Impressions: Craftopia

A lot of developers, even in the indie space, like to play things safe. Even if the genre is something out of left field, a lot of the basic game design still feels like +10% skill bonus here, clearly defined tutorial there. Early Access is treated as a soft launch – which it definitely is – of the final product instead of an opportunity to just go nuts.

See it, go to it.

Meanwhile, Craftopia is the nuts. I don’t remember the last time I played something where you could just feel the devs sitting around a whiteboard saying “That sounds cool, let’s try it out.” And since the team is from Japan, they are already coming at design from sometimes extra weird angles.

On the face of it, Craftopia is… well, let me just post this from the Steam store page:

Craftopia is the brand new multiplayer open-world survival action game.

We have imagined what would happen when we combine our favorite video games altogether.
Chop trees and mine stones as in Sandbox,
Explore the world as in Open-world,
Fight the hunger as in Survival,
Cultivate and harvest as in Farming,
Collect loots in dungeons as in Hack-and-slash,
Automate activities as in Factory management,
Hunt monsters and creatures as in Hunting action,
Cast magical spells as in Fantasy RPG.

Now we have a utopia for all of us. That is Craftopia.

After destroying the world in the opening credits, your character emerges from a tutorial cave and you can basically do whatever you want. The game looks like Breath of the Wild and/or Genshin Impact, including the ability to gecko-climb up every surface from the get-go (and build a glider soon after). Following the breadcrumb quests will take you to some NPCs and a small town where you can get acquainted to the crafting. The thing to know is that you can basically build anywhere, which will be important later.

Hmm… this definitely seems harder than it should.

Before the big Seamless World update in late June, the game was basically a series of instanced islands and you needed to unlock things to open portals to other places. Now, you can basically go anywhere you want right off the bat, although you will of course encounter higher-level enemies the farther afield you explore. One of the principle progression mechanics is unlocking special pillars across the landscape using crafted goods. Once you supply the necessary ingredients and then press the button at the top of the resulting pillar, you progress the “Age” and unlock new crafting possibilities.

Let me talk about the pillar for a second though, because it was amazing to me. I supplied the ingredients and then it shot up into the sky. I started climbing the pillar, which is something you can just do, but I started getting nervous halfway up because the ledges were very tiny and, admittedly, the game has a lot of jank. So I threw down a wood platform so I wouldn’t fall off. And then I slapped my forehead with the realization that I could have just built a spiral staircase to reach the top. Which I then did. There’s a floating island you need to reach to get some upgrades, and I presumably would have learned that lesson had I done that earlier, but whatever.

Yeah, that’s what I get for going out of order.

Aside from the crafting aspect, there is a lot of experimentation in the Skill trees as well. You can choose to use Magic of various flavors, enhance your normal weapon attacks, unlock basic movement skills like double-jump, and more. When I played, a large portion was simply unselectable placeholders, but what exists is plenty inventive and makes me feel excited for the possibilities. One Skill lets you throw a knife and then teleport to that location. I was a tad disappointed that its range is limited, but it reminded me how much fun I had with Rogues in WoW with Grappling Hook and Shadowstep.

Also, apparently there is an entire Pokemon element in the game wherein you can capture and breed anything in the game, including NPCs (!!), and ride them into battle (!?!). Actually, I haven’t tried to see if you can ride the NPCs, but I have ridden a cow and what looked like a Shy Guy from Mario 2, so I wouldn’t be surprised.

Any. Orders. Because of the implications.

Also also, there are dungeons with traps and boss fights. Building is more limited inside, but there was a sequence where you had to come up with something to avoid fireball turrets and infinitely falling giant iron balls that roll down the main ramp. I hesitate to call the boss combat Soulslike, but you do need to dodge and counter-attack at precise moments to avoid damage. Or summon a bunch of pets/NPCs and spam attacks? Didn’t try that, personally, but maybe it would work.

What I will say though, is that currently Craftopia has a lot of jank. Like, a lot a alot. When I played, damn near half of the NPC dialog was in untranslated Japanese, and what was in English was very clearly machine-translated. According to one patch note the untranslated dialog was due to a bug, but let’s just say that this isn’t exactly an AA game experience at the moment. It certainly is A game experience, and definitely a BBB game if I ever saw one.

No, no, I’m still interested in the lust.

And that’s fine. What I love about Craftopia already is that it can improve in so many different ways and directions from here. That sounds like a backhanded compliment, perhaps, but my point is that these guys threw the entire box of spaghetti at the wall, instead of just a normal amount. With what they got going on so far, I am not worried about them necessarily cutting features and/or nerfing certain builds into the ground. Which means we could just have fun for once in completely unique ways. How many times does that happen?

The one negative I’ll say is that it’s difficult to justify playing exactly right now. For one thing, there is apparently some kind of critical Save Game bug, which is about the worst thing that can happen with a survival-crafting game. But more than that, I worry about playing through things, getting my fill with the novelty, and then them releasing a whole bunch of new elements that I don’t get to experience because I’ve moved on. That’s a Me problem, 100%, but it’s there. The roadmap suggests that an official release may come in or after September, which isn’t too far away, and may be just as well considering that’s when Starfield comes out.

But overall, if you want to experience a game where it feels like almost anything can happen, Craftopia is where it’s at.

Posted on July 31, 2023, in Impressions and tagged , , , , , . Bookmark the permalink. 4 Comments.

  1. That all reminds me a lot of Chimeraland. I almost hope they don’t fix the translation issues. Who doesn’t want to be also a fine lump picture?

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  2. The steam reviews seem to talk about a crafting system revamp which made everything much worse, you know what they’re talking about? Guesswork bring me to understand a shift from mat-based (think Ryzom) to random drops (think any korean MMO), is this the case?

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    • When I bought Craftopia, it was weeks away from their Seamless World update, so I purposely didn’t play it till afterwards. Can’t really comment on any differences as a result. I barely got past the first Age, so no experience with what might constitute the endgame. There are random drops with random stats though.

      The one negative review that’s worrying to me is how the devs are shifting resources to Palworld. If you haven’t seen those crazy Palworld videos, look them up. I hadn’t realized they were the same devs, and the world looks basically identical (asset flip?), so it’s a bit concerning possibility. Palworld is set to “release” in January 2024 so perhaps it’s not too bad, but I do worry that that means the long-term support might not be there.

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