u/Odd_Fix_5251

The Bug Hotel Biome

The Bug Hotel Biome

Upvote this suggestion over at:
https://discord.com/channels/675491639804035089/1399559450020544683/1503792407228059778

For those unfamiliar, bug hotels are real-world structures built from wood, moss, bark, hollow stems, and other organic materials to create safe habitats for insects and pollinators, helping preserve beneficial species, support pollination, naturally control pests, and maintain a healthy garden ecosystem.

In Grounded, this could become a massive vertical dungeon-like labyrinth near the garden patch zone, filled with:
• Swarms of insects
• Mazes and hidden chambers
• Puzzles and secrets
• Rare species and resources
• Mini-bosses ruling different sections
• A terrifying flying apex colossus at the very top

The idea is simple:
• Fight your way upward through layer after layer of the hotel while surviving increasingly dangerous encounters .
Different species battle each other, nest, hunt, and dominate different parts of the structure, making the hotel feel like a living insect ecosystem.
• One way in, one way out.
• The structure resets after leaving, making it a replayable combat and exploration biome.
• Rare materials found across the park appear here in massive abundance, turning the hotel into a high-risk, high-reward farming location.
• Easily accessible food and water inside shift the survival focus toward combat and preparation.
A dangerous hotspot for farming large quantities of rare resources needed for powerful meals and building recipes.

I attached concept art to better show the atmosphere and scale of the idea.

Remember that this is the framework, we can discuss other specific ideas over at:
https://discord.com/channels/675491639804035089/1503793251784589444

u/Odd_Fix_5251 — 1 day ago

The War Rhinoceros Beetle Buggy

Vote this suggestion over at:
https://discord.com/channels/675491639804035089/1399559450020544683/1502536948835680308

After discovering the existence of five-horned rhinoceros beetles, I instantly imagined it as wasteland-style buggies inspired by those insane Mad Max vehicles.

Not necessarily specifically the five-horned one I drew - this could apply to any beetle of these dimensions.
Maybe even if more than one of that family would ever get added, their shared theme could be:
heavy armored wasteland war-machine buggies.

I attached my concept art for the idea.

Possible Gameplay:
* Horn Combo - headbutt and shake combo attacks using its horns and body.
* Boulder Hurl - pulls up and throws rocks from the ground at enemies.
* Trample - while running, the buggy tramples smaller creatures in its path.
* Charge Stance - hold the attack button while running to lower its head and greatly increase charge damage at the cost of higher stamina consumption.
* Momentum - continuously charging through enemies builds stacks that increase damage and stamina regeneration. The effect slowly falls off if no enemies are hit and instantly ends when you stop running.
* War Cry - a horn blast that buffs allies and debuffs nearby enemies.

u/Odd_Fix_5251 — 5 days ago

For those who don't know, recently the devs has changed the minimum number of upvotes needed to make a suggestion trending from 50 to 75.
Though I totally get why they do it, and i support it, 50 votes was already real hard to achieve.
Upping it to 75 makes real great (not over the top) request to not keep up and be lost quickly.

So this guy suggested a way to deal with that - raising 50 votes to a suggestion will send it to a gold chat, but raising it to 75+ will send it to a super trending chat, which will signal the devs that this suggestion REALLY is requested by the community.

I want to raise more support to it, it has a few more to go:
https://discord.com/channels/675491639804035089/1399559450020544683/1500148997275259012

reddit.com
u/Odd_Fix_5251 — 6 days ago

Hello, me again, coming to you with another suggestion+art.
Be sure to vote it on:
https://discord.com/channels/675491639804035089/1399559450020544683/1501636220416163850

Lets discuss it here or over at:
https://discord.com/channels/675491639804035089/1501637350684627115/1501637350684627115

Opening:
TL;DR:
This is how archetypes could achieve stronger class identity and equally valuable but truly different playstyles through armor stats and tradeoffs.

Don't ask yourself “Which archetype is strongest?”, but rather:
"What kind of playstyle do you enjoy most?"
* A fast and sneaky Rogue zipping around enemies with quick attacks?
* A strong and heavy Fighter tanking hits and drawing attention?
* An agile Ranger controlling distance with precision shots?
* Or a powerful but fragile Mage dealing devastating damage?

Right now, most archetypes still play very similarly, while Fighter often ends up feeling like the strongest overall option.

I think the current armor perks are a great foundation for archetypes and for the class identity vision the game introduced early on, but I also feel that vision can be pushed much further.

The goal is for each archetype to feel equally valuable through different strengths, weaknesses, and playstyles. This concept builds on the current archetype perks rather than replacing them, and I believe it could help achieve that.

The Idea:
* Players gain additional gameplay stats in their stat block.
* Every armor piece affects those stats differently depending on its archetype.
* Instead of simple flat bonuses, stats operate on spectrums, creating clearer strengths, weaknesses, feel and playstyles.
* Debuffs and tradeoffs would mainly activate once combat is initiated, preserving exploration and traversal flow outside of combat.
* Different armor sets within the same archetype can still lean into different strengths and values while maintaining the overall archetype’s identity. Furthermore, they'd be reinforcing the identity with their unique perks and bonuses.

Visual Example Notes:
The attached concept shows:
* All suggested stats on the left (in addition to Defense).
* The current 4 archetypes and their point distribution, showing how each one plays differently.
* Stats grouped into categories for readability and navigation.
* A short description and a spectrum for each stat (shown on Expand).

This concept could also create a strong foundation for future archetypes like Berserker an Brawler.

Final Notes: read this before you vote
* The shown values and stats are NOT final or locked they simply exist to represent my concept and intended direction - which that is what you vote on.
* Individual armor pieces within the same archetype can shift along those spectrums, making some sets more extreme while others stay more balanced.
* This concept would also make mixed-archetype builds more interesting, while still rewarding players who fully commit to one archetype.

u/Odd_Fix_5251 — 7 days ago

Check the link for this suggestion:
https://discord.com/channels/675491639804035089/1399559450020544683/1500061023686889553
You might even want to check this golden suggestion for the watery structures:
https://discord.com/channels/675491639804035089/1399559450020544683/1400398671119646730

The Great Diving Beetle Buggy
With the upcoming pond/lake biome and future updates, please consider adding a Great Diving Beetle buggy, as it’s already a frequent community request.

Design & Controls
I'm adding a sketch for pose+saddle for clarity:
A sleek, streamlined buggy, something between a DPV and a jet ski.
The rider lies prone along its back, gripping two control rods.
Steering is done by pushing/pulling the rods which tilts the beetle’s head to move in all directions.

Beatle Abilities
* Bubblejet - Diving beetles naturally carry an air bubble in their hinds, so the buggy could compress and pop it into a short forward jet boost.
The beetle can also use it to slightly launch itself out of the water.
The bubble is a one time boost, but is refilled when contacting air pockets, the surface, or bubbles.
* Secrete Poison Cloud - Reflecting real beetle ability.

u/Odd_Fix_5251 — 12 days ago