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Showing content with the highest reputation on 07/31/25 in Posts
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I love the game, but I play with different key binds than the average player, for instance, I use E for moving forward, because of this, when using a buggy, I can't move forward and instead toggle gather mode, this was, needless to say, very frustrating when I discovered it. I would very much so appreciate that in a future update, we receive the ability to rebind EVERYTHING, especially buggy controls. Thank you for your time and consideration.3 points
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With the map already being so big, I feel like a larger storage should be able to be used, like strapped on a buggies back to be brought to other bases around the map, similar to how the eggs are stored. While the addition of extra storage in the Buggy is great, a transportable box full of things like parts to repair gear or silk would be a huge help while traversing, especially as the map continues to grow and expand.2 points
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Im not entirely a fan of my axe/hammer/etc being tied to a single contextual button that you press and hold. I believe it would be better if the Omni Tool took a single item slot (maybe add a Tool slot). Once equipped it would function the same way the axes and hammers did in the first game (swinging with mouse click/ RT on Xbox controller). The contextual use can stay as it would pick the appropriate tool depending on what your looking at. The press and hold functionality that exists currently leaves a lot of error, especially if there are many resources near each other. You also tend to be interrupted if your buggy passes through your crosshair in third person.2 points
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On the official issue tracker now: https://grounded2.obsidian.net/issue-tracker2 points
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Seeing how its an UE5 game i dont understand why it couldnt have all the UE5 graphical settings, at least add DLSS or FSR please!2 points
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I've been juggling three different games lately; Aliens: Dark Descent which is a creative take on an RTS/Xcom/hide and seek hybrid. I had a lot of fun playing this, it does a good job of making you care about your soldiers and mourne their loss in the same was as Xcom, and the missions play really well. There are a lot of good mechanics from several game genres blended together in a way that works. I really hope they make a sequel because the game built a great foundation to grow from. Avowed was great. I liked the combat a lot and all of the areas were gorgeous. For me, I much prefer a game like this that is similar to Skyrim (I know it's not trying to be Skyrim) but is smaller and more focused than a big sandbox where after a certain point I feel like everything I'm doing is pointless. It took a little while before I was invested in the plot and the characters but once the story got moving I really liked each of the hub storylines as well as the overarching plot. The companions were great too, the banters at camp were a really good alternative to long branching conversations with characters to give them personality and depth. The last game I played through was a VR horror game called Wraith: Oblivion. It's a world of darkness game so it's the same setting that Vampire: The Masquerade takes place in. I really enjoyed this title, it was a murder mystery/hide and seek horror that takes place in a big modern day mansion. The mansion itself was beautiful and I actually really liked just exploring this amazing house, I wish once you beat the game there was just an option to freely explore during the day with no threats. It's also genuinely a whole different experience playing a game like this in VR, there were moments where the game became super creepy. I hadn't read any of the source books for Wraith when I started playing so this was a really good introduction to that IP. They don't tell you when they're lifting mechanics from the book but if you play the VR game and compare it to the rulebook for Wraith: 20th Anniversary edition, the devs did a fantastic job of incorporating the lore and some of the more interesting Wraith specific ideas about ghosts and hauntings.2 points
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Bugs: 1. Lag, especially with multiplayer. The host is fine, but whoever joins has a lot of hitching and fps issues. 2. Multiplayer issues in general. I had a save made, but when I invited my friend, it said the save was no longer available. 3. Respawning. Pressed respawn after dying and was stuck staring at the world. When pressing escape it said: "Can't save: no player character found" Feedback: 1. I enjoyed having the freedom to choose what goes on my hotbar 2. At the very least, I NEED to be able to scroll through my hotbar, I can't do the numbers. 3. I don't see the point in making the axe, hammer, and shovel "easier". I liked having it and being able to hit the grass instead of just sitting and holding E. Might just be a personal preference. 4. In conclusion, I just liked a lot of the features in Grounded... if you kept everything in grounded and just changed the map and story, and added these new features like riding bugs, I would've been fine lol. Just my opinion.1 point
