Interviews

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These are the interviews and similar media that Endnight Games has conducted with media outlets and content creators about Sons of the Forest.

 

 

 

 

 

 

 

Farket Interview 1[edit | edit source]

1. You’ve said in a previous interview about working on something that has never been done before, are you able to provide any details about this? If this is no longer relevant, you can ignore this question.

We had originally planned to start on a new experimental project with a heavy focus on A.I., unrelated to The Forest. As we started to design this new title, we realized some of the new concepts would also work for a Forest Sequel. We decided to take the core DNA of The Forest; base building, fighting cannibals, looking for food, and then merge that gameplay with some of the new A.I. ideas we had been exploring, and Sons Of The Forest started to emerge.

2. What’s it like working in the latest Unity engine? Is Endnight able to add features that weren’t possible in The Forest?

The new rendering and lighting in Unity allows us to produce a much more convincing world, along with more realistic shading effects. When it rains, small droplets will appear on your weapons. Water runs across terrain and rocks similar to the first title, but will now also freeze and have snow accumulate, allowing us to have seasons and major weather changes that affect the entire game world.

3. What plans does Endnight have regarding SotF and its confirmed or estimated release date? Will it release in Alpha like The Forest did?

We are aiming for a 2021 release and will have details about specifics closer to launch.

4. Will the building system be the same as The Forest? Please say yes...

Like the first game, building will be a major focus. We’ve been working on making the building system more immersive and satisfying, as well as giving more options for player creativity.

5. Upon release, Will Endnight be releasing experimental updates like most other survival games do or using the previous countdown system?

We think showing a countdown worked really well for us. We’re not always great at communicating and so it was really helpful as a way to let players know a new patch was on its way and being worked on.

6. The introduction of the worm to the forest was met with controversy overall. What are Endnights thoughts on it? Will it appear in SotF?

Some ideas seem really cool until you actually put them in. The team here is split about 50/50 on it, and so as a compromise, we ended up making his spawn chance extremely low. Sons will include a brand new cast of creatures and cannibals for players to deal with, the worm (John) won’t be returning.

7. When will Endnight be releasing more trailers, sneak peaks, etc?

We are getting close to being ready to show some new footage. We had hoped to do so earlier, however, 2020 has had its challenges. We do hope to show some new things before the end of the year.

8. Does Endnight plan to add an option for a censored version of Sons of The Forest? I've met quite a few children who love The Forest. Also, YouTube has become quite strict on the type of content that Youtubers upload, some of my videos have been demonetized due to some of the content in The Forest.

We don’t like the idea of censoring the game - we’re big fans of horror here, including the blood and gore, and taking that out we think would change the game too much.

9. What gameplay, content or features does Endnight have ready at this stage?

We plan on showing some new footage and features soon.

10. Does Endnight have any plans to add steam workshop to sons of the forest? To allow people to add their own buildings, mods etc.

This will likely be in Sons Of The Forest.

11. What plans does Endnight currently have for The Forest?

We’re currently focused on Sons Of The Forest.

12. Does the team at Endnight ever feel like Tony Starks dad, Howard Stark when he saids “I am limited by the technology of my time”?

With the sequel we’ve started using Houdini for almost all aspects of world creation and effects, we’re constantly amazed at what’s possible and how fast content can be created. Artists can with brush strokes erode terrain, generate rocks, trigger water simulations that become flowing streams. Houdini modeling and fracturing tools allow us to generate hundreds of cut wood shapes in minutes that can be used in our tree cutting simulations along with a wave function collapse in Unity to give a unique cut result each time.

13. Will Sons of The Forest have multiplayer and VR? And will it be available for PlayStation and/or Xbox?

Multiplayer will be back and we’re really excited about some of the new features we are adding. We haven’t confirmed any other platforms yet.

14. Some players, and myself are concerned about the player holding a shotgun in the trailer. Will SotF have a 'gun play' focus?

With limited Ammo, a lot of the combat will still tend to be Melee focused. Players will have to decide if they use those few bullets they have on an easy to kill enemy or save them for an emergency.

