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Random video game news... RNG is your friend!
MrBrown replied to Frak_the_2nd's topic in Computer and Console
https://store.steampowered.com/app/3843520/The_Temple_of_Elemental_Evil/ -
Hello, me and my friend found a few bugs 1 if you die in the hedge on the webs that you have to walk on your bag goes through the map and is sometimes unobtainable even when you do the fix thing 2 my friend cannot see my username in a multiplayer game. Console- Xbox series S/X
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André Fengels joined the community
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montoyaalex956 joined the community
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My ant buggy turned invisible and i cant interact with him. Altough i can see his marker. And i dont know how this happened, i just realized he was gone. And i cant acces a save from before. Ive tried to get a new one but when i try to retrieve it the game says that i already have one following me. This means that i can never get a ant buggy. And its really hard to get the spider buggy without one.
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Curtis Barbuto started following Dragonfly Boss
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I just think adding a dragonfly boss would be cool. They've got the best success rate for catching prey, and they're wicked little beasties.
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The TV and Streaming Thread: That's Entertainment!
ShadySands replied to LadyCrimson's topic in Way Off-Topic
Only if it's frozen and cubical Even then all they have to do is chase him away with the COVID vaccine. -
Why does Obsidian hate Pete?
oramon replied to Valisan's topic in Grounded 2: General Discussion (NO SPOILERS)
Wouldn’t it be for the love Pete lmao -
Omelly started following Grounded Idea's
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Hi! I've been playing Grounded since early access back in 2020 and haven’t stopped since. I’ve invested countless hours in the game and I absolutely love what you’ve created. With Grounded 2 on the horizon, I’m bursting with ideas that I believe could make the game even better. Here are a few suggestions I’d love to share: 1. Dual Trinkets System (Passive + Aggressive) Allow players to equip two trinkets—one passive (e.g., fall damage reduction) and one aggressive (e.g., bonus crit damage). These could be separated by slot types, like a necklace and a bracelet or belt. It would improve quality of life by reducing the need to swap trinkets constantly. A fun example: an aphid trinket that gives a speed boost—so we don’t need to constantly switch to aphid slippers during combat, which was quite annoying in the original game. 2. Level Platforms for Building Right now, platforms (tested with clay) seem slightly tilted, causing chests and crafting stations to stand unevenly. It would be great if platforms could auto-level to avoid this and ensure builds look and function cleanly. 3. Expanded Combat and Skill Tree System The combat in Grounded 1 was amazing, and in Grounded 2 it feels even better—especially with the double dagger leap! I’d love to see even more weapon-based abilities or maybe even a full skill tree. Think of a double-jump with daggers or a fast triple-shot ability for bows. A system like this would add progression and encourage grinding materials to unlock and upgrade combat skills. 4. Replace Wall-Mounted Boosts with a Head-Based Skill Tree (This one is most important to me) Currently, placing bug trophies and stuffed insects for passive boosts takes up a huge amount of space, and forces players to build massive bases. Instead, I suggest replacing this system with a bug-head-based skill tree. Each insect could drop its head as an item, and collecting enough would unlock upgrades. Example: 10 Wolf Spider heads = Increased damage vs Wolf Spiders 10 Aphid heads = 100% chance to get Aphid Juice 10 Water Flea heads = Full oxygen refill on kill, instead of 100% in grounded base game for each kill. This would promote grinding and give you endless design opportunities, while still letting players use insect heads/trophies purely for decoration if they want. 5. New Weapon Idea: The Weed Blaster 2000 Crafted from a weed killer fluid found in small puddles on the ground. Players could collect it with a canteen, use a dispenser to make small chemical vials, and craft the Weed Blaster 2000—a backpack-mounted sprayer gun with hoses. It sprays the pesticide liquid to damage insects. Bonus: The chemical vials could also be used to coat base walls or floors for passive base defense (damaging bugs that walk through it). 6. Automatic Ominent Turrets No explanation needed—auto turrets for base defense when the player is away would be awesome! Grounded has been one of the most unique and enjoyable gaming experiences I’ve ever had, and I can’t wait to see where Grounded 2 takes us next! Warm regards, Omelly
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Grounded 2 Keybind bug
Sarrion replied to andrewrhodes_'s topic in Grounded 2: Technical Support (Spoiler Warning!)
same issue it is very annoying and still no fix for this yet.... well, I guess I will move on to something else. -
Ice cream cart needs more enemies possibly a frozen roach or something instead of immune to gas immune to fresh
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hoping for more variety to the mounts Possibly a caterpillar slow moving but has tons of storage space for moving between bases (Also maybe later on you can hatch it into a butterfly and use it to teleport between different spawn points)
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Probably because everyone noticed that Trump is just bull****ting himself through the day and nothing really changes. They did manage to cost me a hell of a lot money in the last 6 months, though. /Edit: I just checked for lolz. Trump has cost me something between 10.000 to 15.000€ since he is in office. It's money I will never see again. And I'm not even someone who got hit really hard, heh.
