Will you utilize phasing at all to give players the experience of putting their mark
on the world so that they aren’t just running into the structures others have built?
We experimented with that in the beginning, but it’s a tough balancing act. We want
you to feel like you made your mark, but with phasing, you didn’t really make your
mark. We just pretended you did. So almost everything the Settlers now do is
unphased. I can’t think of a single mission of the Settlers that’s phased. There are
very few instances of phasing in the game. We think players see through the fakery of
So what is the Settler’s function in a dungeon setting?
Settlers who have gone through the content enough times will gather materials that
helps them build extra things in the dungeon. Like, hey, here’s a resurrection
station right next to the final boss. You can choose to invest your materials into
that kind of stuff. Or maybe you’re lucky and got a rare spawn that gave you the
materials your first time through.
One of the things Settlers do separate from building towns is building outposts next
to dangerous chunks of content out in the world. We purposely made certain areas more
dangerous than others. Settlers can build up next to those areas. There will, of
course, be stuff you can freely place around the world too. The campfires are an
example of that.
What sort of perks will Settlers bring to player housing?
Settlers are all about housing. Lots of their rewards come in the form of FABkits,
which can be decor items for you home or buffs to existing decor — for example, if
you had a garden, you would get a better garden because you have a FABkit. All the
paths receive these kits, but the Settler tends to get them more often.
We also had this cool idea to make dungeons for your house. We wanted to ship the
game sometime in our lives, though. We weren’t sure we’d have time to do it. A branch
of our team thought they were too cool not to have and decided, when all the managers
were out, to make housing dungeons. So they put together eight housing dungeons so
that we couldn’t cut it. We haven’t talked about it much because we don’t like to
promise features we can’t finish.