Open-world fantasy survival RPG. Borderless distance-based difficulty with player built fast-travel, modular-building, and town management.
All Reviews:
Positive (42) - 90% of the 42 user reviews for this game are positive.
Release Date:
Jan 16, 2018
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“1. Early Access is the beginning of full-time development and ends when the game has enough content and gameplay to be considered worthy of the price tag. Development WILL continue after early access ends.
2. To avoid marketing schemes, rushed schedules, and all general forms of bureaucracy detrimental to game design and online communities I have started a company from scratch. I seek to be a moral, positive influence in the gaming world, to prioritize bugs, cheat countermeasures, and customer concerns. Thus, without a million dollar publisher, I need a minimum of sales to fund production into the later stages.”

Approximately how long will this game be in Early Access?

“Early Access was planned to last roughly six months, though still being developed solo will most likely take longer.”

How is the full version planned to differ from the Early Access version?

“The full version is planned to include many hours of open-ended gameplay including quests, achievements, and a main story line. Multiplayer may or may not make it in-game during early access, though will definitely be one of the top priorities after the full versions initial release if it has not been added yet.”

What is the current state of the Early Access version?

“All technological challenge besides multiplayer have been cleared. Currently there is a lack of procedural quests, monster abilities, player abilities, world locations, and overall optimization. The end of early access will be marked by an abundance of "things to do" throughout all levels in-game.”

Will the game be priced differently during and after Early Access?

“The price will most likely not change over time.”

How are you planning on involving the Community in your development process?

“Open discussions about current features and planned additions are held constantly both in Discord and on our Steam forums.”
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Recent updates View all (183)

September 20

Now live v 0.3.2



With v 0.3.2 several new features have been introduced each of which I will go over briefly. For a more complete explanation please read the condensed patch notes.

Farming
Farming brings in several new items: Hoe, Watering Can, Well, and seeds for most harvestable plant types. The process involves, flattening land using terraforming, tilling soil using a hoe, getting seeds from a wild plant, planting seeds in tilled soil, and watering them until they grow. One seed will yield 3 produce, while trees once grown can continue to produce fruit no matter how many times they are picked. Seeds will reduce their tier to match the soil they are planted in if planted in lower tier soil.

Containers
Two forms of containers are now available for crafting: Bag, and Bucket. Buckets, like watering cans can be used to hold and transport water. Currently buckets are bit useless but will be placeable in future updates. Bags can only store stackable items meaning no armor or weapons, facilities, things like that.

Practice
Enchanting and crafting interface now have "practice" buttons on them that allow increased experience gain for crafting without the production of an actual item or enchant. This allows you to level up for example tailoring without having to repeatedly create and destroy clothing just to level up.

Transmogrification
Using a transmogrifier it is now possible to increase and decrease the rarity of resources. For example 1 elite resource can be reduced into 10 rare resources, or 10 rare resources can be increased into 1 elite resource.

Next stop, Town improvements! I've already started working on gatherer NPCs actually gathering resources. After which will be crafting NPCs, guards, merchants, and a long list of Town and Solace improvements.

Thank you again to everyone participating in Early Access, and I'm sorry I haven't done a better job of advertising Solace Crafting. Nevertheless my dedication has not faltered and I'm very excited to be moving forward with Town and Solace improvements, after which it's on to multiplayer!

Condensed Patch Notes v 0.3.1a - 0.3.2
Farming
- Hoe added to Smithing -> Tools. Cannot be "equipped" but "used" from inventory (for now)
- Use a hoe to till a flat section of land into farmable land
- "Use" seeds to engage planting mode and plant them in tilled soil
- Water soil to make plants grow, or wait for rain (water is free for now)
- Vegetables will grow through germination -> vegetation -> maturity -> old, 900 seconds per stage
- No penalty for "old" plants yet.
- Water will dry up at 1 per 10 seconds
- Plants will mature even when you are no where near them, though they can't yet understand if it's raining if you aren't near them enough for them to be loaded.
- Added "Watering Can" under smithing -> tools
- Added equipment slots for the hoe and watering can on the harvesting equipment tab
- Added a "Till Soil" general skill for initiating tilling mode (recommend putting it on a hotbar somewhere)
- Added all herbs and vegetables to farming except mushrooms
- Midnight's Touch cannot be grown in any environment (yet)
- Frozen Demise can only be grown above 1,475m
- All other plants can only be grown between 800m and 1,475m (800m is sea level)
- Pumpkins now spawn in the grass biome
- Added "Well" under Masonry -> Facilities
- Wells and ground torches can now only be placed on ground
- You can now "Fill" fluid containers with water when standing near a well
- Added lemon and orange seeds
- Lemon and orange seeds can now be planted to grow lemon and orange trees
- Trees take up one full plot per tree
- Trees take longer to mature, but will regrow their fruit after it is picked