15. Defense in The Forest was mostly passive with the player relying on traps, and the catapults uses were often too limited. What plans does Endnight have to expand upon defense in SotF?

We’re adding a lot more freedom in what types of traps can be built, and along with the other building improvements, we hope this will give players a lot more creativity as far as how they defend their bases.

Farket Interview 2[edit | edit source]

1. Are you able to provide more information about the woman in the trailer? Does the player need to protect her at all times? Some players are concerned that she might be needy and require a lot of maintenance. Or will there be a “Story Mode” and a “Survival Mode”?

She doesn’t give you missions or anything like that; you can try to have her like you, ignore her, scare her off, how you interact with her is up to each player and we hope everyone will have really unique interactions with her.

2. How will solar panels be used throughout SotF?

You will be able to use these to charge batteries for example for a battery operated chainsaw, or keep simple electronics running, such as lights or heaters.

3. How has your experience differed from working on SotF to The Forest?

Compared to the first game, we feel we are now able to do so much more, better visuals, more complex A.I. And since we are coming into it with a better idea of what we are making, we’re also able to dedicate time to tools, so the development itself feels a lot more structured and sane than on the first project.

4. In the second trailer, a guitar can be seen leaning on the wall of the log cabin in the snow, will players be able to collect props in SotF?

The guitar is usable as a weapon, and our composer Gabe Castro even made some riffs you can play on it.

5. All of the combat in the trailer involved guns and no melee combat. Do you have something special planned for melee combat?

With the latest trailer, we wanted to focus on new things players hadn’t seen before in the first game, and so showing gun combat was important. Melee combat has been improved substantially, with much more accurate collision on the weapons, better blood and damage effects and also smarter enemies.

6. I received quite a bit of concern from console and VR players from the Q and A last time that they won’t be able to play for a long time. Are you able to provide any more information for them to put their minds at rest?

We haven’t announced any platforms other than PC yet.

7. How does the team feel about reusing assets and textures from The Forest?

Since we are aiming for a much higher fidelity in the new game, we revised and updated almost every asset that’s making a reappearance. There are still some placeholder assets from the first game that can be seen in the latest trailer, but those will likely be replaced.

8. One of the most common questions I have ever been asked is how to brighten caves and nights. From what I have observed, some devices cause more darkness than others. This must be hard to approach as the darkness adds significantly to the horror theme of the game. Do you have plans to add options for this or do you have recommendations for players? (Sorry about the wording of this question)

We haven’t gotten to this yet, but plan on improving gamma settings for the sequel.

9. Can we have chickens?

I think the closest we can do is ducks.

10. Has the pandemic influenced development on SotF?

We have a pretty small team, and so switching to working mostly remote hasn’t been too bad for us.

11. What details can you provide about the map? Are you able to give an indication of the world size compared to The Forest? Also, in The Forests ending, you showed a map of site 2. Will this be a similar map for SotF? (Sorry about this question too, I wanted to keep all the map related questions as one instead of 3 separate questions)

The new map is about 4-5 times the size of the first game. It is set on site 2, however since we drew that map before starting development on this game, the map and that drawing won’t match exactly.

12. What names or placeholders do you have for the woman and other creatures shown in SotF?

We do call her Virginia, you also see Twins and Fingers towards the end of the trailer.

13. Do you have plans to combat cheating and griefing in multiplayer?

We are exploring some options for this.

14. The movements of cannibals look very realistic, are you using motion capturing?

We are using motion capture for almost everything this time and worked with a really great studio called ‘Beyond Capture’ for the recording. By comparison the first game was entirely hand animated.
We also expanded our animation team and so for things we can’t mocap, such as the more distorted creatures we still do hand keyframing.

15. You’re using Unity and Houdini, what other tools are you using or experimenting with. What are your favorites?

We experimented briefly with photo scanning for world assets in the first game, but now use this for almost everything in the world; instead of hand modeling things like stumps or even sticks, we now go out and scan them.

16. What inspirations have you drawn off for SotF?

As a sequel, We’ve taken a lot of inspiration from the first game, and looked at things that worked well, and tried to expand and improve on those ideas.

