Release Date
Frustrations around objects suddenly breaking down and turning into rubble due to the Decay System have been a long-time complaint. It felt too harsh, too fast, and sometimes just plain stressful when entire automated production chains would break because of something as silly as decay.
So we’ve been working on something new: a less punishing, more intuitive way to manage object lifespans, one that still supports resource flow and crafting goals, without the stress of destruction.
Two Systems, Two Roles
We now have two separate systems for how things age and respond to time:
Decay (Item Aging) This is the existing system. It still applies to Items inside containers, like food, clothing, and consumables. Nothing is changing here.
Durability (Wear and Tear) This is the new system. It applies to Objects placed in the world: furniture, machines, and more(with some specific exclusions like storage containers). These now have a set number of uses before they break (but don’t turn into rubble).
When an object breaks:
It stops working, but stays in place.
It can be repaired by any available seedling through direct control.
Repairs cost half the original ingredient crafting cost. So if a bed costs 2x wood and 2x cloth to craft, it now costs 1x of each to repair it completely.
We think this will strike a better balance: encouraging crafting and maintenance without the stress of total loss.
While this system introduces some friction, particularly with non-functioning objects and item repair requirements, our goal is to minimize frustration through clear, responsive feedback and intuitive design. The intention is to create meaningful choices and maintenance loops without feeling punitive, keeping the systems engaging rather than tedious.
Get hyped for Wear & Tear, Cultivators!