More End-Game Content [Endgame Mega thread]
The players all agree, Timberborn is a fantastic game, but there comes a time in each save where the settlement becomes more or less self-sufficient and it feels like you've ran out of things to do.
This is a problem because it's damaging for the longevity and replayability of the game (bad for players, worse for marketing). This is why the community is calling for the addition of more endgame content.
But what does that mean exactly? Developers can add features like buildings and factions, but that doesn't necessarily count as expanding the endgame aspects of the game.
What we need is expanded features and mechanics that make the game more interesting to play in the long-term. This can, but doesn't have to present itself as additional challenges (Flood season is a popular request).
It can also present itself as additional ways to play the game, I'll mention suggestions such as co-operative multiplayer, player-driven resource economy, unlocking non-faction buildings, cosmetics etc.
Comments: 67
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20 Sep, '21
Spumoni MergedI am enjoying the game but have seemed to reach its limit. without setting my own made up goals i have nothing to strive for. with multiple districts and water irrigation covering the entire map, it turns into a creative game more than worrying about survival or even resources. i even paused all of my production facilities because i have no need for anything anymore, other than dynamite to finish making the rest of the map green. i'm sure i have more to say but this is all thats coming to mind. great work on the game so far and i look forward to future updates and more factions.
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22 Sep, '21
SuP MergedAt some point science points are meaningless. Maybe it could become an interesting currency for late game.
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And it would be interesting to have some more fun endgame challenges or objectives to work towards... At the moment I'm trying to fill up the whole map with districts, and I'm wondering: "why? I already feel like i have beaten the game somewhere along the way." -
23 Sep, '21
jael MergedI really like it when a game gives a reason to reach a goal. It would be nice to get some extra mats or something for when you reach one.
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23 Sep, '21
pmduda Admin Merged"sciense points + more endgame content" (suggested by SuP on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Sep, '21
pmduda Admin Merged"Reward for Goals" (suggested by jael on 2021-09-23), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Oct, '21
gabriel Mergedmaybe add more minerals to mine for, maybe medicine if beavers get sick, and further advancements into future jobs in construction
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05 Oct, '21
pmduda Admin Merged"more technology, bigger maps" (suggested by gabriel on 2021-10-03), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Oct, '21
Bass4Spaceman MergedI'm with Spumoni's original suggestion. Goals are great because they can provide so much to players. Here are few examples (definitely not an exhautive list).
* Surive a drought without any deaths by thirst or hunger.
* Eradicate homelessness in a district.
* Build a 10 storey skyscraper.
* Deliver 1.21 Gigawatts of power (if you know the reference, it's pronounced Jigawatts :) ).
And so. -
07 Oct, '21
Dunkleosteus MergedI've played a few hours so far- maybe 10 or 12, with both factions and I've enjoyed it. Different maps and difficulty levels add some replayability. Partway through the game, it feels kind of directionless though. As droughts get longer and managing drought becomes the only thing you think about, it feels like a losing battle and like your colony isn't progressing any more. In a game like factorio, you have the rocketship at the end as your ultimate goal, but here I feel like the tech tree sort of just ends? Is the point of the game to just max-out the QoL for your beavers? The scant lore of the game implies this is post-apocalyptic and only 1/3 of the world is water. It might be cool if the tech tree could progress far enough for the beavers to bring about a wonderfully wet world once again. Dunno how you'd do it. Let the beavers fix climate change.
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08 Oct, '21
Gin Fuyou Admin Merged"end-game goal?" (suggested by Dunkleosteus on 2021-10-07), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Oct, '21
Denis MergedGreat game so far, I really enjoy an idea and game pace. With that said, I'd say that after you built a third monument for one or two of your colonies, it's kinda not fun anymore, because even if you want to expand and make a few more colonies, there is no game mechanics that will help you and make it a bit easy then before.
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So my suggestions, that can make life easier for already established colonies:
1) When you researched all techs researching stations become obsolete. How about they will produce knowledge so beavers can visit this building instead of eating books? Or second option: after researching all techs you can spend research points to "boost" production in one building for a short period of time.
2) Energy. One thing that I really want to have for my end-game sandbox is an energy storage/battery. What about a huuuge centrifuge that starts untwist when there is an energy input on one side and can store it and move it to output when needed (when it's unpaused/had a worker?) -
23 Oct, '21
Banshee MergedHi all!
