Hello everyone. Still alive and working hard on the project. For a long time, I wanted Small Living World to be a pure sandbox. No story mode, no quests, just an open-world sandbox.
Full notes
Full Small Living World 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone.
What changed
0 fixes3 additions1 change0 removals
Gameplay
Events
addedAt first, it was designed as a tutorial mode to help new players grasp the basic concepts of the game. But early in the design, I discovered: hey, this could become a full quest system . Why not?
changedSo there will be Quests in Small Living World 2. Quests will never be mandatory; players are always free to ignore them. But they provide nice rewards that help expansion happen faster.
addedAlso, each World Type will have its own quests , closely tied to the world’s geography. I already have some interesting ideas. The more I think about it, the more quests feel like a natural fit for the game. They add another aspect I hadn’t originally planned.
addedQuests will not change the game’s fundamentals, but they will add something extra on top . Like whipped cream on a hot chocolate. Bon appétit!
Small Living World 2 changes
addedAt first, it was designed as a tutorial mode to help new players grasp the basic concepts of the game. But early in the design, I discovered: hey, this could become a full quest system . Why not?
changedSo there will be Quests in Small Living World 2. Quests will never be mandatory; players are always free to ignore them. But they provide nice rewards that help expansion happen faster.
addedAlso, each World Type will have its own quests , closely tied to the world’s geography. I already have some interesting ideas. The more I think about it, the more quests feel like a natural fit for the game. They add another aspect I hadn’t originally planned.
addedQuests will not change the game’s fundamentals, but they will add something extra on top . Like whipped cream on a hot chocolate. Bon appétit!
Still alive and working hard on the project.
For a long time, I wanted Small Living World to be a pure sandbox. No story mode, no quests, just an open-world sandbox.
But times change, and so do users' requests.
At first, it was designed as a tutorial mode to help new players grasp the basic concepts of the game. But early in the design, I discovered: hey, this could become a full quest system. Why not?
So there will be Quests in Small Living World 2. Quests will never be mandatory; players are always free to ignore them. But they provide nice rewards that help expansion happen faster.
Also, each World Type will have its own quests, closely tied to the world’s geography. I already have some interesting ideas. The more I think about it, the more quests feel like a natural fit for the game. They add another aspect I hadn’t originally planned.
Quests will not change the game’s fundamentals, but they will add something extra on top. Like whipped cream on a hot chocolate. Bon appétit!