that ignoring mastery never leads to hard failure Co-Op Friction and Waiting Even in small friend groups, players will not always be in sync. This can be softened by: Allowing low- or no-Stamina activities while waiting for others Stamina carry-over that reduces pressure to fully optimize each period Loss of Traditional Pacing Controls Removing a fixed clock places more responsibility on world design to convey the passage of time. For example, instead of more complicated NPC schedules they occupy spaces based on a whole period like "Morning". A minimum amount of time might need to be enforced so that the player cannot too rapidly advance time before NPCs have completed their routines for a time period (e.g., getting out of bed, eating breakfast, then going to work).Crafting would also have to be revised as that is typically governed by the passage of time.  Some crafts that require the player to actively perform (e.g., cutting logs into planks) could cost Stamina while those which the player cannot rush (e.g., waiting for fruit to reduce into jam) could be queued at a workstation and are complete in a later period. Safety Valves and Recovery To prevent fatigue spirals or experimentation from leaving players stuck, the system could include gentle recovery options: Caps on maximum Tired stacks Accelerated recovery through rest-focused activities Emergency rest options that trade productivity for full recovery Taken together, these safeguards ensure that The Cozy Rhythm System remains forgiving, legible, and socially harmonious, even when players push its limits. This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Starsand Island - Treasure Map Dig Locations - Beach Festival
The Treasure Maps in Starsand Island show you a pointer when you have them selected on your hotbar, but no sense of distance. These slides show valid map locations for Beach Festival Treasure Maps (yellow triangle player marker). Unless they changed some locations since launch, I think I'm still missing at least two locations. Will update if I can get those maps again. This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.

Starsand Island - Treasure Map Dig Locations - Moonlit Forest
The Treasure Maps in Starsand Island show you a pointer when you have them selected on your hotbar, but no sense of distance. These slides show valid map locations for Moonlit Forest Treasure Maps (yellow triangle player marker) as well as the nearest teleporter (red quest marker). This article originally appeared on "Video Game Reviews, Walkthroughs, Cheats, and Mods". If you are reading this elsewhere, it has been taken without permission.


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