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I’ve put over 25 hours into Grounded 2 and honestly, I’m loving most of it. But there’s one thing that’s really killing the fun for me—the bees. Trying to farm them is a nightmare. They don’t stay in one place, they don’t always sleep at night, and half the time I’m just chasing shadows across the map. I spent 30 minutes trying to get a few materials and barely came away with a handful. I think flying creatures like bees need a small tweak—either have them land every now and then, or keep their range limited. It would make farming a lot more manageable without making it too easy1 point
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Hello, my name is Rafa and i'm a big fan of Grounded. I want to ask for the devs to make a way for us change even more the graphics options, my gpu is already really old and I'm running the new game at an average of 20/15 fps. I know it's a pc problem, but it would be really good to have more options to personalize the graphics and have a better life quality.1 point
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I made a world in single player and got to 20days, decided to make it shared so my brother can play too. After crashing while trying to reload a save. World said it wasn't shared with me anymore or has been deleted. Found out you can make a standard copy of said world which allowed me to have access to it again but its stuck as multi-player. When trying to make a shared copy off a standard copy off a shared world. At first would crash now It does nothing. I tested the method w another world and same result. Had a nice little scare almost losing 5-6 hours of progress but other than that love the game!!1 point
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I've noticed this too, it's honestly annoying. There are small patches of dirt that prevent me from placing a workbench. Hopefully this gets fixed in a hot fix or some future update.1 point
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Lag is definitely a problem. I was trying out the new option to have a save anyone can access even when I’m not on to host but oh boy we had to take a break and go play OG Grounded again because of lag. Even as host on Steam I had lag. Oh and some of the items were falling below the ground occasionally. However! With what I saw as upgrades to the original in terms of tool use, enemies and such, I was extremely pleased with the direction they are taking the sequel. Honestly because of the studio’s history I’m way more confident in seeing these things fixed than I would be with things made by others. They have a good track record.1 point
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Just a thought it would be fantastic to see seasons in the game, however the day night cycle would have to be slowed by about 50%. Seasons would make the game pop as there would be more spiders in one season, more ants on another and so on and so on. Night-time,I rather enjoy roaming around at night. It would be great if they implemented night only creatures and perks which would be amazing. The quick selection wheel when on a mount should be usable. I haven't come across deep bodies of water yet but it would be great to be able to build a base underwater. What does everyone think about this????1 point
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LOVING the game so far, here's things I've noticed Bugs: -I keep getting clover and gnats disappearing under the ground, and trhe clover especially likes to slide forever on seemingly flat ground. Feedback: -strafe speed seems a little low/ movement isn't as polised as G1 yet. -Holding E on the omnitool is less than satisfying compared to OG tools. I'd like to be able to manaully swing the toold with clicks. -Very much not a fan of the crafting wheel, I miss being able to pick from the full list of building menu items. -Parry timing seems a little late vs. the enemy animations (possible skill issue)1 point
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I'll second this, While I'm not shocked or surprised or bothered by the steep requirements for max graphics, I have a 7900xtx with the 9800x3d and 64gb of ddr5 ram and at 4k epic, I dance around 28-32 FPS...which is a bit rough, so I run it at 4k with 90% render resolution at HIGH settings and get 45-55fps. more than adequate but I hope for some FSR support in the near future to really see the game as it was intended. otherwise my only issue is with my awful, spotty WOW! internet but thats already been taken care of. I have 2gb internet getting set up on tuesday from comcast and I'm canceling wow! for LIFE!!!! miserable company....1 point
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1 point
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It would be incredible if, when inside an anthill or cave, consulting the map showed us all the paths within the anthill or cave. That update would also be very useful.1 point
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I just created the armor dummies for the first time to hold my alternative armor sets, using them for hot swapping armor sets is great. However, with the addition of trinkets, it would be great to see a trinket slot on the dummies so we can hot swap those as well. For example, I like to pair up my Nifty Needle with any of my Ranger Armors, or the Astonishing Acid with the Rogue Armors.1 point
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Loaded into friends world after leaving yesterday and my buggy won't spawn in even after I try to call it in.1 point
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Trump has been costing me money since his first term. This is due to changes on itemized deductions for taxes.1 point
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1 point
