Good day. I don't know when this message will reach you, or even if it will, but still. I've been a fan of your game since the announcement of the first part and have put quite a few hours into it. I know you're currently busy with the water update, which I'm eagerly awaiting, but I'm writing with a proposal for future updates. 1. New Biome: The Dense Jungle My proposal is to add a new location in the form of a jungle with really dense thickets and tall trees (well, in the context of the game's scale, these will most likely be overgrown bushes, but you get the idea). It should feature dense thickets and hanging vines, some of which can serve as vertical ladders. The vibe should be similar to the beautiful, mysterious jungle from James Cameron's Avatar. This location could feature several great base-building spots right in the treetops to create a look similar to the Na'vi villages. I built my main base in the first game in the Hedge, right on the branches of the bushes like a treehouse, so I'd absolutely love to see a dedicated area for something similar in the second game if it's technically feasible. 2. New Weapon Type: The Blowpipe & Dart Crafting There's also an idea for a new weapon type—the blowpipe. It is inspired by a similar weapon from Assassin's Creed IV: Black Flag. It fires darts with various status effects, possibly even a sedative (sleep) or berserker rage effect that makes enemies attack each other. For the sake of balance, the darts deal minimal to zero physical damage, making the weapon purely tactical. Crafting these darts requires more resources compared to standard arrows with similar effects, but they are crafted in stacks of 10 at a time. The negative status effects inflicted by this weapon last longer or are more potent than standard debuffs. Additionally, enemies shouldn't notice the player firing the blowpipe if the player hasn't been spotted beforehand, introducing a fun, true stealth mechanic. A more fantastical addition to this biome: Humanoid "aborigine" robots. Due to a system failure, they have begun to behave like a savage tribe and live in a village-like setting. They would be hostile and able to use blowpipes and spears against the player. 3. Optional Location Boss: The Tropical Frog & Poison Mechanics An optional boss for this location (similar to Axel) could be a colorful Tropical Frog. Its primary damage type would be poison. The unique mechanic of its venom works similarly to regular poison damage in the game, but with a twist: once the poison meter fills up completely, it paralyzes the player for a short duration. However, if the player has a specific poison-resistance mutation equipped, the paralysis duration is significantly reduced, rewarding character progression and build preparation. 4. New Armor Set: Jungle Camouflage To counter the boss, players could craft a new armor set made from materials found exclusively in the biome, such as bark, moss, and unique plant leaves. This armor would grant high poison resistance and look like a mysterious, organic ghillie suit that helps camouflage the player in the dense foliage. These are my ideas. You might not like all of them, or they might be too complex to implement right now. However, I truly believe they would fit perfectly into the game world (at least everything except the robots, which is a bit of a wild card). Even if you don't use everything, I hope this inspires you or sparks some new ideas for the team! Finally, I want to thank you for your time, your hard work, and for making such a great game. If you have a moment to reply, I would love to hear your honest feedback: what you liked, what you didn't, and whether you'd ever consider ideas like these, or if you are heading in a completely different direction for the game's future. Thanks in advance, have a wonderful day, and good luck with the development!