Hello everyone!
I wanted to share my feedback and some proposals after spending 153 hours in Isola Sacra, playing consistently since the very first Early Access version. I’m absolutely loving the journey Moon Studios has crafted so far, and I want to contribute to making this game the best it can be.
These are my main ideas for now, focusing on immersion, UI clarity, and world-building. I might update this post (or add more in the future) as the game evolves.
Please feel free to vote in the polls and share your thoughts in the comments! I’d love to hear what the rest of the community thinks.
1. Refining the Gathering Loop: Tactical Looting vs. Seamless Resource Collection
Current State & Problem: The community is currently divided regarding the gathering system. While the extraction minigames (mining, logging, fishing) provide engagement, the requirement to stop and perform a “pick-up” animation for every single individual resource (especially after completing a minigame) creates a gameplay bottleneck. This feels unnecessarily tedious when dealing with common world ingredients (herbs) or materials already earned through a minigame.
The Proposal:
I propose a hybrid system that maintains tactical tension for valuable items while streamlining the routine economy:
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For high-value discoveries, such as white, blue or maroon items, as well as opening chests, the current manual animation is perfect and should remain. This preserves the tactical tension and “Souls-like” risk, forcing the player to clear the area of enemies before claiming their prize. It ensures that looting powerful gear is a deliberate action that can be interrupted, maintaining the game’s heavy and atmospheric identity.
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However, for common world resources like herbs (Dracena, Mugwort, etc.) and materials earned through extraction minigames (Copper Ore, Clay, Wood), the process should be seamless. These items should be collectible instantly upon pressing the interaction button while walking or running, without breaking the character’s momentum. Specifically, regarding the mining and logging minigames (which are engaging and reward player timing) the resulting materials should not require a secondary “pick-up” animation once the minigame is finished.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
2. HUD Evolution: Visual Cohesion, Resource Segmentation, and Buff Clarity
Current State & Problem: The current HUD, while functional, feels somewhat fragmented and less “bespoke” than the game’s overall art style. Critical information, such as the character’s level, is not immediately visible for quick comparison with zone difficulty. Furthermore, the continuous Focus bar makes it difficult to track exactly how many abilities can be cast during intense combat, and the lack of visual consistency between consumables and their resulting buffs creates a slight cognitive load for the player.
The Proposal:
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Visual Homogeneity: Standardize all HUD elements (Health, Focus, and Experience) using the established rhomboid/diamond aesthetic. Every bar and icon should feel like a part of the same “painted” universe, avoiding generic RPG bar designs.
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Compartmentalized Focus Bar: Instead of a flat, continuous bar, segment Focus into distinct “pips” or compartments (e.g., blocks of 50 Focus). This allows players to intuitively know if they have enough energy for a specific skill without having to guess based on a percentage.
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Stamina & Level Visibility: Display the Character Level clearly next to the player portrait for instant context. Introduce a toggleable option to display the Stamina bar within the main HUD. While the circular indicator near the character is useful, many players prefer a centralized resource hub for better management.
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Item-Linked Buff Icons: Active buffs should mirror the icon of the item that provided them. For example, if a player consumes Mushroom Soup, the buff icon should be the actual soup icon inside a diamond frame. This creates an immediate visual link between the action taken and the benefit received.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
3. Resource Respawn Transparency: In-Game Timers for Depleted Nodes
Current State & Problem: Once a resource node (ore, wood, or fish) is depleted, there is no visual feedback to indicate when it will be available again. This lack of information forces players to backtrack blindly or rely on guesswork.
The Proposal: I propose adding a visual timer or cooldown indicator for depleted resources that becomes visible when the player approaches the node.
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In-Game Time Linkage: Most importantly, this timer should be tied to in-game time rather than real-world time. If a node takes “X” hours to respawn, those should be hours spent within the game world.
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Resting Interaction: By linking it to game time, players could potentially use the “rest” mechanic to progress the world clock, making the respawn system feel like an organic part of the world’s ecosystem.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
4. Breathing Life into Sacrament: Turning Caroline’s Tavern into a Social & Activity Hub
Current State & Problem: At the moment, Caroline’s Tavern feels somewhat hollow. Beyond resting or triggering specific NPC dialogues, there is little reason for the player to spend time there. In a world as rich and atmospheric as Isola Sacra, the tavern should be the beating heart of Sacrament, a place of respite, storytelling, and community; rather than just a functional menu for sleeping.
