PC V3.0 Sandbox Siege Dev Diary

The trader bases are awesome. The only downside is that if something gets broken, we can't fix it because we don't have access to those shapes in the game.

True, there are a lot of shapes/items we don't have unless you use mods or creative menu, but without trader protection some of those compounds have pretty weak defense. Zombies will break in quickly. First thing I'd probably do is tear down the fence and put up something new.
 
I am already in love with this update. The new splash screen looks ■■■■ing epic and I am looking forward to settling in Le’ Spank :cool:
Im a bit mixed in tbe new screen because its not really accurate to the game in terms of graphics and what you see
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We should add blacksmithing sound effects when combining weapons. 😁
There is one kinda
 
I am already in love with this update. The new splash screen looks ■■■■ing epic and I am looking forward to settling in Le’ Spank :cool:

Maybe Big Bunns could be your plan B? :P
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Hopefully we'll still be able to custom import settings through XML. Otherwise I'm going to really miss my 75 minute daylight lengths...
 
I just finished watching the Dev Stream.

Wow! This 3.0 basically has outright increased the longevity of this game by x10! 😮

Also, I must say that there's been a trend in the latest releases where they've been able to refine and improve many aspects of the game that are ALREADY in but make the game look more AA(A) in some cases.

Good job Fun Pimps! 🙏 🥳🥳🥳
 
It's a shame that they don't have the subtitles available, for those of us who don't know English it's hard to understand
 
Feedback: Additional Optional Server Settings for Even More Survival Customization
Huge thanks for the deep sandbox customization in V3.0 Sandbox Siege — over 100+ gameplay simulation options is a game-changer for tailoring experiences. Here are some additional optional server/sandbox settings I'd love to see included (or expanded) for even more player control:
  • Spider Zombie Wall Climbing: Toggle to enable/disable spider zombies climbing walls (like older versions). This would recreate those classic intense horde defenses where they scale bases dramatically.
  • Darker Nights: Dedicated options for much darker nights (stronger ambient light reduction, moonlight intensity going in and out randomly, etc., beyond basic brightness). Nights should feel truly dangerous and make lights/night vision more essential it also brings back that horror vibe.
  • Old-Style Ground Farming & Fertilizer: Option to enable classic direct ground tilling/hoeing on dirt blocks with permanent/upgradable fertilized soil and traditional fertilizer mechanics. Farm plots are good, but flexible ground farming added great immersion.
  • Legacy Zombie Variant Controls:
    • Toggles to re-enable legacy zombies (e.g., classic Plague Spitter and Frost Claw alongside or instead of newer variants).
    • Broader per-biome or global entity spawning controls for custom zombie pools.
  • Food Spoilage System: Configurable food spoilage mechanics (affected by temperature, biome, storage like fridges). Include preservation options and visual spoilage indicators for deeper resource management.
  • Crafting Cost Multiplier: Setting to scale resource requirements, crafting time, or tool wear (e.g., 1.5x / 2x / 3x multipliers). This would make scavenging and progression feel more rewarding and challenging.
  • Radioactive Natural Water: Option to make all gathered water from world sources (lakes, rivers, ponds, ocean) radioactive by default, requiring advanced purification. This would heighten the tension in the water survival systems.
  • RWG Water World / Island Biomes: World generation options for ocean borders on all four sides, with biomes generating as islands or archipelagos. This would enable exciting nautical and island-hopping playstyles with fresh map variety.
  • Remote Crafting from Storage: Toggle to enable/disable remote crafting from nearby storage. Best implemented as a per-workstation option to select which specific chest/container it pulls from. This would keep bases organized while still convenient.
  • Advanced Storage Box Options:
    • Filter settings for what items a storage box can hold.
    • Quick-move buttons for selected/filtered items into the box (with auto-stacking if space is available).
    • These would make inventory management much smoother.
  • Craftable Larger Backpack: Learnable recipe for an upgraded backpack that increases player inventory slots by about 50% (or configurable amount). Rewards crafting/perk investment while keeping early game tight.
  • Advanced Smell System Options:
    • Toggle for bleeding to also trigger/create smell (in addition to raw meat, food, etc.).
    • Option for prolonged smell buffs to eventually trigger a mini horde (scaling with duration/intensity).
    • This would add more dynamic risk and tension to the existing smell mechanics.
These would build perfectly on the massive sandbox focus of 3.0 and increase replayability even further. Many align with long-standing community desires. What do the devs think, any chance for these in the final build or a future patch?
 
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