Loving the game so far, but the endgame feels missing. After ~8 hours in a playthrough on normal difficulty I feel like I am mostly finished with the game. By that time I will have more food than my beavers will ever need (25K in storage), a production location that fills an entire lake and enough dynamite to make the rivers next to my farms deep enough to never go dry. I am currently working on getting my beavers' needs maxed out, but that doesn't really feel like a huge achievement either. I am uncertain of what exactly should be added, but in general these kinds of games take a hundred hours before you reach the end, I feel like my beavers need some bigger dreams! -
24 Oct, '21
Gin Fuyou Admin Merged"General: more endgame content" (suggested by Banshee on 2021-10-23), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Nov, '21
Alison Ledington MergedEngagement of lesser mortals who aren't necessarily OCD and therefore don't view the game as needing an entire map being colonised with as many beavers as possible and being totally transformed with engineering.
I need more. I need late game rewards like 'new maps' or maybe new skills or maybe new facilities but if these don't emerge, I will give up on this game. -
04 Nov, '21
Gin Fuyou Admin Merged"Lukewarmplayer" (suggested by Alison Ledington on 2021-11-03), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Nov, '21
Gin Fuyou Admin"More end game content" (suggested by Spumoni on 2021-09-20), including upvotes (56) and comments (13), was merged into this suggestion.
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04 Nov, '21
Gin Fuyou AdminMerging previous thread here because of better description in hopes it gets even more support like this.
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04 Nov, '21
AfterCrowWhen I wrote "Player driven economy" above, It was in an attempt to provide an example of a "Light-version" of a co-operative multiplayer experience, -since full multiplayer might be a difficult/time-consuming project.
The idea is to add a "Market"-building, where players can exchange in-game resources (logs, paper, iron, etc.) with each-other, either on a free marketplace or direct trade with your friends. Adding additional resources, as well as an optional "gold" trade-currency could allow individual players to gauge the economic proficiency of their outpost. This is something we the players could then compare notes on outside the game.
If mods are controlled through Steam Workshop (another popular request), then you might be able to prevent any exploits of such a system. -
04 Nov, '21
AfterCrowAnother popular suggestion in relation to endgame content is to heavily expand on the theme of science. The buildings that produce "science" become obsolete once you unlock all the buildings, and there is only one type of science building.
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What if the science buildings had more variety? Additional Science laboratories have been suggested, such as here:
https://timberborn.featureupvote.com/suggestions/225857/underwater-science-building
Also, the individual science buildings could provide useful bonuses, such as weather forecasts, water depth/flow (underwater lab), average lifespan of beavers, all sorts of statistics could be allocated to individual science departments.
You could also make unlocks require a given science building, Underwater Lab => Floodgate. Science hut => Beehive.
Also, you could make it so that Books (learning) boosts science output?
And what if you could give Paper to the science buildings and they provided short tutorials as "science reports"? -
08 Dec, '21
Darius Platouf MergedAfter playing the game for a while i realized how it might be missing an "end objective" to turn our focus to during the game.
For instance to have some facility locked until you reach a certain lvl of hapiness among your tribe. Once the objective are reach they are unlockable via science point like usual. it make a "progression route" and make you work toward your goal instead of just plainly develop your tribe. -
08 Dec, '21
Gin Fuyou Admin"To make an overall objective" (suggested by Darius Platouf on 2021-12-08), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Dec, '21
darkAcoI fully agree, I could see big buildings which you basically have to determine the entire district to (so it will have to be supplied by other districts with food and construction material) but that give map-wide bonuses for every district etc..
But certainly there are many ways to do it. Probably some level of mod support would be good aswell, at least that tends to work for many other games in that matter. -
18 Dec, '21
darkAcoAnother idea for some neat endgame conten could be a form of weather manipulation building, so you could charge it up with power (?) and unleash a drought, end one, and potentially more if things like rain or a winter season gets implemented.
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01 Jan, '22
G MergedHey there,
i really enjoy the game. Personally i would wish for a goal, e.g. a giant building or smth., to win a single game. Would be great.
Keep up the good work. -
01 Jan, '22
Gin Fuyou Admin"Goal" (suggested by G on 2022-01-01), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Jan, '22
Philip MergedAs the game progresses I find myself wondering, my town is flourishing, ok so now what? You spend a good deal of time to get it to this point where everything is balanced and functioning well, but for what? Maybe using a scoring system trying to survive and produce at certain thresholds gives better scores, higher scores scores unlock new features etc. This kind of happens with the goals and obtaining the new faction, but it could be expanded upon. For example, what if there were traits or bonuses that could be obtained by achieving certain goals? Efficiency improvements, reduced food and/or water consumption, faster movement speed, traits like never sleep. Something to make it feel like when I achieve something there's a benefit that drives me to achieve another thing and then a score to demonstrate how well I did it. Maybe these bonuses could even be at multiple thresholds, with % bonuses increasing as thresholds increase exponentially. Curious what people think.
