Challenge island (A suggestion to rework challenges)
Challenges right now feel like an idle game: You figure out how to make a module, then wait for the 600/1800 modules to be delivered (and maybe copy/paste your factory so the challenge is completed faster)
My suggestion to make this more interesting, make it more like shapez 1's puzzle DLC:
Special isolated Islands that are not connected to any other, where you have a limited amount of resource nodes, and a depot.
You must make the module on this island, and deliver it to the depot.
Then the silver/gold tiers are unlocked for a specific amount of "modules delivered per minute".
The challenge is now figuring out how to make the module, but also optimizing the production of said module with the space & resource nodes at your disposal to achieve a desired throughput.
I understand the game is meant to be chill, and I like that, but a challenge that is just waiting around isn't really a challenge.
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12 Sep, '25
LaurentHighlighted comment
Want a simple challenge build a 5x5x5 or 10x10x10 cube. Or is it that simple, furthermore the production line need to put out max output Enjoy -
04 Aug, '25
Stevieh445I don't mind having a challenge that requires modules/minute, but I'm afraid if this will lock players from progressing, factory newbies might be locked at this point and can't progress at all. Having this as an optional challenge will be fine. Locking further game progress - I don't know about this one.
If it's just about waiting then just reduce the amount that's necessary in my opinion. -
04 Aug, '25
DrydeCould be a great idea to see it this way , chill does not mean without mind twisting . I see that as a calm down activity . And it look way more like a challenge that only a "waiting contest " because even with a timeframe it will only depends on how fast you can build and replicate an optimal efficiency prod line . So yeah challenge involving " roussource count " ( instead of limited amount ) could also do the trick . ( With ressources goal etc) And also less time consuming ( out of the realisation ) I would feel better producing 100 of specific module with a goal in mind than wait to fufill a 1k order only with a "craft and wait "
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04 Aug, '25
Trichouette@Stevieh445
As you can see, challenges mostly reward cosmetic stuff and exp.
The exp could be placed somewhere else easily, and I don't think locking cosmetic stuff behind a challenge really is an issue.
Alternatively, the cosmetic stuff can be unlocked simply by feeding 1 module of each "challenge module", and not doing any form of throughput requirement challenge -
05 Aug, '25
David PrinsmelHey David (dev) here. We also figured it might be too hardcore to ask for all "gold tiers" of a challenge set to unlock the cosmetic. We're considering giving it when you deliver one of each (When you "crack" the initial puzzle)
However, we feel different on the idling aspect of this. It might feel like that at the start. But because modules will become WAY more complicated, you won't benefit from building one and waiting. You'll need to set a couple of dedicated factories into motion simultaneously to get the later ones.
For inexperienced players, they can still get a decent chunk of xp by just completing the module once. Because they might not wanna think about on how to increase their productivity. That's also why the gold tiers are such high numbers. If you produce just 2/m,you won't wait for it, because it will take hours andyou're using valuable space
However that challenge idea is on our radar and might appear in the game in another way. Possibly isolated from the main game. -
06 Aug, '25
TrichouetteSad 😔
I honestly don't like the challenges because idling in factory builders really shouldn't be an objective.
But no matter what you do, delivering 1800 modules is going to be an idle game -
12 Aug, '25
Mikehavign the midgame start has been quite good when thinking about the challenges, My goal was to start on the second island only moving across the blue paint. the rest of the space on Island 1 I have decided to dedicate to the challenges, what space can i use on a "finished" island to gain more Exp out of it, this way its a challenge to weave through what I have allready created to get more out of the space :) I do not view it as "Idle" i am looking at how can i use the remaining space most efficiently to complete cahllenges asap while still workign on the next tier, this would become easier over time as you unlock more tunnel length etc to get the most of the leftover space.
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12 Aug, '25
The only ArnoI like the idea to shift the challanges on a seperat island or even it's a seperat game mode to unlock the cosmetics.
So the challange could also be used to learn to optimise your productions. -
08 Apr
AaronLibraIt's important to note that challenges aren't meant to be waited for.
"Set it and forget it" then remove when Gold is done eventually, after you've forgotten it was running lol.
They're side quests that you're meant to figure out and let run while you bounce around and do other things to progress further into the game and its story. Or while you're taking some time to rebuild/improve efficiency of older chains after you've unlocked the speed tiers (etc) down-the-road when you reach higher ranks.
However, I will say, special challenges in some form on separate scattered islands would be great though...perhaps with unique resources and structure constraints or whatever. Then after the challenge is complete, you can delete everything and get a free island (along with bonus xp and other rewards) instead of having to pay a ticket for it :) Like, have them become accessible when you've unlocked at least two adjacent islands, as an example thought.