Campaign, Missions, Gamemods, game setting goals.
Campaign like in ANNO; Build a Temple, big Dam or Big Build which consumes a lot of different good like wood, planks, water, iron .... OR build a City with 1000 beavers,
Missions like in ANNO; provide for the citzens rescoures for a event or build a special build like a temple for the citzens,... and as return you get other rescoures or special building
Gamemods beside the existing survial mode: like Dam Building MOD (SandboxMod); Colony Mod where you have to extract as much as possible rescoures(good, energy,...) for the capital to guarantee their survial
Comments: 46
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03 Oct, '21
BelaluneYes please. Also a progression system where you only have access to specific tech as you complete the missions.
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02 Nov, '21
Henry MergedThe current game is the equivalent of Frostpunk's creative mode. I feel like we need different stories or map situations to play through. Events that occur as time goes on, goals we need to accomplish, decisions we have to make for our beavers that have positives and negatives, or a prebuilt map we have to modify to win, etc. These could also vary for different factions. I feel it wouldn't take too much effort to build some story lines with text and make certain gameplay parameters.
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For example Frostpunk has a story you pick called The Refugees where a ton of fleeing citizens want to join you and its a blast trying to balance building so much extra housing, food supply, and medicine to try and save them.
I read somebody mentioned adding floods as a disaster. Imagine a story where there's a massive flood coming and the goal is to move your entire population to the tops of the mountains by the time limit to survive it, no platforms or beaver-made stairs. Could be epic. -
02 Nov, '21
Gin Fuyou Admin"Story / Campaign / Critical Decisions" (suggested by Henry on 2021-11-02), including upvotes (1) and comments (0), was merged into this suggestion.
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12 Nov, '21
renzo Mergedcampaign, missions with the different maps, for example reaching "x" number of population or reaching "x" satisfaction level.
once you get to 8 to unlock the other civilization the game loses its grace -
14 Nov, '21
Gin Fuyou Admin"my suggestion" (suggested by renzo on 2021-11-12), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Jan, '22
StefI feel the game could easily support something like the campaigns in the old rollercoaster tycoon games.
After finishing (or failing) the goals the player can continue with free play. Some scenarios can come with a partially built town, or even an unfinished 'mega project'.
Tailored per map, a single or list of win conditions that the player needs to meet by a certain deadline, e.g.
- population x should be reached by day y
- survive the first x droughts
- have x overall well-being score (or a specific need being met) by day y (can be made more difficult by mandating multiple towns)
^ technically i guess this one unlocks the iron teeth, and is already in the game.
- unlock x tech by day y
- x % of the map green by day y (during drought)
more complicated, but also fun would be an objective to require water on a certain area of the map (with plain droppers being forbidden) -
03 Nov, '22
Just a guy on the internet MergedI feel like the game isn't properly communicating what the player should do after finishing the tutorial. I disagree with the concept of "find your own fun" when it comes to these types of games. In order for the player to "find the fun" they need to understand what the game has to offer. And what the game told me I can do is: cut and grow trees, plant carrots, buld houses... not enough for me to "have fun"
Please extend the tutorial by a lot. Maybe even add missions that gradually keep getting harder to teach the player some of the deeper mechanics of the game -
04 Nov, '22
Vickie MergedAfter hours' playing the game, I am confused about the goal of the game. Even if a open world or open end game is ok, a goal can motivate us to some direciton, which is meanful somehow within the background of the game. Just like Factorio or Terraria, we finally should beat some bosses or launch a rocket, in order to fullfil the whole process.
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09 Nov, '22
Gin Fuyou Admin"A clear indicator of what to do" (suggested by Just a guy on the internet on 2022-11-03), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Nov, '22
Gin Fuyou Admin"The game should have a goal for players." (suggested by Vickie on 2022-11-04), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Dec, '22
Jundiyy MergedFinished level alerts, even though it's an endless game, perhaps once you hit a happiness level, a message pops up telling you, you have finished the level (and still allows you to carry on if you wish). Easy could be 15 happiness, medium 25 and hard 45. It's not needed, but it makes you feel like you have actually finished something
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01 Jan, '23
Gin Fuyou Admin"Finished level alert" (suggested by Jundiyy on 2022-12-30), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Apr, '23
HiteshCampaigns or quests would be helpful and useful for keeping the game going and interesting. In comparison to frostpunks endless mode... after surviving it does get boring.
Missions or quests of some kind could keep it interesting otherwise it just seems like a weird endless sandbox game with no end.
The suggestion for scenerios is good but I might also suggest simple added in game quests i.e. the beavers want this or that built. or random events that can keep the game interesting.
