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msksimvas33 joined the community
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Gabidavid2019 joined the community
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robevitt1 joined the community
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Noqn started following Cut Content - Ydwin's Original Introduction
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Really, really cool find. Would've been an awesome introduction, fitting fampyr vibes at the very least. Her intro convo is in the 20_splintered_reef folder so maybe that's where she would've been found around. this made me remember the Fig campaign stretch goal that would've made her a full companion that we never got
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Since you’re on PC and using a controller, try pressing a key on the keyboard and going back to the controller. My Steam Deck (which is basically a linux computer) sometimes does the same thing with Grounded 2; all control pad button inputs stop working until I press one of the rear buttons I have bound to a keyboard control for hot deposit or my hotpouch slots. Once I hit a “keyboard control” when I press any regular controller input it goes right back to normal. For some reason the game seems to get weird under these circumstances but I honestly haven’t been able to track down anything super consistent.
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Guthery Miller started following A few ideas/suggestions for Grounded 2
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A few ideas/suggestions for Grounded 2
Guthery Miller replied to Milk's topic in Grounded 2: Feedback & Suggestions
I am loving the game so far! Pretty awesome! I would like to make a suggestion from Grounded 1 that never got added: Cicadas as an enemy boss and cicada nymphs as bugs you can find crawling in the ground like the grub worms and they could offer tier 2 armor and weapons while the Cicada boss offers tier 3 armor and looks really cool! -
Loaded up the latest build as of 8/9/2025 on PC (Gamepass), and while playing encountered an error that prevented me from exiting the menu. I went into the menu to equip a torch while fighting lawn mites (forgot the quick menu exists from the D-pad), and was unable to exit the menu. Died to to the mites. Single-player game, medium difficulty; new to the game (not the series) and first time posting in this forum; I could not immediately locate a search function in the forum, so my apologies if this is a documented bug that's been reported already.
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Freaky2374 joined the community
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Nyystul joined the community
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John Dominy joined the community
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The TV and Streaming Thread: That's Entertainment!
Lexx replied to LadyCrimson's topic in Way Off-Topic
Finished Twinkling Watermelon. I actually liked it. That time travel thing came out of the left field, I did *not* expect that one at all. But then the first episode and such started to make sense, because I was *really* confused for a while with those characters. Thought it was funny how in those shows they sometimes name drop famous bands, like "we will be the Coldplay of X" ... and then they play their music and it is nothing like Coldplay, hell it's not even remotely the same genre. Why can't they commit? It's always terribly generic and mushy k-pop slob. -
bubban10 joined the community
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niko_1995_10 joined the community
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Iceman15 joined the community
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Have encountered the same issue. Have bought it 3 extra times now, thinking I just died and didn't save after the other purchases. I've spent a total of 6000 science for this one perk since it's 1500 to unlock and have made the purchase 4 times. I should have realized it was a glitch because I had already used some pebbles materials on one of my outposts
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carlosjose1995 joined the community
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Currently it seems like the buggy dismount trigger when entering a Lab is when you're close enough for the Lab door to open, which is super annoying when fighting near a lab door, or even walking. I build my first base around the first lab door, and when I walk on a base floor above the door, it causes me to dismount my buggy and sometimes makes the buggy disappear back to the nest. The Dismount trigger should be moved to actual door threshold instead of in the vicinity of the door or when close enough for the door to automatically open.
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Key Bindings (Buggy Controls)
depraw replied to LiminalLadd's topic in Grounded 2: Feedback & Suggestions
ESDF user here, hard bound keys (E to gather on Buggy) are stopping me from playing. I don't want to refund and buy again later so I'm just kinda chilling... -
When falling off the buggie from a small distance it immediately kills player.
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Camp perimeter/build limit
BurstingVeins replied to jammychap's topic in Grounded 2: Feedback & Suggestions
+1 to this. I would definitely like to see a virtual boundary line for Hot Storage and building from storage. This will get to be a major pain for larger base builds. -
After falling from a high place, I fall off the buggie and immediately die even from a small drop. Any fix?
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Since the last update the dot and circle pointer while aiming/shooting arrows (3rd person view) keeps disappearing while shooting and arrows then fly off in weird directions. Some resources are not dropping - gathering milk tufts and chunks after chopping milk weeds nothing drops - no resources, it's the same with 1 in 5 dandelions, also gappening with marble/quartz and spicy chunks. That's all it's happened with so far.