17. What details are you able to provide about the 3D printer? Sidenote: The attention to detail in that scene is simple amazing.

A bunch of us on the team have 3d printers, and we thought it would be a fun way to expand crafting, letting players print additional items that can be assembled into more complex items.
To use the printer you will need to find resin, which comes in different colors also allowing you to print multicolored items to make things look really unique.

18. Will SotF have raytracing? How did you make the snow reflect light off the top of the log in the trailer?

The light reflecting effect is actually a bug with our snow shader on the dynamically moving log. We don’t currently use ray tracing but plan to experiment with it.

19. What games does the team play in their spare time?

It’s pretty varied, everything from the big new releases to the more niche simulator games on Steam.

20. Will the sanity system be returning? if so, what plans do you have for it?

We never found a great use for it, eventually limiting it to unlocking certain building types. We don’t currently have plans to implement it in the sequel unless we come up with an idea of how to use it.

21. What is digging with the shovel used for in SotF?

In the trailer the player uses it to find a bunker. We took inspiration from watching The Curse of Oak Island on history channel (at least the commercials, have never watched a full episode), where they seem to always be digging something up. That seemed like a really fun thing to do, find a patch of loose dirt and try and find something cool.
Certain traps will also benefit from digging; you can also dig into some cave entrances, and possibly bury bodies if we can get that looking good.

22. Will you be adding a colorblind mode to SotF? Some players have advised me that survival games are quite difficult due to the large number of green colors involved.

We will be expanding the UI options menu for the new game, so hopefully this is something we can add.

23. Is there anything you want to ask us, or tell us as your customers?

We watched a bunch of breakdowns of the trailer, and it’s always really cool to see people try and find everything. There is one clue at the start of the first trailer that we are pretty sure everyone missed, I think due to the compression on the IGN upload, but very clear on the 4k upload on our youtube channel.

24. What happened to the wardrobe in The Forest?

It was one of those ideas we experimented with, but didn't really feel fun or work well.

25. Is my obsession with the female in the trailers unhealthy? Can I please have a high quality wallpaper image of her?

Our character artist on the sequel is really amazing. We may release some high resolution character screens at some point.

26. Are the cannibals actually mutants? What you prefer to call them? I think there’s confusion as the community calls the mutants, cannibals and the creepy mutants, mutants. When I did the wiki for The Forest, I decided to go with the “proper name” of mutants and creepy mutants. Though “common name” would be cannibals and mutants. This led to people trying to change it a lot.

We call the regular ones ‘cannibals’, and the distorted ones ‘creepies’

27. Why can’t I find another survival game as good as The Forest?

We hope Sons Of The Forest will be a massive improvement.

28. What’s the reasoning choose Sons of the Forest instead of The Forest 2? Also, do you call it “Sons” for short?

The name ties into the new story, and we feel it is a bit more interesting than just adding a number at the end.

Escapist[edit | edit source]

1. Congrats on announcing Sons of the Forest. How have things been going since you launched The Forest? It’s hugely popular on Steam, so what kind of changes has this brought to the studio?

We’ve stayed relatively small but moved into nicer and bigger offices and have been able to hire some of the best developers in the world as a result of the success of the first title.

2. The trailers for Sons of the Forest have been pretty cryptic, so maybe you can’t answer this one yet, but are you able to tell us a little bit about the narrative of this game and whether it’s a sequel or prequel to The Forest?

It’s a sequel, but we can’t go into much detail as we want to avoid spoilers.

3. It looks like Sons will have a bit more of a direct narrative / more scripted moments than the original game had. Can you expand on this a bit without getting into spoilers?

It’s an expansion on the type of visual storytelling we did in the first game; there will be very little dialogue and a focus on players uncovering the story versus being forced to sit through long cut scenes.

4. Where does the game take place? Will there be more varied environments with things like dynamic weather for players to survive in this time around? And will these different environments force the player to move around the map a bit more?

It’s based on the Site 2 map, which is briefly glimpsed on a wall at the end of the first game. This time we’ve added dynamic seasons, which affect every part of the map. In winter, snow covers everything; in spring, maple leaves turn orange and fall from trees. In summer, salmon jump upstream, and turtles lay eggs on the beach for example. How to survive, what food sources you have, and the world visuals all change dynamically, giving a different experience as the seasons come and go.

