What survival mechanics do you wish more RPGs actually took seriously?

A lot of RPGs have things like food, sleeping, weather, injuries or camping, but they’re often either very light flavour systems or optional difficulty modifiers.

I’ve always liked the idea of survival mechanics being part of the role-playing itself.

For example, preparing for a journey could mean thinking about food, equipment, shelter and weather rather than just checking whether your level is high enough. An injury could affect how you approach the next few encounters instead of disappearing after drinking a potion. Camping could be an actual decision about where and when to stop rather than just a button that restores everything.

At the same time, I can see why these systems often get simplified. If eating just means clicking on bread every ten minutes, it isn’t really adding anything to the RPG.

So what survival element do you think RPGs are currently missing or underusing?

And are there any RPGs where you think survival mechanics genuinely improved the role-playing rather than just adding maintenance?

reddit.com
u/C0d3M3chan1c — 2 days ago

What’s one thing survival games keep doing that you wish they’d stop?

Mine is hunger and thirst systems where you somehow need to eat an entire deer and drink a lake every 15 minutes.

I like survival mechanics when they change how I prepare or explore. I hate them when they’re just bars demanding attention.

What would you remove?

reddit.com
u/C0d3M3chan1c — 7 days ago
▲ 57 r/dwarves

We forged a new face for Return to Nangrim. Does it feel dwarven?

We recently redesigned the Steam capsule for Return to Nangrim, our first-person survival adventure set within the lost dwarven kingdom of Nangrim.

With the new artwork, we wanted to capture the kind of dwarven fantasy we have always loved: monumental stonework, ancient craftsmanship, heavy armour, and a hero who looks as though he truly belongs beneath the mountain.

Not a caricature of dwarves, but a world with history, weight, and pride behind it.

We have been looking at it for far too long ourselves, so I would rather ask the experts here:

Does it feel dwarven to you? And what does the image make you imagine lies beyond those gates?

u/C0d3M3chan1c — 13 days ago

[OC] We created a grim dwarven comic about immortality and secrets buried beneath the mountains

Hi everyone,

We’re a small independent team from Switzerland creating Arafinn, a dark fantasy world we’ve been developing for many years.

Our game, Return to Nangrim, takes players into the ruins of a lost dwarven kingdom, where they gradually uncover what happened to its people. While building that world, we realized there were many stories from Arafinn’s past that deserved to be told through the eyes of the dwarves themselves.

That is how Mountain Tales was born.

Chapter One follows a dwarf whose search for immortality draws him into forgotten history, ancient beliefs, and secrets that may have been buried for a reason.

We wanted the dwarves of Arafinn to feel like more than a familiar fantasy archetype. They have their own clans, traditions, language, religion, craftsmanship, conflicts, and history. Mountain Tales allows us to explore this culture while also expanding the world behind Return to Nangrim.

The trailer gives a first look at the atmosphere and artwork of the comic.

youtu.be
u/C0d3M3chan1c — 28 days ago

Training a robotic arm in Unity with a genetic algorithm (no keyframes, just evolution)

I’ve been experimenting with robotic arm control in Unity using a genetic algorithm instead of keyframed or scripted animation.

The arm is not following a pre-authored motion path. Each candidate in the population represents a different set of control parameters, such as:

  • joint torque values
  • movement timing
  • stability settings
  • target-reaching behavior

For each generation, the simulation runs automatically:

  1. Spawn a candidate arm
  2. Simulate its movement
  3. Measure its fitness
  4. Keep the best performers
  5. Combine and mutate their parameters
  6. Repeat

The fitness function currently rewards things like:

  • reaching the target within a time limit
  • reducing shaking/instability
  • avoiding collisions
  • using less excessive force or energy

Over many generations, useful movement strategies start to emerge without manually scripting every joint.

This is still an early experiment, but Unity has been a great environment for testing robotics behavior safely before anything touches real hardware.

I’m curious how others here would approach this:

  • How would you design the fitness function?
  • Would you prioritize accuracy, smoothness, energy efficiency, or collision avoidance?
  • Has anyone here used Unity for robotics simulation or evolutionary training?
  • What do you think would be the hardest sim-to-real gap to solve?
u/C0d3M3chan1c — 3 months ago