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Mostly currency fluctuations. Because of his economic shenanigans, the USD went down hard and I got paid less.1 point
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Anticlip in building is making the system incredibly unfun, with the slightest pieces of dirt or rock making it impossible to place down a wall or the like. Please fix this, the best part of Grounded was getting to build whacky bases and it feels frustrating to be so restricted.1 point
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This time I am playing a ranger, and a significant issue I found is that there's no defense for rangers if a bug attacks from close distance. Sometimes it's not viable to dash in a direction to avoid a hit, and there's no option to parry an attack with a bow like in the original game. This makes this class too vulnerable and not viable to play solo :/1 point
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This 100% - The individuals and I that have played through Grounded 1 + 2 together have been talking about this since we started playing. No blocking with a bow is kind of nuts especially with the amount of aggressive bugs in your face, I get the heavy armor class now generates more aggro, but being unable to block in dire times makes no sense. - I think they are trying to promote the dodge mechanic, but we should still be able to block even if it's partial damage received.1 point
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Please make bigger bugs be able to climb smaller branches. It’s lame that they can’t because I just cheese them. I stand on a branch they can’t get to and snipe them. Not realistic. I should be running for my life because why can’t an orb weaver climb a branch?1 point
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Im just going to wait for them to release a patch because I've tried basically everything and it still won't work1 point
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https://store.steampowered.com/app/3843520/The_Temple_of_Elemental_Evil/1 point
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Only if it's frozen and cubical Even then all they have to do is chase him away with the COVID vaccine.1 point
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As discovered by Defaault on reddit, there is a bug where all equipment on a character will disappear if the character is wearing Strand of Favor and is hit by the spell Form of the Helpless Beast. The above video uses a modified version of Form of a Helpless Beast to demonstrate this, but otherwise this bug is vanilla behaviour. From what I can tell it seems to be caused by -10% Hostile effect duration from the Ward of Favor enchantment reapplying as the spell wears off. I've test a few other items that do reduce Hostile effect duration and Arcane Containment on Cabalist's Gambeson is the only one I have found that also causes this bug. Things like Lone Wolf on Ring of the Solitary Wanderer seem to be safe for whatever reason.1 point
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I found a workaround! Make a standard copy of your latest shared world backup save. Rename the world to something different and then use the option to make it a shared world again. Downside is you lose any previous saves before your latest save, but you're able to continue on a shared world from your latest save. Just did this and it worked. Got my save back and going. Thankfully it autosaved just minutes before I crashed so I didn't lose any progress!1 point
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This is going to be a small list of problems with keybinding. 1) First is that some keybinds are reseting on every patch like swim up and swim down. Although I'm not 100% sure if that isn't just a menu visual bug as the new keybinds still seem to function correctly. I might be mistaken about that second part as only some are getting reset... 2) Buggy has it's own set of unique keys that are not in the keybinds section or are using other keybinds and are not listed... so if you say bind jump to E then you cannot jump on the Ant as it uses that for its auto gather... 3) Sca.B 2k Menu is permanently set to TAB regardless of keybinding... This and the mouse sensitivity being way too low is a serious problem right now, the only reason I didn't put the mouse sensitivity as a main topic is there is already a thread on that...1 point
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I was having the same issue, tried restarting everything, I finally got it to work, if you disable crossplay, click multi-player, let it do the load screen, then re-enable crossplay and hit multi-player again, this time while it's in the load screen I had it load my Xbox account on another window, I originally hit the "let's go" button, and it still wouldn't work, I had to choose to use a different account, then once I logged in it kicked me to the start screen, I was able to load in and do multi-player fine, after that I was also able to choose my original account, log in with it and now it will let me access multi-player, hope this helps!1 point
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When harvesting grass to get plant fiber it would be very helpful to have an option like hold X to nab all nearby items that fall. Like we have the hold X to deposit stack.1 point
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I’m having the same issue. I see two bees high up in the sky but cant shoot them.1 point