The Proposal:
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Atmospheric & Social Interaction: Transform the tavern into a lively environment where NPCs gather to drink, dance, and share stories. Players should be able to interact with the environment: sit at tables to drink, join in dances, or even play instruments.
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The “Errands” System: While Randolph handles global bounties and challenges, Caroline’s Tavern could host “Errands” (smaller, more personal NPC-driven tasks). These could include short escort missions for drunk patrons, resolving tavern disputes, or delivering specific rare ingredients for a “Special Brew” that provides unique temporary buffs.
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Tavern Minigames (Inspired by RDR2 or other games): Introduce gambling or skill-based minigames to provide a “break” from the intense combat loop. Examples tailored to the game’s setting: Liar’s Dice, Five Finger Fillet, Arm Wrestling, Dice & Cards.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
5. Visual Feedback for Critical Health: Low-HP Screen Indicators
Current State & Problem: At the moment, the only way to track the player’s health is by looking at the HUD bar in the corner of the screen. During intense, high-stakes combat (where players must focus intensely on enemy animations and positioning) it is very easy to lose track of your remaining HP.
The Proposal: Adding a Low-Health Visual Indicator that affects the entire screen to alert the player instinctively.
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Red Vignette/Gradient: When health drops below a certain threshold (e.g., 30%), a subtle, translucent red gradient should appear around the edges of the screen.
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Dynamic Intensity: The effect could become slightly more pronounced or add a faint “heartbeat” pulse as health drops even further (e.g., below 10%).
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
6. Consumable Management: Radial Menu & Time Dilation
Current State & Problem: The current horizontal cycling system for consumables (potions, food, bombs) can feel clunky and slow during encounters. Having to cycle through multiple items one by one often leads to “misclicks” or choosing the wrong item under pressure. Since the game does not pause during menu navigation, the difficulty of finding the right item sometimes feels like a limitation of the UI rather than a fair gameplay challenge.
The Proposal:
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Radial Selection Menu: Replace or offer an alternative to the horizontal bar with a Radial Menu (similar to the current Emote wheel). This would allow players to hold a button and flick the analog stick directly to the desired item, significantly speeding up the selection process.
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Time Dilation (The “Slow-Mo” Compromise): To address the player complaints without sacrificing the game’s “no-pause” philosophy, I propose that opening the Radial Menu triggers a Slow-Motion effect (Only in SinglePlayer).
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
7. Visual Immersion: Quivers for Bow Players
Current State & Problem: Currently, the visual representation of a quiver is tied exclusively to specific armor pieces, such as the Wretched Archer Tunic. If a player uses a bow while wearing any other type of armor, the arrows essentially appear out of thin air during the firing animation.
The Proposal: Since the 3D model for the quiver already exists in the game’s assets, I propose making it a dynamic visual element tied to the weapon slot rather than the chest armor. Whenever a player has a bow equipped a quiver should automatically appear on the character’s model (back or waist, depending on the armor type)
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
8. Cooking UI Improvement: Visual “Craftable Amount” Indicators
Current State & Problem: When using a Fire Pit or cooking station, the menu shows the required ingredients for each recipe, but it doesn’t display how many units of that dish can be crafted with the player’s current inventory. To find out, players must manually check each ingredient count and perform “mental math” for every recipe.
The Proposal: I propose adding a clear, immediate indicator on the recipe selection list that shows the maximum number of times a recipe can be crafted.
- Visual Counter: A small number (preferably in green or a high-contrast color) should appear on the corner of the recipe icon or next to its name, indicating the total craftable amount based on available ingredients. This allows players to see at a glance if they can make, for example, 5 Mushroom Soups versus 1 Hearty Harvest Ragout.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
9. Beyond Faction Swaps: Implementing Dynamic World Events & Random Encounters
Current State & Problem: The “Alive World” system is a fantastic foundation; seeing different factions and enemies take over previously cleared areas keeps the world from feeling static. However, once a player has spent many hours in Isola Sacra, even these changes can become predictable. We know where the enemy groups spawn and how they behave. The world lacks that element of “unscripted surprise” that makes exploration truly thrilling and unpredictable in the long term.
2. The Proposal: I propose the introduction of Dynamic World Events (randomized encounters). Instead of just changing who occupies a camp, the game should occasionally “interact” with the player through unique events:
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Occasionally, a high-level assassin or an elite hunter could be dispatched to track the player across a zone, forcing a sudden, high-stakes duel.
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Stumbling upon a wounded traveler needing medicine, a merchant whose cart has been ambushed, or a survivor trapped by a small group of Risen.