Containers
- Added a container: bag
- Containers cannot be put inside other containers or storage devices
- Added a fluid container: buckets
- Watering Can is now also a fluid container
- Watering soil will now require water in the watering can
- You can transfer water between fluid containers by clicking to drag one and right-clicking it on another
- Buckets and bags can now be placed in trashbins (even if they have things in them!)

Crafting
- Added "Practice" buttons to crafting and enchanting
- Practice crafting will award 150% experience but no item
- Practice enchanting will award 200% experience but will not enchant the item
- Added tooltips to practice, craft, and enchant buttons that show how much exp will be awarded
- The enchanting and building interfaces will now increase level/tier at +/- 100 when holding control+shift
- Added "Transmogrifier" under Masonry -> Facilities
- Crafting and enchanting ingredients can now be set to match recipe rarity or not. For example the rare version of the Melee Speed enchant now requires a rare Bear Fang, but only a common Frog's Tongue (which is an herb), because there are no rare Frog's Tongues.
- Added a toggle next to "Practice" in the enchanting and crafting interfaces that automatically turns off every time you close the interface
- Enchanting can now be practiced without adding an item to the table
- Removed the category display on enchanting and crafting detail interfaces, widening the profession, level, and exp displays
- Fixed a bug causing crafting and enchanting exp to level being higher than intended (This may cause one or more professions to level up)

Harvesting
- Added the ability to "auto-harvest" with control+interact. Looking away from the resource or pushing control+interact again will stop it.
- Strong skills can be used without breaking auto-harvest
- Turned off "huaa!" during vegetable and herb gathering
- Animal specific drops (claws, etc) are now the same rarity as the animal
- Added the ability to bind a key to Auto-Harvest (none by default)

Building
- Fixed structures not placing properly underground
- The structure (start a new structure) interface now allows ctrl+shift for raising/lowering tier by the 100s
- Stone and wood foundations (newly placed) will now clear grass (note that one grass patch is 8m^2)

General
- Fixed the radial menu not working in some instances (boats for one)
- Added weather intensity controls in settings
- Added weather collision quality controls in settings
- Moved the console to be the first thing that loads when a game is started to better capture errors
- Added an item selector (yellow border) to show which item's details are currently being displayed
- Added an open container (orange border) to show which containers contents are currently being displayed
- Fixed secondary weapon set adding stats when equipped

You may need to restart Steam for the update to begin.
3 comments Read more

September 19

Beta v 0.3.1g



This one is a bit of a game changer. The transmogrifier allows you to change resource rarities both up and down. I wouldn't recommend grinding common ore if you're shooting for legendary, but it is possible as an alternative method now. I think it's a bit too easy of a facility personally. Once crafted it works for everything forever. I think in the future it will be locked behind maybe enchanting advancement for example, and maybe require upgrading to handle increasingly higher tiers of resource. For now, it's pretty straightforward.

I've also fixed recipes and enchants to not require all ingredients to be of the same rarity.

The practice buttons also now have toggles that will automatically turn off every time their interfaces are closed requiring you to click the toggle on before practicing to prevent quick click mistakes.

v 0.3.1g - 2018.09.19
- Added "Transmogrifier" under Masonry -> Facilities
- Crafting and enchanting ingredients can now be set to match recipe rarity or not. For example the rare version of the Melee Speed enchant now requires a rare Bear Fang, but only a common Frog's Tongue (which is an herb), because there are no rare Frog's Tongues.
- Wells and ground torches can now only be placed on ground
- Added a toggle next to "Practice" in the enchanting and crafting interfaces that automatically turns off every time you close the interface
- Enchanting can now be practiced without adding an item to the table
- Added further checks to prevent a rare error involving weather
- Buckets and bags can now be placed in trashbins (even if they have things in them!)
- Added the ability to bind a key to Auto-Harvest (none by default)
- Fixed tilling soil reporting "You need to equip a hoe to do that" unless you have a torch equipped
- Removed the category display on enchanting and crafting detail interfaces, widening the profession, level, and exp displays

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is only available to Windows 64-bit users.
1 comments Read more
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About This Game

Solace Crafting lets you build and go any where you want with one caveat, the further you travel from the start the harder everything becomes, to no end. A fantasy sandbox, there is no "do this to finish the game." Explore, unlock recipes, seek out rare resources, build towns, level up, and own the wild.

