Overhaul of your home and secrament building mechanic

I’ve been playing this game for a while now and really enjoying it so far! It still needs some work, but for an early access title, it’s already quite impressive.

I had a few ideas—maybe a bit ambitious, and I’m not a game developer—but they could add more depth to the gameplay.

  1. Cerim Ruin as a Base Hub

Right now, houses mainly function as extra storage, but what if they were removed and replaced with a single Cerim Ruin that serves as the heart of your base? This ruin could be gradually excavated and upgraded, becoming the center of all base activity. As you dig deeper, you could uncover Cerim lore and unlock advanced systems like gem crafting, smithing, and other meaningful gameplay mechanics.

You could also add a Lookout Tower to the ruin—not for gameplay advantage, but purely aesthetic. It would let the player view the island from above, a beautiful way to appreciate the world and your progress as your settlement grows.

  1. Sacrament System to Influence Citizens

Another idea is a sacrament system, where you can construct structures that influence the daily lives and moods of your citizens. These would affect town morale and could help attract or inspire workers to join your construction projects, making town-building feel more meaningful and alive.

  1. Dynamic Resource Gathering Zones

To make resource gathering more engaging, what if you had to clear enemy-occupied zones—like forests, mines, or ruins—through combat? Once cleared, you could assign workers there to gather materials for a limited time. After a few in-game hours, enemies could reclaim the area, requiring players to retake it again. This loop would add tension and strategy, while tying directly into building projects and the excavation of the Cerim Ruin, both in town and potentially out in the wild.

  1. Cerim-Linked Summon Chest
    For convenience, it would be great to have a summonable chest that’s linked to the Cerim Ruin storage. This would let players quickly drop off loot and materials while out exploring or building, without needing to run all the way back to the base every time. A simple but really helpful quality-of-life feature!

They’re not mutually exclusive.

The reason to have multiple housing options is simple: role-playing variety.

A person who wants to be a rogue outlaw character finds their home on the home in the Slums.

Another who wants to roleplay a druid-like character might want a home in Marin or Lowlands or even Orban Glades, when they become available there.

A Cerim themed home with chamber-like architecture would be really cool too.

But the idea is that roleplayers are given options.