November 4th, 2025 Livestream Q&A: Were there any other features aside from auto-pickup that FISHLABS felt needed attention?

November 4th, 2025 Livestream

Q&A: Were there any other features aside from auto-pickup that FISHLABS felt needed attention?

00:00 Q&A: Were there any other features aside from auto-pickup that FISHLABS felt needed attention?
03:26 Q&A: What feature was the hardest to get working _and_ feeling intuitive?

https://youtu.be/oC2zhvilEbU

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Were there any other features they like that were, I suppose key like you you played the game for the first time on controller you tried this section out of the game whether it&#39;s building or collecting or moving and you were like yeah we need to do something about that immediately for it to be like comfortable sure but even like tolerable on consoles controller besides auto pickup &gt;&gt; I mean we We had a lot of iterations on the controls in general because for example the bunny hopping you&#39;ve been showing, here. It was not ideal at the beginning. It was not we didn&#39;t see it as a priority. So we had buttons that wouldn&#39;t allow for easy bunny hopping and we had to switch it around to actually make it easier for people to perform it. M &gt;&gt;, as well as, having a hot bar there, on PC, and having to find a solution on controller which I think we had we ended up with a radio to easily reach the the building that you want to build. Uh otherwise I mean it was a lot of fine tuning. I cannot think of something specific, but since the buttons are limited of course and the functionalities are immense in this game, it was a lot of deciding what has the priority and, &gt;&gt; yeah, what we put on the main things, what you do most frequently. So it was a lot of shuffling around in general for, using tools, building also in the building mode all the functionalities like locking holograms and so on to make it intuitive enough or not too painful at least for most of it. Um I don&#39;t know if Jeppe can tell me this annoying thing from Q. Yeah, I mean I the you know muscular memory is a thing right when you go through through a bunch of, iteration of controller support of of controller layout you like get used to one then you need to switch to to the latest but it felt like an improvement, in my opinion and u, yeah another focus that I remember we we cared from the from the beginning was to, try to always have like your thumbs like, that you can use both together with your index without like creating crowded situation let&#39;s say on the controls and, so that the players could, build or and explore going around as freely as possible but as comfortable as possible for long sessions because we also know that it&#39;s a game where &gt;&gt; usually Usually people, spend couple of hours at, for per session. Me myself, the first time I played the game got completely lost. I don&#39;t know six hours straight. So yeah. Um- I now it feels really comfortable and natural in my opinion. But yeah. &gt;&gt; Yeah. I mean we&#39;ve been we&#39;ve been seeing that too in chat. people, sharing that it took a little bit to get used to at first, but now it feels super natural to play on controller. &gt;&gt; So, great job team. &gt;&gt; And we had a recurring question in chat &gt;&gt; about what feature was the hardest to get working and feel intuitive. If you have anything that was especially like challenging. &gt;&gt; Oh, yeah. I there&#39;s immediately something that pops in my mind because there&#39;s a lot of stuff that, that players don&#39;t see, that&#39;s related to the specific vendor requirements like both Microsoft and Sony have their own requirements and this is stuff that is, sometimes really hard to grasp and you you need to iterate and think about all the edge cases and then test it and testing with multip multiple players at the same time on different consoles. in with certain setups with people on block lists and whatnot. And this is really really tedious to test and developing for it and testing it at the same time making sure that you implemented the right thing. It is it is it&#39;s a lot of work and, there were &gt;&gt; there were some there were a lot of hours spent on on stuff that players in the end probably don&#39;t even see because it&#39;s not relevant for the actual game play. &gt;&gt; Yeah. Sorry, Julia, will you say something earlier? I think I cut in there while you were speaking. &gt;&gt; Oh, no. I just I just said it&#39;s nice to hear if if people are enjoying it. &gt;&gt; You never really know as as a developer because you see so so many times so for so long that you don&#39;t know anymore. It&#39;s actually just you being used to it. &gt;&gt; I mean, just so you guys have also heard me say it on record because I have said it on record multiple times. My preferred way to play now is controller. Even on PC, if I play One Pokemon P, One Pokemon on PC since controller support, I&#39;ve just been a fan of controllers. So, tremendous job. Honestly, it is so nice to kick back, lean back, and just comfortably play this game. Which I mean, Guru Ander mentioned earlier that the time discreposis between like I guess speedruns or making progress in the game is kind of a non-issue between keyboard and mouse or controller. To me specifically, I am still noticeably slower on controller, but I still prefer that way vastly because it is just an inherently, more relaxed pace, I guess, to me. So again, truly, thank you. Well done. &gt;&gt; Agree. Um just on there, sorry. Um Oh, it&#39;s so jarring. &gt;&gt; It&#39;s hard. going to do this for a second, but, yeah, what what people don&#39;t see like adding to what Alex was saying is that, it&#39;s been a an insanely arduous year for Fish Labs. Uh there&#39;s been so much work like that needed to be done for like actually being able to release like to to be allowed to to release you have to pass a thing called certification on consoles., just basically getting a build that&#39;s stable enough, and it&#39;s compliant to all the requirements. Uh it took a lot of work and and with that I am I am very like proud of all the effort, that you guys put there. I think that was, very well done and in the end we made it and I&#39;m very happy that it&#39;s, finally out so a lot of people can enjoy it as well now and, yeah along the way we have made so many like quality of life, like improvements overall, and also we we were able to get, 1.1 content ported into console as well, like during this process. So all of these things came together to make a very good experience both on controller and in general like console in general is very good. &gt;&gt; Even going so far as to as to looking at adding console features such as auto pickup to PC because they are just that comfortable. So truly thank you so