Make research more relevant

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  • Views 1,475
  • updated
  • Suggestion In Consideration

At it's current state, research feels a bit shallow, almost irrelevant. In my opinion, it could use a complete rework. But if that is out of question, here are some simple ideas to make it more interesting/relevant:

  • Unlock items for crafting: Instead of being able to craft all visited items right from the start, lock them for each level behind a research option.
  • Craft items: Instead of items being created instantly, they need to be "manufactured" in the research lab.
    • Or maybe: Just make room upgrades only craftable through the research lab.
  • Improve room upgrades: Make room upgrades less effective in the beginning, but add the option to increase their effectiveness.
  • Combined room upgrades: Research the option to combine multiple upgrades. Or to be able to build additional room upgrades in the same room.
  • Generate Craftium/Loamite/Money, when no active research.
    • Maybe not on idle, but add an "infinite research" option. Like "Commercial Research Ventures".


QoL:

  • Indication for labs with no active research (same as "staff on route").
Version:
1.0.4
Platform:
Windows PC
Store:
GOG DRM-Free
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Dominik Customer Support
  • Suggestion Received

Hey there! Appreciate your suggestion on making the research more relevant. We'll think about it for future improvements!


Best,

Dominik

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Lee "Noontide" Moon Designer & Community Manager
  • Suggestion In Consideration

We're definitely looking at options for making Research more effective in the game. Look forward to our coming content updates. :)