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Dynamic Escorts: A short-term objective to protect an NPC as they travel from one point of the map to another, rewarding the player with rare materials.
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Ambush Traps: Bandits or cultists setting traps in paths that were previously “safe,” changing the approach to familiar routes.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
10. Ranged Combat Balancing: Increasing AI Aggression and “Gap-Closing” Behaviors
Current State & Problem: The bow gameplay is fantastic and surprisingly deep. The way enemies can climb, jump, and navigate obstacles to reach the player is impressive (Keep working on that!). However, even on higher difficulties, playing as a ranged character (Bow or Staff) can feel too safe. Currently, melee enemies often approach the player at a walking pace, providing ample time to pick them off comfortably. Furthermore, enemy ranged units (like bottle-throwers or archers) have relatively long intervals between attacks, which reduces the pressure on the player to dodge and reposition.
The Proposal: When a player is detected using a bow or staff, melee enemies should prioritize “sprinting”. This would prevent the player from acting as a stationary turret and force constant movement. Enemy archers and crossbowmen should fire more frequently on higher difficulty settings. This would create a more dynamic battlefield where the player must constantly time their dodges between their own shots.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
11. Boss Victory Satisfaction: Loot Quality and Cinematic Feedback
Current State & Problem: Defeating a boss is a high-skill, high-tension achievement. However, the reward often feels underwhelming. Sometimes, the loot dropped by a major boss feels insubstantial or no better than what you might find in a random chest. Also, the visual feedback upon a boss’s death lacks that “epic” cinematic punch found in other genre-defining titles (Dark Souls, Sekiro…), which can make a hard-fought victory feel a bit flat.
The Proposal:
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Guaranteed High-Tier Loot: Major bosses should have a guaranteed loot that ensures the player feels rewarded for their effort. This doesn’t mean giving away the best gear every time, but ensuring a drop of high-quality materials, unique weapon types, or “Boss Souls/Remembrances” that can be traded for specific powerful items.
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Victory Messages: Inspired by the iconic “PREY SLAUGHTERED” or “SHINOBI EXECUTION” (Sekiro) messages from the Souls-borne series, the game should feature a bold, stylized on-screen announcement when a boss is defeated.
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Discovery Impact: Similarly, when discovering a Whisper for the first time, the visual and auditory feedback should be more impactful (similar to the feeling of lighting a bonfire or discovering a Sculptor’s Idol). I think you have already done something very similar with unlocking fast travel.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
12. Fast Travel Interface & Exploration Philosophy: Mapping the Whispers
Current State & Problem: The Fast Travel system feels somewhat disconnected from the world map. Navigating between Cerulean Echoes (Whispers) through a list can feel less intuitive than selecting them directly from a visual representation. Also, there is a broader concern within the community regarding how Fast Travel impacts the game’s world-building. Isola Sacra is so meticulously crafted and full of verticality that over-relying on instant teleportation can diminish the player’s appreciation for the level design and exploration.
The Proposal:
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Integrated Map Navigation: Integrate the Fast Travel menu directly into the World Map. Players should be able to open the map and select a discovered Whisper icon to travel there. This provides a better sense of geography and makes planning your next move much more organic.
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The “Exploration First” Philosophy: To preserve the value of the world’s design, Fast Travel should be carefully balanced. Some possible solutions could be only allow Fast Travel to a specific zone once it has been “100% explored” or the main regional threat has been defeated; or keep Fast Travel limited or costly until the later stages of the game, rewarding players who have mastered the shortcuts and paths of the world on foot first.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree
13. UI Clarity: Streamlining Tooltips and Visual Information Hierarchy
Current State & Problem: Tooltips for weapons and gear are becoming overly cluttered and difficult to parse at a glance. There are too many disparate icons referring to the same parameters, disconnected text boxes, and an over-reliance on multiple colors that don’t always follow a clear hierarchy. This “information overload” makes it hard for players to quickly compare items or understand the true impact of a stat change, leading to a confusing user experience.
The Proposal: Reduce the number of redundant icons. Each stat should have one distinct, recognizable icon that is used consistently across all menus. Instead of disconnected boxes, use a single, cohesive frame for each tooltip. Use clear headers and dividers to separate “Lore/Description,” “Core Stats,” and "Special Perks/Enchantments. Limit the color palette. Implement a system where the basic tooltip is clean and simple, but holding a button (like Shift or R3) reveals the detailed “math” or extra lore for those who want to min-max.
Vote below:
- Strongly Agree
- Agree
- Undecided
- Disagree
- Strongly Disagree