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Sorry I don't know how to edit to put an update, so I'm doing it this way. I was able to find a save where I still had the weapon, although as I already suspected more than 29 in-game days already had passed. I did make a standard copy of that save to have it still if I'd want to go back that far some day, but since I've also acquired 4 of the other unique weapons and did a lot of other thigs in the meantime so I'm not sure if I'm gonna go back that far for just that weapon. It would be nice to have them all (since that's kinda the point of collecting them, right), but I'm not really in the mood at this moment to go back almost 30 in-game days because of a bug that is not my fault. I hope there will be a fix for it soon. Until then I agree with previously mentioned work arounds/preventive measures and try to always at all times keep at least 3 or more slots free in your inventory. This way when these circumstances may occur again there is room in your inventory for your weapon to move into. Thanks for helping! Ps. damn the last update really messed a lot of things up tbh.
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Particularly in combat I get a huge FPS drop for a few moments whenever I switch weapons. It’s not enough to cause me major problems, thankfully, but it definitely could be a smoother transition. I’m on a Steam Deck (512GB, non-OLED) with stock hardware, using graphics settings all on low with render percentage around 55%. If you need any more information to help track this down let me know and I’ll do my best to get it for you.
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evilkittenofdoom started following QoL Feature Requests
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I love Grounded (over 500 hours in the first one), and the sequel has proven to be everything I could have asked from a sequel. It’s absolutely delightful, and I truly believe the only thing ahead of us is more awesomeness! Please note that I haven’t gone to the statue yet, so if some of these things are unlocked on that optical disk, ignore it. That said, there are some random things would be nice to see. 1) A wider reach for crafting stations to nearby storage (and a wider reach for hot deposit) would be very welcome to help manage clutter. Especially with the incredible quantity of new resources available compared to the first game, storing everything is going to take up sizable amounts of space and the relatively limited reach of crafting stations forces me to clutter my base’s crafting and storage into a fairly small area. 2) A small amount of ability to clip structures through terrain would be welcome. Maybe not as much as you could in the first game, but it has made putting walls up for a base a little awkward when you’re building on very uneven terrain. I’ve ended up with weird gaps at the bases of walls since I wasn’t allowed to build into the ground. 3) A way to harvest Ice Shards from the Frosted Grass without needing to cut down the grass. I end up either being forced to trudge through the ice cream cart to gather it in bulk or awkwardly leave dozens of grass planks on the ground causing system drain until they eventually despawn. (If I’m just being dumb and you can already do this, forgive me) 4) An option to require a double tap or other additional input than simply pressing the button to ride a Buggy. While instant riding can be very helpful to make a hasty escape, much like pets in the first game Buggies like to walk in front of me while I’m picking thing up, causing me to ride them unintentionally. A minor inconvenience, really, hence why an option would be nice. 5) On the subject of Buggies, a way to heal them using a consumable of some kind would be very welcome. Their natural healing is great, but in combat they end up being more of a temporary distraction for enemies rather than reliable combat support due to their inability to stay standing in prolonged fights. 6) Upgradeable Shields. One of my biggest gripes from the first game as a shield user was the inability to upgrade its durability, and more importantly to use repair glue on them. While I will admit the Ladybug Shield does have very, very respectable durability in Grounded 2, it’s always felt weird that shields are about the only things you can’t upgrade. They don’t even need to get a block gauge increase as far as I’m concerned. Just the durability upgrade (and repair glue eligibility in case we do get repair glue down the road) would be plenty in my book. 7) Designated inventory slots and quick resupply. What I mean by designated inventory slots is the ability to designate an inventory slot to a specific item we choose and the game will only put that item into that slot. So if we designate a slot for Fiber Bandages, the slot will never be filled with any other item unless you go in and clear that setting. Or designate an inventory slot to a torch so you always have a slot to unequip it to. Also make it so that it does not automatically hot deposit items out of those designated slots, keeping that item filled with the item you want but allowing anything over that amount to be stored for later. (Most useful for repair glue.) It’s a feature that comes from my time playing Satisfactory, and it made inventory organization a breeze. The followup to designated inventory slots is a way to quickly resupply those item slots from nearby storage. If we designate fiber bandages to a slot and Lady in Red to another, one command to instantly refill those designated slots to full capacity would make things significantly more convenient. Less forgetting important things and less time running back and forth through the base preparing for our next outing. 8.) A way to see our Buggy’s inventory from our regular inventory menu and to send/retrieve items to/from our Buggy’s inventory directly from ours in the field. Unlike Pets in the first game, we have to interact with the Buggy to access their inventory, rather than having access to it from our menu while they’re in range. Not a huge deal, but it would be convenient, especially seeing as how we can already do this with containers; just not our inventory in the field. If I come up with anything else I’ll bring it up, but I figured I’d say something and try to help make the game even more awesome! Keep up the great work Obsidian! I can’t wait to see what else you have in store for us!