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08 Jan, '22
zachary yeary Mergedthis game needs clear cut goals , the lack of purpose has me bored
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08 Jan, '22
Gin Fuyou Admin"Endgame goal and forward progress incentives" (suggested by Philip on 2022-01-08), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Jan, '22
Gin Fuyou Admin"purpose" (suggested by zachary yeary on 2022-01-08), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Jan, '22
palidine40 MergedI was thinking that adding a few things to the maps could create longer term goals.
Perhaps there could be an alligator nest somewhere in one area on the map and its really dangerous for beavers to travel through there, but the nests are usually near a great resource dump of some kind.
Maybe a shrine/plinth/wonderous building could be somewhere and interacting with it in some way gives some bonus to things nearby to it. Some examples:
-Crumbling old beaver temple, its similar to a regular temple but bigger and gives a slightly stronger bonus if its rebuit and worshipped at, or gives that slight extra bonus to other temples around the map after
-An old face carved in a mountain, looking very strange and flat. If the beavers get to it and research how to carve it out, it could be cut into a beaver shape and reduce stresses for many beavers over the map (map wide speed bonus)
-A meteor crater, its difficult to build down into, acts like a strong metal mine, gives better research -
09 Jan, '22
Gin Fuyou Admin"Extra Late Game Challenges, predator nests, shrines, plinths, and dead wonders" (suggested by palidine40 on 2022-01-09), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Jan, '22
DraythixSince this is a post-apocalyptic game, maybe some of the end-game goals could involve repairing the environment? Or perhaps each faction could have different 'victory' conditions.
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28 Jan, '22
Brad MergedI find the drought feels somewhat repetitive, what if there were other threats that cause production issues, such as a blizzard that freezes everything buts thaws quickly after and gives soil a growth bonus temporarily, or sandstorms that require you to clean roads and slow beavers down beforehand, there's plenty of other possibilities as well.
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28 Jan, '22
Gin Fuyou Admin"Threat variation" (suggested by Brad on 2022-01-28), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Feb, '22
wylmcc MergedIt would be nice to have a a clear ending that the beavers are aiming for. For example, in Factorio, the goal is to launch a rocket. What if the beavers had a goal, like turning all tiles green and keeping them green through a 50-day drought? Or perhaps building a "rainmaking machine" that would prevent future droughts (leading to potential "Days of floods DLC"). You could also go with, build a (water-powered, wooden) rocket to colonize another planet. Or advance to the point where they construct a full-on government.
It would be cool to have some kind of end goal to aim toward. -
02 Feb, '22
Gin Fuyou Admin"Game Completion Goal" (suggested by wylmcc on 2022-02-01), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Feb, '22
Kotaw Mergedhello,
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I like your game it plays very well. had a smooth experience so far. I'v done a bunch of maps now.
And I find that it always boils down to flooding a large portion of the map in order to get a big enough reservoir. I see that as a problem because it's quite easy, you just need to unlock planks for the scaffolding & stairs. but that's all.
so you find yourself in a safe spot very early on, sitting on giga-metric-tons of water not caring about the droughts at all. It kills the will to go further into the tech tree, prevents you from exploring other strategies. -
17 Feb, '22
Gin Fuyou Admin"flooding the map is OP" (suggested by Kotaw on 2022-02-16), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Feb, '22
Mark TaylorA tech-tree style way of progressing through the buildings would go a long way towards this. You could even allow some cross-faction tech development, having certain race-specific buildings be obtainable by using insane amounts of Science points. A great suggestion I saw on a Reddit was that the excess science points you always have can be 'spent' like any other resource, and then have schools use them so that young Beavers can have promising futures (bonuses). Another great way to get end-game content is to pour a bunch of stuff into trading with off-map cultures (possibly other REAL players in some sort of online marketplace), but something like that - if done well - would probably be great content for an add-on pack. If you do this the way the smart folks that made City Skylines did, build-in modding from the start, and then you can milk... errr... provide customers with lots and lots of extra goodies ($) for YEARS to come. ;)
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23 Feb, '22
Duke MergedIt seems like there's no point to the game, no end goal. No enemy to defeat, no goal to reach. Maybe some people like it that way, but for me it makes it feel pointless.
