Palworld Dev Addresses Player Feature Requests
Pocketpair's publishing lead clarified that many player-requested features are not feasible without a full sequel. He explained that implementing complex additions like terrain digging would require a complete game overhaul. Buckley also revealed Palworld's origins as a factory simulation before evolving into its current survival crafting format.
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"What you're talking about is Palworld 2": Pocketpair lead desperately asks players to stop asking for features that just "aren't possible" like terrain digging
Pocketpair's head of publishing, John Buckley, expressed frustration with player requests for features like terrain digging in Palworld, stating such additions would essentially require developing a sequel. He highlighted that these requests are not feasible due to engine and landscape rework complexities, and that players should not expect them. Buckley also touched on the perceived loss of meaning in Steam's Early Access program, suggesting it has been abused.
Palworld was originally a "factory game like Satisfactory" until it evolved into an open-world survival…
Palworld originally began development as a factory simulation game similar to Satisfactory, where players would manage creatures instead of machines. The concept evolved into its current open-world survival crafting genre, though elements of its factory sim origins remain, with Pals assisting in crafting and farming. Pocketpair's John Buckley shared these insights in a recent interview.
"It would just be Palworld 2": Pocketpair lead says adding a best-in-class feature from the viral pirate game…
Pocketpair's head of publishing, John Buckley, stated that incorporating Windrose's building system into Palworld would essentially require remaking the game. While Pocketpair is handling Japanese publishing for Windrose, Buckley praised its building mechanics as the best in the survival genre. He also teased that Palworld's upcoming 1.0 release will be the "survival crafting game everyone always wanted."