I've been playing endzone and the simple way they keep it interesting is by introducing a forum building which hears requests from the population. You can deal with the requests for rewards. -
04 May, '23
Ayn MergedWhen you are only battling the elements, you need a purpose driven narrative overlaid on top, I want an objective to fight towards while dealing with the elements
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15 May, '23
Gin Fuyou Admin"Needs a narrative overlay" (suggested by Ayn on 2023-05-04), including upvotes (1) and comments (0), was merged into this suggestion.
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28 May, '23
Mangiasogni Mergedbut what is the purpose?
you usually build things to achieve a goal.
exemple
1- Your mother city has sent you to colonize new lands by building villages
2- having reached X welfare points in the village, you have finished the mission assigned by the mother city
3- choose to continue the village or not for your personal pleasure
4- when you want to finish the village, you receive points to spend on upgrades to the mother city that help you build the next village
etc.. until all upgrades are unlocked
there may be other beavers colonizing the map (competition)
or
1- you need to reach a place that is beyond level N, so you set out and build a village at level 1 (easy map)
2- once you've unlocked metal blocks and precious wood planks you can build a colonizer and go to the next level
3- built the colonizer and leave for level 2 (a bit less easy map)
4- when you can build again the colonizer you can go to the next level with the map a bit more hard
etc.. until you reach the -
30 May, '23
DrinkLinker MergedFrom my point of view, a fantastic game play. I a missing short missions to overcome the from time to time long build up process.
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01 Jun, '23
polwhen campain????
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02 Jun, '23
Gin Fuyou Admin"Target" (suggested by Mangiasogni on 2023-05-28), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Jun, '23
Gin Fuyou Admin"SOme kind of mini-missions to fulfill" (suggested by DrinkLinker on 2023-05-30), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Jun, '23
PupuOk, so I just played a demo version, and my impression was quite... uncomfortable.
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You know, the time of build-just-for-fun ended after Simcity 4, and Minecraft already offers a virtually infinite creative mode.
Any game regarding city-building and tycoon genres are nowadays based not only into building; we need a purpose. We need a story behind it.
So in your game, I find a very, VERY interesting scenario... with no context. The humans are no longer there, but I didn't get the point of beavers building their own world. I need context, otherwise I feel there is no point in 'helping' them.
So. If you want me to buy it, I will, because apart from that it looks AMAZING. I liked everything, every detail. Except the lack of purpose. -
12 Jun, '23
Tommy Mergedadding goal for me to do that has some sort of a story logic to it would help me to keep playing as at the moment i feel like im just building a big city and not achivuingn anything other than that, simple goals like achive 100 population, get this much food ect
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13 Jun, '23
Gin Fuyou Admin"need to add goals" (suggested by Tommy on 2023-06-12), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Jul, '23
JackI don't know what ANNO is, but this game reminds me of the old Pharoah, Cultures etc genre (Yes, I'm THAT old,) which benefitted from having goal-oriented scenarios. Definitely keep the freeplay version as it is now, I seek out games that give me the ability to have a very chill experience like this. But would be nice to also have the option to play missions. Even better if it came packaged with a standard set of missions, but players have the ability to design and swap their own scenarios.
I don't think I would enjoy having technology locked into success at goal scenarios, as I saw suggested above. -
05 Aug, '23
Me MergedThe game is a lot of fun, but once you get things fairly stable there's nothing else really to keep you motivated or give you any direction, so I found myself getting a bit bored. It becomes more about space efficiency and then it's just the same thing over and over in new districts or with harder difficulty. Please add some goals to keep it interesting and give us things to strive for and reasons to keep going.
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05 Aug, '23
GalleonIMO, all city building games benefit from a Campaign mode or some sort of mode where you are striving toward a goal. I love Farthest Frontier but it lacks for the same exact reason. The game "Emperor - Rise Of The Middle Kingdom" did a fabulous job with its campaign mode. You would even go back to a town several times and keep building it bigger and be given even loftier goals to achieve. until your modest town is a sprawling city. There are plenty of city building games out there, but there are very few with a compelling story to tell (e.g. Frostpunk).
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05 Aug, '23
Jcheung Admin"Add some goals" (suggested by Me on 2023-08-05), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Sep, '23
Jack MergedSome kind of quest system would make me more motivated to pursue hard goals in this game.
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08 Sep, '23
Gin Fuyou Admin"Quests" (suggested by Jack on 2023-09-01), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Sep, '23
ZethosA game i recently played and enjoyed was "Against the Storm", which has a very good meta progression in my opinion and could serve as a reference for Timberborn.
You had this central City and had to found colonies which provided you resources that could be used to upgrade your main city, giving you new buildings, perks and mechanics, even new races. I would like to see some kind of permanent progression system aside of different races.
