u/Key_Bench_8906

▲ 1.5k r/BeamNG

I’ve been working on a small survival system for BeamNG and decided to add a more realistic “bladder” feature.

Instead of a simple effect, I built a volumetric-style stream that follows the player, uses a physics-based arc, and reacts to the ground with small splash effects and puddle buildup over time. It also fades out naturally instead of stopping abruptly.

It’s still pretty experimental, but I’m trying to push it toward something that feels more dynamic and grounded in the game world.

Would appreciate any feedback or ideas to improve it further.

u/Key_Bench_8906 — 8 days ago
▲ 2 r/BeamNG

I’ve been working on something a bit different for BeamNG.

I added a hunger and thirst system to the game. This system is aimed especially at players who enjoy career modes or roleplay, making the experience more challenging and more realistic. It introduces a layer where players need to plan ahead, manage resources, and think beyond just driving.

As a small teaser, I’m also working on a food and market system, so players will have a more concrete way to manage these needs.

What I’m really curious about is:

Do you think a system like this fits BeamNG, or is it unnecessary?
Would these kinds of mechanics make the game more enjoyable, or take away from the driving experience?
Do you prefer added realism like this, or should the game stay more simple?
Would you actually play a mod like this?

I’m planning to keep improving it based on feedback, so I’d genuinely like to hear honest opinions.

https://preview.redd.it/9gv9u85vxzyg1.png?width=1920&format=png&auto=webp&s=2ccd7f2bc116614dc02c88bb21bfb4dad4f4a7f3

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u/Key_Bench_8906 — 10 days ago