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I played a ton of Grounded 1, mostly solo. I started in the Early access days, and played since then. I also played a couple games of multiplayer with a friend of mine. I hold Grounded 1 as the bar when it comes to survival crafting games. Interesting world, concept, and mechanics that feel really well designed and thought out on all fronts. While I know Grounded 2 is in early access. I feel I would like to weigh in on a few things where I feel the design of the game clashes with other aspects, or is feeling off. Feel free to correct me on any of these if you feel as if I have misunderstood anything in the game. Omnitool is a fantastic edition however it has a handful of weird design choices I feel don't work too well. Not having it as an inventory item is weird. Since now its all contextual use. The trigger zone for all these things wildly off. I want to drink a chunk of water off a blade of grass, but I end up drinking it AND swinging my axe because the actions are bound to the same key. As such, having any collectable item near something with contextual use makes the tool take priority. Tried to pick up stuff around a blade of grass, and had to cut down the whole thing before I was able to. A bug died on a spot with buried treasure (I'm assuming? I had a shovel prompt) before I had a shovel. Couldn't loot the bug because the treasure took priority. I would bring it back to a usable item on my tool bar that would just change based on what I'm trying to do, or a hot key to swap modes. Not sure how the hotkey would work with console/controller considerations. So perhaps it auto swaps based on what you're doing. Unfortunately I don't have a solution for this, but I know that in its current iteration its a bit off. As such this also removes it possibility as a back up weapon. Which this may be intentional, and its not a take away, but it is something that does fundamentally change with this new system. Thematically it makes sense to have a multitool. I've seen complaints that it ruins the immersion since you aren't making the tools from bugs. It made sense in the first game as you were dropped into a yard with zero assistance and understanding of things. This second game opens up with Ominent having made several advancements over the years, and it would make sense to use the tools they have since now the new person is leading you in this story (so far) What doesn't make sense is the use of bug parts to upgrade the tool. I feel that's just gamification but Ultimately I don't care enough to really complain about it. Perhaps we need a specific Ominent made resources that we find, but then we're locking upgrades behind certain portions of the world. I don't feel it needs a change, but it is kind of weird that this "high tech" tool is powered by "ant butts and berries" My biggest thing I have noticed thus far is that the bug Placement is reaaaaally weird to me in this game. Back in the first game you had several "Biomes" or zones. The swampy area and large bodies of water had mosquitos, spiders were under rocks, planks, in small corners, the hedge biome, near the small posts by the pond, etc. Bee's were all over buy centralized by hives near a tree stump as well the picnic table for the food. So far in Grounded 2 they just seem to be anywhere they want to be. In the first game I could go "oh this is a small crevasse there's probably a spider" or go "Oh I need antlion parts, I just have to go to the sandbox because that would thematically make sense for bugs to be there" Replace this with almost every bug in Grounded 1 and you'll see the thought behind it all. Having mosquitos near resting water, or stink bugs in dead brush/grass makes perfect sense. So far in the second game, just in the area near the camera landmark, and all the way up to the Burg.L body, I have found Mosquitos, Soldier ants, Larva, Mini Orb weavers, spiderlings, ****roachs, Lady bugs, Slugs, and stink bugs. While yes, bug can go anywhere, I understand that, however it just feels super unpredictable and very annoying to traverse when I have a mixture of Tier 2 bugs mixed in with Tier 1s wandering around. Fighting soldier ants only to get taken out by a singular Mosquito that aggro'd, and a stink bug charging at you feels really unbalanced. I'm sure this will change the more I use the buggy system, but my limited usage of it right now hasn't changed this much. Spiders just seem to be everywhere. Wandering around the camera area they are just out in the open walking around in the day light or sleeping just in the open field. It just doesn't make sense. Spiders being hidden in caves, under logs, etc; then wandering around at night I feel fit far more. Gathering building materials are starting to get tedious. Originally in the first game cutting grass or dandelions would take a handful of hits. Now they are painstakingly taking almost double, if not more hits. A tier 1 axe in grounded 1 could fall a grass blade in 2-4 hits, where now I'm reaching upwards of 6. Dandelions taking well over 8-9 hits compared to the 4-5 it used to be. Sounds like small changes, but adds up especially in the beginning when you can only hold 5 large items at a time. Building time for my base severely tanks. There's a handful of random bug with lighting (At night if you hold a torch and look around the lighting gets darker or light depending on the direction you look), spiders flying in air at me, the slug is a little glitchy with its animations (It seems to get stuck on geometry and strech during animations), performance issues for people (I haven't been hit as hard? 32:9, 5120x1440 resolution, maxed settings about 45-50FPS. Turning to 75% render gets me over 100FPS. Game runs amazingly well on linux out of the box.) The increase from 3-4 researches before cool down is nice, however the game doesn't focus much on explaining raw science to you still