5. Can you describe some of the big gameplay changes coming to Sons of The Forest? The trailers show off some more advanced looking survival mechanics (The digging mechanic looks especially good.) and new types of weapons including firearms, but they also hint at potentially more peaceful ways to deal with the AI than the first game offered.

For the sequel we wanted to take the next step in what a survival game could be. Digging is new, along with 3D printing to augment the crafting system, but beyond that we have attempted to refine and improve every system. Building is more satisfying and immersive, crafting is more visual, and guns and other non-lethal weapons add more interesting combat options. We’re also focused on the interactions between the inhabitants and this world you’re exploring.

6. For many the AI was one of the most exciting aspects of The Forest. Can you talk a bit about the advancements being made there and maybe describe some of the new peaceful and violent interactions players might have with them?

A.I. is the main focus of the new game; for Sons we have created a new A.I. tool that we call V.A.I.L.
This tool allows for the creation of some extremely complex behavior, and characters can now become afraid, tired, angry, hungry, thirsty, bored, etc., and these feelings influence their decisions. We’re really excited for the players to get a chance to experiment with the inhabitants.

7. Are you continuing to lean heavily into the survival horror roots of the original game?

Sons of the Forest exists in the same universe as The Forest, so we’re bringing back a lot of the same themes and feel to this game. We’ll be expanding on some of the ideas we introduced in The Forest and adding some new ones which players should find unnerving.

8. Enemies seem to interact with your base in a much more advanced way in the new trailers. I noticed enemies stealing resources, working to actually break into your cabin, etc. How are the base mechanics evolving with the rest of the game?

In addition to stealing logs, the new A.I. allows for much more coordinated attacks on your base and more interesting interactions. For instance, the A.I. can use ziplines to get into your base, they can steal resources from you, or may just want to torment you. They make decisions based on their individual objectives and experience, making them feel much more alive than in the first title.

9. Will Sons of the Forest contain cooperative play at launch as opposed to being added later?

Yes, it will have the full multiplayer experience on launch.

10. Will this launch as an early access title or a full 1.0 release?

We will announce more details about the release closer to launch.

11. You supported The Forest for quite a few years even after 1.0. Is the plan to do the same with Sons of the Forest?

Definitely.

12. Do you have a more specific timeline for the release of Sons of the Forest other than just 2021, and what platforms is Sons of the Forest coming to?

We’re not ready to announce a more specific date yet. We have only announced the PC release so far.

"SOTF | The Forest Subreddit" Moderation Team[edit | edit source]

1. Do you plan to release the game in Early Access, or as a full launch?

It will be a complete game at launch, including multiplayer and the full story. We are planning to release additional free DLC post launch.

2. How does terrain generation differ from The Forest?

The world is around four times larger than ’The Forest’, and with a combination of both the latest Unity Engine and our new Houdini pipeline we are able to add a lot more interesting details to the environment.

3. How have you improved upon systems like Sanity and Food?

Food and cooking have been completely re-done and we hope to make eating and survival much more immersive. We have dropped sanity completely as we couldn’t find a way to make it interesting.

4. What’s the biggest obstacle you have faced in Development?

After ‘The Forest’ We wanted to make something big and ambitious, which takes lots of time. There haven’t been any major obstacles, but we want to make sure we release the best version of the game possible.

5. Will we be getting any more trailers or sneak peeks before the release in October?

We will definitely do a launch trailer, possibly a Multiplayer specific trailer and likely more small video clips and screenshots during the leadup to launch.

6. How have the team's resources expanded over the course of the Sequel's development? What opportunities has this given you compared to development for the First game?

We’ve learned a ton making ‘The Forest’ and so being able to put that knowledge into a new game has been really fulfilling. The team has also grown together, with most of the people who worked on ‘The Forest’ back for ‘Sons of The Forest’.

7. Is there anything you would like to say to the Community and Fans?

We’re really excited for ‘Sons Of The Forest’ and can’t wait to see how the audience responds to what we have made.

