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Found 4 results

  1. I love the idea of buggies used for traversal. I want to flesh traveling just a little bit more with a suggestion that doesnt rely on buggies or ziplines. SUGGESTION: I think its safe to assume that alot of players in Grounded came from gamepass so i'd like to turn our attention to another phenomenal gamepass game: Jusant. Jusant had an incredible climbing mechanic based around stamina management and the amount of pins the player that could be upgraded. I think Grounded should adopt a similar climbing mechanic. Have the players be able to climb vertical walls, stems, incline rocks, pots, etc. Using their hands and stamina. This would obviously be limited by distance and stamina drained. However, if we can take some bug parts and make either a special bug armor or climbing equipment we could expand the distance and enhance stamina drain during climbs. I feel like climbing can open up the design of some environments and also make traversal more rewarding. We could even have special items tucked away nocks and crannies that can only be found by climbing. I think having different options for traversal is good to cater to different kinds of players.
  2. In Grounded I did not like that I had to travel all the way back to my base in order to craft food, smoothies, or in general anything that can aid in my travel or fighting. Ziplines are not the right answer as you still have to travel to built ziplines in another location, and theyre also not fun. Recently I played Outward and my word. That game does traversal with items and craftables perfectly. Instead of being bounded to one location in Outward you can bring utilities along with you. So, my SUGGESTION: Allow the players to craft portable utilities that can be placed down and picked back up without having to recycle any parts. To make things a bit more balanced. The portable utilities wont be as effective as permanent utilities. For instance a portable version of a smoothie would be a small chemistry flask that can easily mix a few items together but the effects wont be as potent or the amount of items will be limited. We could even make smoothies be made in batches of 3 in permanent utilities and with the small flask only 1. Another example would be a skillet made of bug parts that can be used to make food thats better than roasting aphids and weevils but less advanced than a cooking stove. To reiterate the whole point of these portable utilities would be encourage the Nomad playstyle. Players that dont want to be bounded to one specific location and can move around the entire map without having to go back to one location. A true adventurer playstyle.
  3. I make lots of game sounding music and have no idea how to get in contact with people about getting it onto games? Does anyone know how to do go about this?
  4. Overview This is a fan-made concept proposal for a potential grounded 2. It builds on what made the original great and expands it with scalable, optional systems designed to deepen gameplay, encourage player strategy, and bring the park to life like never before. From siege weapons to insect politics, everything can be customized to match your style whether you're a builder, explorer, or war strategist. Advanced Base Defenses Add new medieval-inspired and insect-tech hybrid defense structures to protect your base during bug paybacks and faction raids Ballista Turret Large, slow-firing bolt launcher. Devastates large enemies like stinkbugs or wolf spiders. Hwacha (Arrow Barrage Launcher)Launches a flurry of small arrows over an area. Excellent against groups like soldier ants. Mounted Bow Launcher Accepts different arrow types (gas, venom, fire, splinter). Manually fired Spike Pit Traps & Drawbridges Physical base traps to control terrain and funnel enemies into kill zones. Goo Mortar Lobs sticky bio-slime that slows enemies in a wide radius. Decoy Beacon/lure traps Attracts bugs to a specific point in your base during raids to control enemy flow. These devices could be powered by advanced crafting materials or insect parts from new high-tier bugs. Faction Warfare System (Optional & Scalable) A dynamic insect war system that adds intelligent enemy behavior, territory control, and player-driven conflict. Fully optional for players who want a more intense survival experience. Key Features: Organized Bug Factions: Only bugs with structured hierarchies (ants, termites, wasps, etc.) participate. Faction Paybacks: If you attack their base or leaders, they’ll organize retaliation attacks with increasing strength. Counter-Raids: If they succeed in a payback, you can launch a structured counterattack raid their camp, eliminate leaders, or sabotage their outposts. Temporary Occupation: Bugs can claim nearby landmarks/resources after a successful raid but never your main base. Soft Territory Control Claimed areas become more dangerous (ambushes, or, hostile scouting patrols), but are never fully locked off. Bug Diplomacy & Insect Politics Factions don’t just react to you they react to each other. Dynamic Inter Faction Relationships: Allies: Ladybugs and aphids, termites and beetles, etc. Rivals: Red ants vs black ants, wasps vs spiders, termites vs bees. Neutral: Some bugs ignore each other unless provoked. Influence the Ecosystem: * Help a faction, hurt another: Gain or lose reputation. * Craft pheromone bombs or decoys to start inter-bug wars. * Unlock special quests, trade, or defensive alliances with certain bugs. Player-Controlled Difficulty: Faction War Toggle: Turn the whole system on/off from the settings menu. No items required. Custom Mode: Toggle sub-systems like counter-raids, diplomacy, or base invasions individually. Safe Base Radius: Bugs can never permanently occupy or block off your home base. Scales Over Time: Early game remains classic Grounded; systems ramp up as you explore more or flip the toggle. Future-Proof Expansion Ideas: *New Factions: Leafcutter ants, praying mantises, soldier bees. *Bug Politics Meter Visual UI showing how factions feel about you and each other. *Territory Beacons Tools to reclaim zones or protect key areas. *NPC Allies Befriend bugs who will defend your base or spy on enemy movements. *Faction Siege Events Endgame raids where two factions clash near your base and you choose a side. Final Thoughts This system is designed to be modular, immersive, and full of emergent strategy. Whether you want to build in peace or rage against an empire, these mechanics put the power in the player’s hands, but everthing ahould be optional aome parts be optional for everyones play styles. Of course what I'm asking is a lot but it would be cool if any of these features get added in my opinion.
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