for unlocks. Unless you've played the first game, the small blurb they mention about it in the help bubbles that pop up aren't enough to really inform you. I've already unlocked tons of recipes for things I can't even make for quite some time. Making unlocks earned WAY too fast. I haven't even seen or fought a handful of the bugs I have crafts for now. The bubbles that pop up and teach you I feel aren't incredibly helpful as they appear for only a small window of time, before you have a chance to even realize it, then disappear. While I don't want the game to hold your hand, I also think if you're going to explain mechanics, small blurbs about major things aren't really the answer. If you're coming from the first game, you should be familiar with MOST systems. Excited to see where the game goes as I really enjoy it. Can't wait to see what else is in store.1 point
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Yes! I have the same problem, there could be a performance mode to activate in the settings that would make the game look bad but performant. It's literally the only thing im complaining about, all I want to see is a performance option.1 point
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Signed up for an account just now to say that I fully agree with all of the QoL/design arguments after having player for a few hours now. Hopefully parroting your thoughts will give more visibility to the these items as I think they are REALLY important for Obsidian to nail down before doing anything else. If the core aspects of the game are not enjoyable/smooth then it's really going to make simply exploring the world a hassle. Which1 point
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I think they made it a bit more lenient with recruiting heroes. At first you had to recruit them the moment they became available or they were gone. Basically punishing players for not having characters die. They wanted this to be the "hardcore your heroes perma-die every other mission" experience. The game is a series of a lot of dumb design choices. It is a surprise they still managed to produce a fun game - it happened completely by accident and counter to all efforts by the dev team Faery Knight was among my top choices. Balan, Guinevere, Morgawse, Faery Knight, while Leodegrance, Bedievere, Geraint, and Boudicea got swapped in whenever others were healing. I mostly missed out on trying Morgana because of her just not filling a spot that wasn't covered by my other heroes.1 point
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"I know that armor and archetypes in Grounded are based on the insects you've defeated, which is a great system. However, I have a suggestion to expand on the character’s stat progression through armor. When two armors reach their maximum upgrade level, it could be possible to fuse them. This fusion would, first, create a unique visual aesthetic, and second, combine or even generate new stats, offering a fresh blend of effects based on the armors being fused. Each fusion could result in different stat combinations, encouraging experimentation and deeper customization."1 point
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Hello Devs, When i played Grounded 1 i noticed that for certain weapon types there is a big progression gap and for other types its better spaced. What i mean with this is for example the spider dagger and the next actual dagger (widow dagger) are so far apart of acquiring that it was kinda useless. The other weapons like swords and clubs don’t share this problem because there is such a big variety of those, urging me to only use the latter rather than the former It goes like this: Bonedagger II/ Spiderfang II dagger -> Widow dagger III Spiky prig I -> Red ant club II -> broodmother club III - mint mace III - morning star III - Prod Smacker III Here is my suggestion to maybe fix this problem. I would like to see that you can make more weapon types from the same insect. for example if you can make a two handed club from a insect why not a 1 handed hammer too. if you can make a big sword why not a dagger. this way you can have better variety and better class progression through out the game. maybe its not the best solution but maybe they can tweak the idea so it can work. In game + you can do this with the elemental weapons atleast. but those are all LVL3 and you have to have game+ 3 to be able to craft them all. Reply to the forum i would like to know what other people think about this.1 point
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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.0 points
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Hello so i have been playing grounded 2 with xbox gamepass, i have ran into an issue where i think the enemies are in the ground, leaving me unable to kill all the enemies to continue the quest i killed one of the bees but i believe there are 2 i tired to kill it in the ground but it sank further i cant reach it.0 points
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Have you found a solution to this? My bee seems 1000ft in the sky0 points
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I've heard from other people that your ant buggy can hit them through the ground. But im also having an issue with this where the bees are way up in the sky and when I build up to them they get farther away and I cant peep them or hit them with arrows.0 points
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If it is possible to "delete" a character with a script like that, would it be possible to instead swap out a character for an exported adventurer / sidekick light as per Kvellen's prototype?0 points