
To our dear players: thank you for playing our game and giving us all the feedbacks. We quickly held an internal meeting to analyze your feedback and flaws in our game. We have made plans to address them in the upcoming development process.
We would like to share some of our plans here on some frequent questions from our community:
We were too focused on skeuomorphic representation instead of basic user interaction convenience, especially optimization for some high-frequency operations, which resulted in cumbersome interactions and poor user experience.
The game's user interface will be one of the areas we will focus on next, we will iterate different UI
elements step by step based on our feedback.
In the next major update, we will be aimed at:
Improve the UI of the mission menu, improve the distinctiveness between different missions and sort them based on the NPC issuing the mission. This will allow players to have a clearer understanding of the current task categories, progress, and requirements.
Add key prompts for functions that were in the game but not clearly conveyed. This will allow players to learn different elements of the game much easier.
Allow crafting stations to directly access containers. After the UI iterations, the user interface for this type of facility will undergo significant changes.
This is a very complex issue, we will have to make changes on various different systems to improve our maps and reduce junk time while roaming.
First, we will work on enemy balance, loot generation, Stamina, and other areas that can be addressed quickly.
The Stamina system will receive significant positive adjustment, we will reduce the intensity of stamina debuff. Stamina related consumable will also receive some improvement to make Stamina consumption slower.
We will also gradually add more content to the current map design, including new missions.
To ensure that these changes will meet your expectations, we will continue to monitor feedback on this area. This will be a long-term process that might not reflect visibly in a short time.
For combat experience, we want our players to learn from encounters and subsequently resolve later encounters from previously acquired knowledge with ease, growing from capable of dealing with a single enemy to complex situations.
The current enemies don't have complex behavior, most of them are weak but numerous, this will be part of our priorities to address. We will also prepare matching rewards for challenges.
Also, we have located several bugs in our weapon system that prevented them from achieving the desired performance. These will be addressed one by one in our subsequent updates.
Our art design in this part gave way to the gameplay design in this area, we didn't properly address whether an assembled gun should have high-detail sprites as well. That led us to compromise only produce more detailed sprites for dismantled weapon parts while leaving the assembled guns in the same pixelated state as before.
We will make more attempts to improve in this area, and find a suitable solution with your feedback along the way.
During the early stages of development, we considered adding controller support and already had some plans. But to implement this, we must consider schedules to expand existing content, make the adjustments aforementioned, and some other in-development content. Taking into account factors such as development time and manpower, this is not our top priority for development at the moment. Once the game's basic framework is finalized, we will move to this feature in conjunction with SteamDeck's compatibility.
UI redesign for mission menu, integrating missions from different NPC.
Add key prompts for different functions.
Allow crafting stations to directly draw from storage crates.
Adjust Stamina penalties.
Enhance Stamina related consumables, make Stamina consumption slower.
Fix weapon related bugs.
*Some issues with major impact will be prioritized to ensure player experience.
Before we end, we would like to express our gratitude for your patience and understanding once more. Thank you for staying with us on our journey to bring No Such Place to life. The game still has a lot to improve, and we understand that some issues might not be possible to address with just a few updates. We will take every piece of feedback and suggestion seriously and strive to improve the game.
From all members of CritTeam