Stealth feels tied to crouching, not actual noise

Right now it feels like stealth detection is linked to whether you’re crouching, not to how much noise you actually make.

When I crouch, I seem harder to detect, but it doesn’t feel like it’s because I’m quieter — more like the game just applies a flat “less detectable” state.

It would be interesting if noise was a real system instead:

  • each piece of gear could generate noise (cloth = quiet, plate = loud),

  • weapon size could also matter,

  • different actions (running, mining, gathering, hunting, interacting) could have clear noise levels.

Actions like mining, gathering resources, or hunting could naturally generate more noise and increase the risk of being detected, especially if enemies are nearby.

This would open up more conscious playstyles instead of just “crouch = stealth”.

Also, the amount of loot you carry could affect how much noise you make — a heavier inventory could make you louder, while traveling light would help with stealth.

On top of that, gear visibility could play a role in line of sight. Brighter, shiny, or more saturated colors (like red armor) could make you easier to spot from a distance, while darker and more muted tones would help you blend in better. Hiding in shadows, tall grass, or behind objects could further reduce visibility.

It could also be interesting to have different enemy types with unique senses:

  • some reacting more to sound,

  • others more to movement or sight,

  • and some relying heavily on smell.

For example, wolves or dog-like enemies could be very hard to approach without distracting them first — maybe throwing rotten meat to occupy them or mask your presence.
At the same time, this kind of distraction wouldn’t always work — if the area already has a lot of corpses or food around, throwing more meat shouldn’t really have much effect.

To expand on that, there could also be items like oils or substances you can apply to yourself to mask your scent — making it easier to approach animal-like enemies without immediately alerting them.

Other enemies could be distracted by creating noise elsewhere, like triggering a small explosion or some kind of environmental interaction.

Light could also play a bigger role — being able to extinguish torches, campfires, or other light sources would open up more stealth options and make positioning more meaningful.

Environmental factors could also matter more. For example, timing your actions with loud sounds like thunder could help mask your movement or actions and make stealth more effective.

Wind direction could also affect detection — moving against the wind could carry sound further and make you easier to notice. Instead of adding UI indicators, players could read this naturally from the world itself — for example by observing torch flames, moving trees, or simply listening to how the wind sounds.

Interaction with terrain could also add depth — for example:

  • walking on dry leaves, water, or loose stones could generate more noise,

  • grass or soft ground could dampen sound,

  • moving through bushes could create small visual or audio cues.

This way, instead of relying on UI indicators, players would learn to read the environment and make decisions based on what they see and hear.

Right now the system works, but it feels a bit simplified and detached from what’s actually happening in the world.


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If you sidle against a wall you can press the attack button a few times and knock on the wall, it will alert nearby enemies that will go and check where the sound is coming from ^^

If you use a controller: you first sidle against a wall (Y) then you mash (X) or if you hold down the Rune button you can mash any Face button to knock on the wall.

Ive used it alot when sneaking around :wink:

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I was mining right behind a Firebolt mob and it didn’t react at all.
Maybe it was just busy thinking about the meaning of life :smiley:

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Well knocking on the wall is deliberate sound which you want the enemies to go and check, while mining isnt so its no wonder enemies dont go and check the mining sound :wink: