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Let's be real. Some folks are going to love it; it's the realization of this life in the 'verse that Chris has been talking about since he first published Death of a Spaceman in 2013. Some folks are going to pull their hair out, like, 'Oh my god, this is so much different and so much harder.'
Richard Tyrer · Squadron 42 FPS Game Director and Core Gameplay Pillar Director

It's definitely going to be a harder challenge. It's going to be a harder experience. Obviously, we're still in an alpha state, so there's going to be scenarios where bugs happen and things are going to feel unfair, and I totally appreciate that. But these are two huge mechanics that were headline features way back when: physical inventory and Death of a Spaceman. These are delivering those experiences, and the next steps will be then the true realization of Death of a Spaceman and the true realization of the physical [inventory]. But the gameplay loops are what we're delivering, and that's why it's going to be a monumental change. But I mean, I look at it this way: if I played any survival game, or Rust or Ark or any game in general, and I put god mode on or I can just access everything, or I played Witcher 3 and I had an infinite inventory, those things, while they make things easier for me, really they take away from the enjoyment of progressing and getting access to all the equipment and that sense of achievement that you've done something. And it starts to alleviate that. If in Minecraft, let's just say Minecraft, if I don't lose any of my gear, then death doesn't become... you don't get those sweaty palms when a creeper pops out at you and you're playing hardcore. Or you don't want to lose your netherite gear going into lava. You're precious about these things that you've invested a significant amount of time into. So when you do lose them, it's frustrating, but it adds to the challenge.

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Published on this date.2021-09-03
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