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23 Feb, '22
Gin Fuyou Admin"What's the point?" (suggested by Duke on 2022-02-23), including upvotes (1) and comments (0), was merged into this suggestion.
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15 May, '22
JP MergedThe game is fun, but it can feel *too* sandboxy after you have a setup with enough surplus of all resources to survive droughts as long as they come. This could be improved by:
Adding negative events other than droughts, like floods, disease, crops dying, accidents, etc
Adding goals that are not just Beaver comfort, for example, you win by reaching a population of 1000, stockpiling a certain ammount of resources, etc. -
16 May, '22
Gin Fuyou Admin"Some end-game suggestions" (suggested by Denis on 2021-10-09), including upvotes (2) and comments (0), was merged into this suggestion.
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16 May, '22
Gin Fuyou Admin"Late game events and win conditions" (suggested by JP on 2022-05-15), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Jun, '22
NoctiferGame kinda needs a few mcguffins that, when we reach it, the game throws up fireworks and pats us on the head and we feel good going on to the next map. Campaign mode would help that. So would more of a tech-tree feel rather then a flat science-point unlock. There is a little bit of one based on resources (I suppose 'treated wood' and 'iron' based things are the current 'end-game'), but deeper pre-req based things. Maybe take inspiration from City Skylines? Blimps between cities (and having to deal w/ wind and other air-conditions), trains / cable-cars to move resources around (start managing traffic), entertainment centers (and improving them with specific foods / drinks), schools for young beavers, a space program, chance to throw festivals, etc. Maybe some things that req hard to reach / gather resources that districts can specialize around and work together to build some things..
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28 Jun, '22
TalonidasA very fun feature to strive for could be a very, and I mean very expensive, giant boat (you would first need to build an also very expensive dock) that has 2 purposes: 1. As other people have suggested, trade with other players, maybe add some sort of currency.
2. It could take you to another area where droughts (and other catastrophes that could be added later) are much, much harsher but in return resources are far more plentiful and you could send them back to your main village. (Also the ship would have limited storage and travel would take time so you can't just take tons of water and food to survive all adversity)
As another person suggested, the government idea could also be cool, maybe like a very expensive town hall that takes over a lot of your functions? And maybe something similar to universim where you can add ministers to automate even more stuff, but you can never fully automate everything, you still have to play the game. A catastrophe of "civil unrest" could be cool -
28 Jun, '22
TalonidasA late-game catastrophe known as "civil unrest" could be cool. Where the beavers become french and a large portion of them start protesting over long hours/bad conditions (homelessness, no social, etc,), a few beaver would still work so they don't die from thirst or hunger, but it would make growing your colony almost impossible until you improve their conditions.
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28 Aug, '22
TTJI agree that long term challenges are missing. Usually I get bored by a settlement once I have mastered my first district. At that point my warehouses are so overfull that gathering additional ressources in new districts is no motivation. Difficulty curve is lowering after 2-3 droughts and then it's more or less sandbox (on normal difficulty I admit). Some ideas for new challenges:
- Increasing deought lenght not only after the 5th but also 10th 20th etc. drought
- Beavers expecting more amenities once they reach higher social status
- Tendency for beavers protesting/ going on strike for more leasure once a certain size is reached
- Colony attracting dangers from the outside from a certain size e.g. pirates, wild animals, beavers from other tibes joining but maybe creating trouble somehow
- Providing monuments/relics from the past on every map that can be rebuild for the last step of beaver ascension
- More complex water management buildings -
20 Sep, '22
Max MergedAfter the golem update I played the game a little bit again.
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But to my disappointment I stopped playing at the exact moment like last time.
As soon as I had a stable water sources by having built a big dam, all my motivation to play goes out the window.
I don't care about aesthetics. I don't care about expansion for no reason. I don't care about setting weird goals for myself. I want the game to motivate on what to do next.
What about a factorio or Oxygen Not Included type endgame?
Build a rocket or a submarine to escape some kind of plague or something.
This could mean having a big surplus of water, not just enough to survive the dry season.
Maybe steam generators and tanks that need to be filled before it can take off?
Maybe it needs a big reservoir of water where it can lay to force you to do terraforming?
I would really need a motivation like this because right now I'm not seeing +50% of your content because you're not giving me a good reason to explore it. -
21 Sep, '22
Gin Fuyou Admin"Beat the game by building a submarine! Need a better endgame goal." (suggested by Max on 2022-09-20), including upvotes (1) and comments (0), was merged into this suggestion.