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horvan started following Think about dubbed audio next time, please
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Hello, dear Avowed Community Hello, dear Obsidian Team. I'm thrilled that Avowed has turned out so great and could actually outshine the 20-year-old Elder Scrolls franchise. The story is good, the graphics are fine, the combat system isn't boring, and everything is great. But it's an entertainment product. As such, it should allow me, as a customer, to relax and, in the best-case scenario, immerse myself in the game's world and forget the evils of everyday life. However, this only works to a limited extent because, as a non-native speaker, I constantly have to read subtitles or my brain has to work hard to understand what the actors behind the characters are actually saying. That takes a lot of energy. That's why a lot of immersion is lost here. So, if you were to make a second part of Avowed, or a third or a fourth, or even the next Pillars of Eternity, for that matter, please consider investing a little money in proper dubbing in French, Spanish, and German. It would enhance your games so much. I personally have decided that I will only play Avowed on Game Pass. Why? Because as a customer, I expect a game that I have to pay €80-100 for to be dubbed in my native language. I don't know who at Obsidian or Microsoft makes the decision about whether or not a game is localised. But I'm offended by you. And I won't pay €80-100 for your product if you can't even manage to dub your games into my native language. What is this? When planning a game as great as Avowed, who makes the stupid decision to limit the localisation of the game to just the UI and a few subtitles? If the person on your team who made that decision and is responsible for us not having a version of Avowed dubbed into multiple languages, then I beg that person, whether they're on the development team, in accounting, HR, or middle or upper management, to stop doing that. Avowed is surely a great game. But it could be so much better for so many potential full-price buyers if the game's dialogue hadn't been recorded in English only. That would have at least doubled the game's sales figures. I'm pretty sure that we won't get voice acting in languages other than English in Obsidian's next game just because of this post, but at least I said it. As a disappointed fan, that's all I can do. The rest is up to you. What's the point? When planning a game as great as Avowed, who makes the stupid decision to limit the localisation of the game to just the UI and a few subtitles? If the person on your team who made that decision and is responsible for us not having a version of Avowed dubbed into multiple languages, then I beg that person, whether they're on the development team, in accounting, HR, or middle or upper management. Stop it, just stop. Avowed is definitely a great game. But it could be so much better for so many potential full-price buyers if the game's dialogue hadn't been recorded in English only. That would have at least doubled the game's sales figures. I'm pretty sure that we won't get voiceovers in languages other than English in Obsidian's next game just because of this post, but at least I've said it. As a disappointed fan, that's all I can do. The rest is up to you. I would like to hear from you why this decision was made. I also hope that you will think about how to solve this issue for your next big project. Obsidian makes such great games, and then something like this happens. I'm sure you can do better than that.
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I am very impressed, I did my scrambled eggs this way and Im always going to do them like this now. It created the perfect texture and balance around moisture and solid egg Its funny, I have spent close to 30 years cooking scrambled eggs, I watch cooking shows all the time and I read cooking books and I cant recall a suggestion to do scrambled eggs like this . Granted I dont follow much egg cooking content but still And then I get a simple tip on a gaming forum and its significant, who says you dont learn new things on the Internet
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I'm playing on a PC with an Xbox Game Pass account and can't play multiplayer; it asks me to sign in with an Xbox network account and have an internet connection. Of course, I have an Xbox Game Pass account and an internet connection. I've reinstalled the Xbox Game Pass app and Grounded 2, and cleared the caches, but the same message keeps appearing. This happens on any computer I try to log in to with my Game Pass account. The problem started when I tried to play while my son was signed into my Xbox Game Pass account on another computer, because he was playing another game from my library.