8. Are you planning any Post-Launch DLC?

Yes.

9. Will the game have different playable characters with different backgrounds you can unlock?

No.

10. How does the game's replayability compare to ‘The Forest”?

The new A.I. and building systems deliver a vastly improved and immersive experience compared to the ‘The Forest’. In addition the world is a lot bigger and there are a lot more interesting areas to discover.

11. What can we expect to see in terms of customization?

As the game progresses, Players will be able to choose between different clothing to stay warm or dry, armor to protect themselves, and weapons. If they want improved accuracy on their pistol, they can add a laser sight. Likewise for example, if players want more stealthy gameplay, they can wear hide armor and attach a silencer to their pistol.

12. Has Endnight ever considered making Movie adaptations?

No.

13. What do you hope fans will get out of ‘Sons of the Forest’?

We’re all really excited for the game and think that fans of ‘The Forest’ will be blown away by ‘Sons of The Forest’. It really is a better game in every way and we hope is the next step in what a survival title can be.

14. Is there any new information regarding Releasing Sons on other Platforms?

We don’t have any information on this to share at this time.

15. What will the system requirements for ‘Sons of the Forest’ be?

We haven’t confirmed any system requirements yet.

"Sons Of The Forest Channel"[edit | edit source]

1. We got a lot of info about the new season changing mechanic, will it change and affect cannibals and mutants behavior? Will season length differ throughout the game?

Yes, the cannibals will be less likely to venture far out when cold, and so lots of their interactions change, some subtly and others in big ways. Visually they also craft and wear their own warm suits during winter to survive the cold.

2. How did you improve the caves system in Sons Of The Forest compared to The Forest?

Mutants are a lot more interesting in caves in this new game, instead of standing in a single spot, they roam through the caves, some making nests, others going to get water when thirsty, so you never really know where they are or what to expect.

3. How have the wildlife and hunting mechanics been expanded for Sons of the Forest?

Hunting is similar to 'The Forest' you can craft spears or later find ranged weapons to kill most animals, or build traps to catch them.

4. Have you improved the swimming mechanic and the underwater world?

We have tried a lot with swimming, including having waves actually push the player, but found it mostly frustrating in gameplay. We ended up minimizing it's effect so much we are not sure if players will notice it.

5. Is it possible now that the player is afflicted with more diseases? In The Forest, the player gets sick just when covered in blood. In addition to the cold, for example, will also the heat affect the player's experience and life stats?

The way cold, as well as food affect the player has been changed a lot from how it worked in the first title.

6. How has the player’s HUD been improved? As your upcoming game looks so realistic, will the HUD be less visible (like using smart-watches to see the life stats) and let us live a real life-like journey?

The HUD has changed since 'The Forest' however it isn't on a smartwatch or anything like that. You do have a handheld GPS this time, which works similar to it's real world counterpart.

7. Will most of the story take place in the caves like in The Forest, or will it be more balanced between above and below ground exploration?

There are more above ground story spots this time, but underground has also expanded and isn't just caves.

8. You revealed the names of the first 3 mutants we saw (Virginia, Fingers and Twins). What do you call the last two revealed in the 3rd Trailer?

In order seen; John 2.0 and Sluggy.

9. Is there anything in the last trailer the community missed?

Nothing major.

10. Are the fishing and farming mechanics coming back in Sons Of The Forest? In the second trailer we saw white berries, are you going to add more stuff to cultivate?

There are a bunch of different berries/mushrooms and edibles to collect and to plant.

11. Have you improved the mountain environment? Are the mountains we saw in the trailers climbable?

Yes, most of the mountain seen in the trailers is traversable.

12. Will melee weapons rust and have dull blades that you need to sharpen and guns jam?

No. We feel both would make the combat too frustrating.

13. This question has been one of the most requested by the fans: as the last trailer shows a brutal and detailed impact effect on cannibals (arms and head cut off the body), will there be executions on them like in Doom?

There are no canned executions, but as the player you're free to chop off whatever body part you like, assuming you have a sharp enough weapon.

14. What is Newnight?

Newnight is our new publishing company.