Also random events that pose challenges to the players, like floods, volcano eruptions, earthquakes, hostile forces that you could appease with a tribute, lightning storms that target metal structures and robots, plagues, pests and crop diseases would also require countermeasures and force the players to expand to get to new resources.
Also I feel like a more impactful happiness system would be nice, like having to battle rising expectations from your beavers or face loss in productivity and on the other hand stronger perks is you fulfill more. -
10 Sep, '23
Gin Fuyou AdminAgainst the Storm is initially designed to have a roguelite element to it, but still some refactored ideas can be used I think.
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01 Oct, '23
Taisa MergedI really love Timberborn, I feel like this game provides so many possibilities for creativity.
My personal suggestion is End Goal in the game. The realisation of ending and completion satisfies my need for accomplishment or achievement. Current playstyle of Timberborn resembles Creative endless mode. I would love some goals to achieve, where game can be marked as completed for me. This can be: achieving all metrics or having specific amount of beavers, or having some sort of efficiency parameter, to which I should move as End Goal, or maybe even some sorts of levels with different maps or challenges to overcome, like planning time and resources. End goal is very important for me, right now I endlessly procrastinate in games like Timberborn, burn out and never return later.
Thank you for reading my feedback! -
02 Oct, '23
Gin Fuyou Admin"End Goal marking Game is Complete" (suggested by Taisa on 2023-10-01), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Nov, '23
Andrew BI would also love a clearer sense of completion for the game - I don't mind open ended builders but Timberborn's style seems more suited to a campaign than a city painter. My gold-standard reference here is 'theme hospital' which had structured levels that introduced new challenges and ideas and gave a great sense of progression. Once all the beavers are happy in their robot fuelled communist utopia I lose interest. More challenge please!
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18 Nov, '23
Jfeather MergedI love playing Timberborn, but there is no end to it, and it's starting to leave a bad taste in my mouth. Almost like I am burned-out. There should be goals set to accomplish or a duration of time set to survive. Kinda surprised it's essentially just a sandbox game with no end.
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22 Nov, '23
Gin Fuyou Admin"Goals or endgame?" (suggested by Jfeather on 2023-11-18), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Dec, '23
pointydrip MergedIt would be great if there was a main goal for each map, because the late game of a map loses purpose very quickly. Find a treasure, build a 10 story house and populate it, build a resevoir of a million water units...whatever. It can be simple, the game just needs purpose right now.
Side quest or secondary goals would be fun. If you added a score based on how quickly you achieved the goal and other factors such as population, well-being or cumulative resources harvested that would make it more interesting.
And if you have high scores that means you could have leaderboards and THAT would get the community much more engaged...speed runs anyone? -
22 Dec, '23
Gin Fuyou Admin"Map Goals, sidequests, score points and leaderboards." (suggested by <Hidden> on 2023-12-11), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Jan
Judith MergedAn end of game goal would be nice. I love the game but am finding it hard to see the purpose some days.
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16 Jan
Gin Fuyou Admin"An end of game goal" (suggested by <Hidden> on 2024-01-13), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Feb
Milk MergedAdding scenarios with different amounts of children/adult beavers or even starting with bots. Example for the Folktails a scenario could be that suddenly while building a thriving colony the rivers suddenly dried up with no warning and a decision was made to mass migrate to a new river while most of the older beavers died, most of the children and newly made adults have made it to a new river and must start anew. Mechanically speaking this would be a low resource high population kinda start. While this example is simple I think the point is made just fun flavor stuff.
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12 Feb
Gin Fuyou Admin"Lore/Flavor Scenarios" (suggested by <Hidden> on 2024-02-08), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Mar
Jack Mergedafter the start of the game and the guide is over and i dont have any thing telling me what to do next or why . i quit didnt understand the point of going on with it ? im not saying i dont like the game. I love it!
I just need a reason other than making something look cool to build more to keep me playing
keep the guide going or something ?
After it was over i didnt know what to do next.
Like i know theres bad water but its not affecting me or my guys so whats the point in it
if i had a mission to do something with the bad water it would mean something to me
idk just seems like after the guide your just building to see what you can do
and it takes a long time to get the research to build new stuff but like i said, why do i need to build new stuff the game itself never gives me reason
so i just quit thanking you guys will add some type of in game quests that makes me want to keep playing.Love the idea and the building just need a reason other than liking it to keep me -
25 Mar
Gin Fuyou Admin"keep me going" (suggested by <Hidden> on 2024-03-23), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Apr
Jason MergedGive us campaign stories or tasks to complete. The game becomes quite boring just "beating" each map.
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04 Apr
Gin Fuyou Admin"Give us campaign stories." (suggested by <Hidden> on 2024-04-03), including upvotes (1) and comments (0), was merged into this suggestion.