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First off, amazing work! Grounded 2 already feels like a fantastic evolution of the original game. It retains the heart and charm of the first while bringing in exciting new content—and the new park area looks absolutely massive. I’m genuinely excited for what’s to come on the roadmap. What I love: Mounts! One of the most requested features and you absolutely nailed it. It's a game-changer (literally). It still feels like Grounded, just bigger, deeper, and more ambitious. The new environments, story elements, and creatures are very engaging so far. Some early thoughts and feedback: Omnitool (Hold E to cut): This mechanic sometimes caused frustration—especially when something like a buggy walked into view, interrupting the action or causing me to accidentally mount instead of cutting. I’d suggest allowing the Omnitool to be keybound, so players can equip it directly and use the mouse to perform actions more precisely. Orb Weaver Buggy: It feels a bit too easy to obtain. After unlocking the ant buggy, you can grab the orb weaver with little challenge—though I do like that you need to finish the early access story to use it. Insects spawning under the mesh: Occasionally, enemies would spawn beneath terrain and could attack me while I was unable to fight back. Hopefully this can be addressed in future patches. All in all, I’m loving the direction Grounded 2 is headed. It’s shaping up to be something truly special. I can’t wait to dive back in with the next big update! Thanks again for all the hard work! — A happy player
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I found a multitude of issues in my around 5 - 6 hours of playtime. While playing multiplayer, my friends buggy would consistently keep disappearing even after reloading a save. It got to a point where his buggy fully vanished from the game, he didn't even have the option to call it anymore. EVERY. SINGLE. TIME. I load into the game majority of my key binds that I have changed are completely reset. Seems as if arrows will clip through bugs, I haven't done any specific testing so take this point with a grain of salt but while fighting the stinkbug all of my arrows ended up passing directly through him. More of a complaint rather than a bug I suppose is the fact that there are very weird key bind decisions that were made. For example, I like to have tab binded to my 6th item for my hot bar, I changed it but then quickly came to the conclusion that tab will always bring you to your inventory even if you don't have a single bind dedicated to tab. Furthermore, I just think many things should be able to be changed, things like drinking out of a canteen being changed from right click to left click or being able to specifically change your ability to deposit planks instead of one key bind changing both deposit and drop. Found that when mapping the G key to the deposit function, you are not able to deposit a single plank at a time, it will always force you to deposit the whole stack which can be annoying if you aren't carrying a lot of planks. Again more of a complaint rather than a bug but still felt like it might be important to mention. There seems to not be any way to bind a category to your hot bar rather than a specific item, for example, I have my red ant club pinned to my 8th hot bar slot. that means that only the red ant club can be in that slot, but for my 7th slot (which I luckily didn't change when I loaded into the game for the first time) the category of food is in that slot, which means any food will automatically transfer into that slot. I don't know if this is a bug but I would find it hard to believe that this is how they wanted it to function. General lagginess, feel like if my computer is able to run games like Apex Legends at max graphics very smoothly that this game shouldn't struggle as much as it does, I feel very framey a lot of the time and that doesn't feel great.\ Game crashed by swapping between my weapons at a fast rate, I like to fidget some times by swapping between my weapons while I am exploring, tried doing it once and my game got insanely framey and proceeded to crash, this isn't a consistent thing however but thought it would be important to mention. Don't know if this one is considered a glitch but it's not how it worked in Grounded 1 so I doubt it's supposed to work like this. I have my toggle perspective binded to my scroll wheel, when I click it, I change perspectives. However, my copy blueprint is also binded to clicking scroll wheel, I remember in grounded 1 both of these binds were the same, but now when I go and try to copy a blueprint it throws me out of third person assuming because both of these binds are the same, this was not how it worked in the first title so I am inclined to believe that this isn't how it is supposed to work. Although I love the buggies those things CANNOT sit still, a lot of the time when I go and try to make them stay, they will just move anyway, I don't know if this is just a misunderstanding of what "stay put" means but just found it a little weird. Overall, this game is awesome and I am very excited to see how they update it, I know it's in beta but as of right now I have kinda found this game to be unplayable because of the despawning buggy and the weird glitched keybind stuff, I love it, but man is it testing my patience.
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i tried dodging in the beginning but it seems like it doesn’t really work. When I dodge out of the way I get hit anyway, I rarely actually dodge a target. Maybe incorporate a “perfect dodge,” mechanic like with blocking, and if you don’t get a perfect dodge maybe decrease the damage received to be on par with the damage taken when you do a normal block. A secondary idea is a dodge mutation. Positive note, this is the best early access game I’ve played in recent memory, you guys are the best!
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Can’t load/view saves (Xbox)
GETYOKED1992 replied to FirstToFire's topic in Grounded 2: Technical Support (Spoiler Warning!)
Same thing happened to me I think it was because I opened another app while the game was running and when it quick resumed my game crashed and now I can't load my shared world save file -
Ferunian started following Equilateral Triangle Foundations
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Please implement equilateral triangle Foundations (like Ark or Conan Exiles) for the buildingsystem. It would allow us to create better - near to round - buildings in a larger size.
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Grounded 1 had no problems with brigntness but in grounded 2 I'm really struggling. I can't get the gamma setting correct, the dark areas are too dark and looking up to find water is murdering my eyes with brightness. I have to resort to hacking the game with reshade just to be able to play without getting constantly flashbanged. There's something seriously wrong with the lighting in this game and we need additional settings or a patch to fix how bright it is outside or how dark it is in the shade.
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G1 map was more dense in landmarks and organic story pieces. You could look into the distance, see something interesting and get curious about exploring there. G2 map has much less of that and it feels much more generic, bland, gamey and uninspired. Not sure if it's fixable in EA but I'm just going to put this out there - you did something very right in G1 and failed to replicate it so far, when it comes to map design.