15. Even though the game is coming on PC, would you like to deliver Sons Of The Forest on consoles?

Would love to release on console again, but are currently focused on the PC release and making that the best game it can be.

16. Can you reveal the Computer Specs? Or are you going to release them soon?

The system specs will be released on the Steam store page.

17. Have you already decided the price for Sons Of The Forest?

$29.99USD

18. Are you planning to release the next trailer of Sons Of The Forest in the next few weeks? Will it be mainly focused on multiplayer gameplay as you said in the previous interview?

We would like to do a multiplayer focused trailer next, however are not giving any dates for when it will be ready.

19. Is October still the current release date for Sons Of The Forest? More precisely, can you confirm or deny the release date on Steam Database set on 21st October?

Sons of the Forest will release February 23, 2023.

GamingBolt[edit | edit source]

1. It looks like Sons of the Forest will put a much greater emphasis on story than its predecessor. Can you tell us anything about that, and what your approach to storytelling has been for this game?

Like The Forest, we’ve approached storytelling in a minimalist way. As a player you try and piece together the world and what happened there from the different fragments you uncover. We’re not fans of big long cutscenes, so the ones we do have are short, visual and straight to the point.

2. What can you tell us about Sons of the Forest’s world, and what players can expect from it in terms of size and variety?

The world is roughly 4x the size of The Forest and although still set in a pacific northwest type environment, we have drastically more plant, bush, tree, and flower types, making the world feel more unique in each area. Underground there is a whole other world to explore.

3. Crafting, building, and gathering resources are presumably going to continue being core elements of the game, but what are the biggest ways that you have refined and improved things in that area as compared to The Forest?

Building and crafting are now a lot more grounded in reality and more immersive. When you put a skull on a stick to make a club, you see the player actually shove a skull onto a stick. When you make a spear, you see your character sharpen the wood. Building has also been re-worked with a heavy emphasis on reality and immersion. If you want to make a fire, just snap a few sticks in half and light them. Want a new window in your cabin? Just take your axe out and chop one out, similar to what you would do in the real world.

4. The idea of a world that changes with the seasons and forces you to adapt to those changes is an intriguing one. How is that implemented in gameplay terms? Will the changing seasons be dynamic, or is it something that’s tied to locations?

Changing seasons is completely dynamic and occurs over time. In summer salmon are plentiful and can be easily plucked out of streams. In winter all food is more sparse, berry bushes are bare, lakes are mostly frozen over and so storing food for winter is important. If you haven’t prepared, turning to cannibalism might become your only option.

5. Coming to the combat, how does Sons of the Forest build upon its predecessor’s foundations? How are you balancing the combat to ensure that it doesn’t take away from the game’s horror elements and its sense of atmosphere?

We’ve reworked the combat compared to The Forest, and created a much smarter A.I. that reacts to what you do. For example, if outnumbered, you can chop an enemies head off, and shake it at other assailants to scare them off instead of having to fight.

With horror and fear, we hope early on when the player is struggling the game is a lot scarier, and then over time as the player gets better weapons, covers themselves with bone armor, and becomes stronger the sense of fear will fade away at least temporarily until they meet some of the more distorted enemies.

Unlike the first game, the enemies have their own ecosystem. Kill off lots of regular enemies and the creepies (the more heavily distorted mutants) will be more plentiful and more likely to leave the safety of caves. Conversely, kill more creepies by clearing out caves and other underground locations and the cannibals above ground will be more abundant.

6. How much variety will the game offer with the weapons that players will be able to use and the enemies they’ll be using them against?

We have slingshots, pistols, a variety of axes, clubs, taser weapons, and loads more. For enemy types, similar to The Forest there is a wide range of cannibals, from our weakest ‘muddies’ who stalk you through bushes and stay low to the ground, all the way to the massive 10-foot-tall distorted mutants who walk like caterpillars.

7. With Sons of the Forest supporting co-op gameplay, would you say that’s what it’s been designed around, or is it an equally viable experience when played solo? How significantly does the game change across those two experiences?