Harvesting

Good weapons and armor need good materials to make them. Resources in Solace Crafting are tier and rarity based, meaning the more dangerous the area you're in the higher tier of resources will be available. In order to help you find elite and legendary grade resources you can build towns and populate them with NPCs to locate rare resources for you.

Crafting

Recipes in Solace Crafting are not predefined. A leather boots recipe creates leather boots, but the level, tier, rarity, and color are completely up to you, limited only by your resources and skills. As you push further and find increasingly powerful materials, upgrading your equipment is paramount to survival.

Enchanting

As with item crafting, enchanting recipes are customizable and can make a huge difference in your combat prowess and harvesting abilities.

Exploration

Unlock new recipes and seek out rare materials high in the mountains and deep underground. Or go looking for the perfect island to support your main base. Solace Crafting has no boundaries, no off limit areas.

Adventuring

Choose skills from four archetypes freely, mixing and matching your skills as you see fit. Most skills have no maximum level and can continue to level up with you as far as you're able to travel.

Building

Our unique building system is fast, precise, and can be done with your eyes closed once you learn how it works. In-game guidance will show you how to use the keyboard to build huge structures without hardly needing to move.

Solaces

Build a new solace anywhere in the infinite worlds of Solace Crafting and you gain the ability to teleport to and from it at no cost. Build up your main base anywhere you like, setting up outposts and hamlets wherever needed on your travels.

Towns

Town buildings can be placed within the power range of any solace, allowing you to summon townspeople of various professions.


Developed by a gamer
I started learning how to make games years ago because the design decisions of so many of the games I played often made so little sense to me. Here are some of the design decisions I refined over the years that I do my best to uphold:
  • No pay-to-win, no pay-to-play, no paid DLC, no gacha or gamble mechanics
  • No metered progression
  • Level any and all professions freely
  • Minimal sub-ingredients, minimal crafting and refining timers
  • Completely open, point and level based branching skill trees
  • Multiple, incremental skill points every level
  • Classic roles, not forced balance. Some classes may be harder than others
  • Unlimited player levels
  • Completely open physics-based world, no off-limits
  • No "realistic" building physics that destroy everything when things go wrong
  • Unlimited access to parallel realities (alternate seeds)
  • Shape and color your avatars freely instead of using preset races
  • Allow alternate characters in the same world

Background
My name is Kyle Postlewait (35) and I got into game development because I can't find the game that I want to play. I am not a veteran game developer. I do not have any published AAA titles. I am self-taught and I make mistakes. Having said that, I'm tired of survival crafting games being abandoned, focusing only on PvP and guns, or turning into major time sinks. I quit my day job in February of 2018 to focus on Solace Crafting full-time, and am doing everything I can to make a great fantasy survival RPG despite the tremendous challenge that is game development. Please don't buy into early access expecting a fully polished AAA game and then give it a bad review. In return, I promise to make sure that this game is never abandoned. If sales are more than enough for me to survive, then I can hire more help. First and foremost I will always work to secure financial longevity and legal stability.

I know a lot of fans of the survival genre are pretty jaded, myself included, after so many titles have lost their leadership, changed projects, or plain given up. I'm here every day hoping to heal that sore and would very much appreciate your $15 support if any of this interests you. There are months of frequent patch notes and forum discussions between me and players here on Steam as proof that I'm capable of more than a couple new items after weeks of silence, something far too common in game development!

Multiplayer like single-player will be PvE oriented, and I hope to have implemented before the end of 2018.

Early access ends when there is enough content to constitute selling the game without the above warning.

Getting better every day thanks to player involvement!

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 7/10
    • Processor: Dual Core 3 ghz
    • Memory: 6 GB RAM
    • Graphics: Nvidia GTX 680
    • DirectX: Version 11
    • Storage: 4 GB available space
    Minimum:
    • OS: Ubuntu 12.04+
    • Processor: Dual Core 3 ghz
    • Memory: 6 GB RAM
    • Graphics: Nvidia GTX 680
    • Storage: 4 GB available space
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