The game is almost the same experience in single-player versus multiplayer. There are some small differences, such as what happens when you die in each mode, and overall the game can be a lot scarier when playing alone versus with a group of friends.

8. Roughly how long will an average playthrough of Sons of the Forest be?

Like The Forest, it depends on how long people spend playing the story versus building and surviving in the world. Everyone we have seen playtest the game has a different experience and focuses on different aspects of the game. Some players will be through in 10 hours, others in a few hundred.

9. Do you have any plan to bring the game to consoles at some point in the future?

We would love to come to console in the future, but are currently focused on delivering the best experience possible to PC players.

IGN: 5 Developer Tips for Surviving Your First Night[edit | edit source]

  • Published: Feb. 22nd 2023
  • IGN on YouTube
  • original link to the video
  • Rod Green - Project Director, Endnight Games
  • Friso Kristiansen - Senior Programmer, Endnight Games
  • note: the following text is taken from auto-generated video transcript and was slightly edited to keep the written quality

SCAVENGE YOUR AREA

There's a lot of refuge that you can scour through.

Make sure you collect everything where you've landed and then also be careful where you set up your base.
Setting up in the snow is probably not a great idea, initially.
You want to be near a water source, [that] definitely would help.
And [that] you have ready access to trees and collectible resources like plants.
And a good idea for players to take note of what they find, where they find them, so they can come back and collect them again.

A key part is once you've found the resources to build something, like a healing herb or something like that, it would be good that you know where to come back and get that healing home.

BUILD A SHELTER

A shelter is key and then defenses for the shelter help, like walls and perimeter type stuff.

The game is deeper in the building than The Forest so look into the things you can do to make your structures more durable and stronger and more defensive.

We're putting a lot of depth and time into making that complexity there so it's more interesting.

CONSERVE YOUR AMMO

Conserve your ammo.

Even though the game now has new weapons in it, doesn't mean you're gonna find crates and crates of ammunition so you might not want to unload a whole clip on a turtle or something.

Hold on to those bullets.

OBSERVE BEFORE ENGAGING

Another good thing is to avoid paths that are traveled by other characters on the island and keep your distance and maybe observe before you engage.
They will be prepared for you more than you are for them

HELP KELVIN

And of course help Kelvin out.

You definitely want to like get him helping you out early.

Don't just leave him at the crash site.

"SOTF | The Forest Subreddit" community on Discord[edit | edit source]

1. Kelvin and Virginia for that matter scale poorly into the late game, will Endnight allow the player to give Kelvin / Virginia more commands or other things to do, if not will we see more companions in the future that add more variety? > Most Asked

We have big plans to keep adding tasks Kelvin can complete, some ideas in progress are having him help construct a wall around your base, or fortify/repair the base when needed. For Virginia, we plan to add more to her A.I. particularly giving her more bravery if she has a weapon, and also depending on how many mutants/cannibals she has killed.

2. Who is the character we play as, will we get more background / lore on them and the other characters in the game? (Kelvin, Eric and Timmy etc…)

There will be lots more lore and story pick ups as well as extra cutscenes and new areas that will work to expand and flesh out the story

3. Will we see improved gore/dismemberment mechanics?

It's not currently on our list of things to add but always looking on ways to improve the effects

4. What happened to the various scrapped ideas of the game? Such as Kelvin's original name of “Robby” and the Night Vision goggles, solar panels, climbing axe, battery charger, etc.

Lots of features are partially in and will be coming in future patches. Kelvin actually had a few different names over the course of his development, we originally called him ‘Zombie Boy’ then Robby which is what we refer to him internally and finally settled on Kelvin.

5. Does Endnight plan to add faster form(s) of transportation?

We do have what we think is a really cool idea for this but don’t want to go into details in case it isn’t as fun as we think it might be, or doesn’t work well with the environment.

6. How does Endnight plan to tackle cheating and griefing? We’ve seen forms of griefing such as killing companions and other players.

This is always really tricky, our hope as developers is that people just be nice to each other but unfortunately that isn’t what happens. We added the trusted system as a base tool to handle playing in public open servers. We will also be looking into some ways to limit griefing risks and expand tools for hosts.

7. Is anything planned for ‘The Forest’ after full release such as updates to VR and bug fixes?

Currently we are focused on making Sons of The Forest a really good early access experience for players and will decide on future plans once the early access process is close to complete.

8. This was a question frequently asked by the community. Is a console port planned for after full release?

We would be really excited to bring the game to Playstation and possibly Xbox after the Early Access period but we do not currently have any firm plans. Right now we want to just make this the best PC game we are able to.

9. Many players are asking for features, but they may already be WIP. Could we be given a roadmap of features and additional content coming in the future that you can currently share? This will prevent many repeated requests, and improve the overall community experience.

We don’t want to promise features that might not make it, but also like surprising players with cool stuff that they might not be expecting. We do read all the comments and feature requests and try and implement the best-fitting ideas.

10. Will there be an expansion on the crafting system, currently what you can actually craft is very limited.

There will likely be new items you can craft as we see what items players want and what would improve the game.

11. How does Endnight plan to improve the pacing of the game? Players are finding the GPS system to be locating the entire story for them immediately instead of over time which would give more incentive to build / explore. People have suggested possibly adding a compass and the ability to mark points of interest instead.

We have a bunch of ideas we are currently discussing internally but don’t get have a perfect solution. We do agree it’s an issue and some players are just running all the way to the ending instead of living/existing in the world.

12. Will there be more building options, currently the free form building while very unique is also very limited in what you can actually do, such as the ghost blueprints.

There will be new ghosts added as well as improvements and extensions to the free form system.

13. Does Endnight plan to add more enemies & mutants or change the ones currently with-in the game? Some players have expressed how little they see them or how little variety they seem to have.

We have at least one character that wasn’t ready for the first launch and there may be others we add over time, including variations on some of the current enemies.

14. Cannibal camps are currently very small and other than fighting the player, the cannibals don’t actually do a lot when it comes to their own communities, will we see an expansion of their camps added over time?

We do have plans for this, adding more ambient actions for the cannibals to do around their villages and also visual improvements such as more types of structures they can live in to give the different camps more variety.

15. When will support for dedicated servers be implemented? > Most Asked

This is something we are working on in the background but we don’t have an exact date yet.

16. Does the team plan to add additional building materials and a robust crafting / cooking system? > Most Asked

We do have a prototype of a more advanced cooking system and it will likely come into the game in a future patch once it’s further developed.

17. Why was Early Access announced so late, what are the plans after Early Access?

We really struggled with deciding if we would delay a further 6 to 8 months or release in Early Access and have the community help us get the game to the finish line. We had such a good experience with our first title in Early Access that we eventually decided that would be the best idea.

18. Will we see more wildlife, such as bears, wolves?

We don’t currently plan on adding bears or wolves, but possibly other animals.

19. What will the bi-weekly updates look like, will it be QOL or will we see the addition of new things and improvements over the game?

We will likely alternate between 2-4 week patches depending on what we are trying to get in. Each patch will include different things, from further story/cutscene additions, to new features and items along with lots of bug fixes and other improvements.

20. Has the success of SOTF made the team evaluate how far they want to take the game and maybe push back the 1.0 release?

We have a rough estimate of 6-8 months but will be constantly re-evaluating as the development progresses. We really just want to make the coolest game possible.

21. The developers said before they wanted to do DLC and Workshop, is the workshop still priority and is DLC still planned post-launch?

We should be able to talk about this more further into the Early Access period.

22. How does the team plan to expand on hunting / survival aspects of the game?

We do have some ideas but nothing concrete we can share yet.

23. Will we see more prefab buildings and stuff from the first game or will everything be new?

We’re trying to add mostly new stuff, but if something that was in the first game makes sense and is fun we are not opposed to adding it.

24. Will the island / environment be expanded upon to make it more challenging?

There will be updates to the environment throughout the Early Access period.

25. Will the Log Sled make a return? > Most Asked

This is one of the really cool things about early access, internally we didn’t realize how much people really liked the log sled, and due to the amount of bugs it had in the first game we were not sure if it was worth putting back in or not, but in the last week since release it’s become clear that it’s something players miss.