Friday Dev Update: Secrets in Salt

Have you ever had that feeling of excitement when you discover something new in a game that you didn't know was there? I have. And I love that feeling. That feeling is something we wanted to translate into the gameplay of Salt. We want Salt to be full of mystery, new places, and other things for you to discover.

In short, we want Salt to be full of secrets. 


Secrets are a really fun aspect of video games. They keep players intrigued and sucked into the world in which they are playing. It is our goal to continuously implement new secrets and mysteries that will not only clue you into the backstory of Salt, but also keep you wondering, "What else is there?" Because of this intentional design mechanic, we have to keep a lot of what we implement, well, secret. We don't want players to always know what's ahead, as that would ruin the feeling of discovering it for yourself. Salt is about you creating your own adventure and secrets are a large part of that. 

Not everything in the game is going to be a secret of course. There are a lot of things to look forward to as we push out updates and you'll be able to see that in our patch notes. Just keep in mind that not everything implemented will always show up in the patch notes. We are intentionally leaving things out, so that you can discover them for yourself. 

One particular aspect of this that I've enjoyed is watching players come up with their own theories. It's fun to see players find items and not know what they do or what they are for. All kinds of theories begin to arise (I won't tell you which ones are true), and it shows that our design mechanic is working. I believe that deep down, this all comes back to hand holding. I don't think players really want to be handed everything, but rather they want to discover and overcome challenges on their own. This allows their adventure to become their story and not something designed by the game studio. 


Be on the lookout for a new update within the next couple weeks! It just might contain a secret. 


- Will Sterling (Audio and Game Designer)

Playstyle Focus


When we began developing Salt we agreed upon an idea we call, "playstyle focus." This concept revolves around the idea of the player being able to play the game the way they want. This means if you want to play the game as a calm exploration game, you can do that. If you want to play the game as an adventure and RPG game, you can do that. If you want to play it as a survival game, you can do that. You get the point.

We've tried to provide multiple ways to progress and move further along in your adventure. We didn't want anyone to be forced into one particular playstyle, but to be able to play the way they want. Let me give you an example. Let's say you need food. One obvious way, and probably one of those most common in Salt, is to hunt deer. However, maybe you don't care to hunt deer and would rather just focus on exploring. Well, in that case you can also find fruit or mushrooms on the ground. You can find food in chests, at merchants, on pirates, in crates, etc.

This theme carries over into a lot of different aspects in Salt. There is almost always more than one way to achieve something and it usually caters to different playstyles. We've been very intentional in this fact and we hope it helps players to have a more enjoyable experience playing the game.

One area we are going to be pushing more hard for in the upcoming updates is the RPG and adventure playstyle. Currently, we've got a good bit of things to craft and find during exploration. Now we want to start adding more adventure and RPG aspects. This means we'll be working on adding goals, quests, and lore throughout the world. Soon you will be able to discover more of the backstory of Salt and achieve goals/quests to earn epic loot.

Until then, we hope you are enjoying sailing across the world and discovering the world that is Salt!


- Will Sterling (Audio and Game Design)

Tin Foil Hat Fishing



Now that the fishing update has been released, I would like to take a moment to talk about it and some of the design decisions behind it. When we started the design of fishing, we had three primary goals in mind.

    1) Make it relaxing
    2) Make it satisfying
    3) Make it superstitious

Salt is a game where a relaxing, serene adventure is a fully viable play-style, and we want fishing to fall right into this category. Although complicated fishing mechanics can be very fun, we elected to keep it simple on the surface and deep underneath. I'll explain the depth in more detail in a moment. In short, we wanted the player to be able to find a beautiful spot, sit back in their chair with a drink in hand, and fish while they watch the sunset.

Although the feeling of relaxation that fishing invokes can go a long way, it needs a sense of satisfaction. Many factors play into this, from the way the physics and animation of the pole behave, to what you actually catch with it. There is also that wonderful feeling when you finally catch one of the rare fish. We want fishing to be a useful tool with respect to other aspects of the game. There are a number of different fish with interesting uses, and you can look forward to a lot more in the future. Fishing is now a core part of Salt that will get its share in the upcoming waves of new content.

As for our third goal, you may think superstition is an odd thing to shoot for when designing game mechanics. However, this is where we have chosen to add some depth to fishing. It is our full intent to breed superstition and theories among players as to where and how certain fish are caught. Governing the fishing system is a tree of conditions and modifiers to chances. Each fish can have their own conditions that determine when, where, and in what way they can be caught, or are more likely to be caught. Our options on conditions are practically limitless. We could make it where you are more likely to catch a certain fish while on land, on a boat, while moving, during a full moon, during sunrise or sunset, while using certain bait or lures, while jumping up and down... you get the idea.

Overall, though, we want to keep with our normal paradigm of play-style freedom by giving players the option of fishing as little and casually or as much and superstitiously as they please. We look forward to hearing feedback and suggestions from you all.

- John Gamble, Lead Developer

Salt is on Greenlight!

Salt is now on Greenlight! We're excited to get Salt on Steam and it's something that's been requested a lot. We love Steam as much as everybody else and we know how great it is to have the majority of your gaming collection on one platform.

If you'd like to see Salt get on Steam, give us a greenlight vote here -

http://steamcommunity.com/sharedfiles/filedetails/?id=311763404

Where is Salt Headed?

We recently released Salt into early access less than a week ago. So far the response has been overwhelmingly positive and we are so thankful for that! We've seen people get excited for new loot, experience things for the first time in the game, discover hidden places throughout the world, and be slain by enemies. However, we've noticed that a lot of people are wondering what type of game Salt is.

Is Salt a survival game? What is there to do currently? What are some features coming in the future? 

On the Shared Randomness of Salt

Hello everyone. I am John Gamble, and I wrote the code that generates the world of Salt. I thought I would take a moment and explain a bit about how the world is generated. This will not be a very technical article. Sometime in the future, I plan to create a different blog that focuses more on that. Here, I would like to give you some basic insight into how the world is generated, and how you can pull a sense of community out of a random world.



There are two types of randomness in Salt, and there is a good mix of both throughout the world. I'll explain the difference.

The first type, what I always refer to in my head as static random, are elements in the game that will be the same every time you quit your game and come back. These include things such as the shape of the island you are on, the location of the pirate camps, and even where the pickaxe is hidden in the grass on the the starting island (oh, you didn't find that yet?). These will always be the same for a single game. That is why when you quit the game, and come back later, you are standing on the same island. The game didn't save the shape of the island you were on when you quit. Instead, it regenerated it exactly the same as before.

The second type, which I refer to in my head as non-static random, are elements which are not set in stone when you create a new game. This type of randomness is used to determine if a log spawns as normal or hardwood. It is also used to determine what loot a particular deer or pirate drops when you kill it. This is the type of randomness that you are likely most familiar with.

When you start a new game, you have the ability to choose a custom seed for the world. I have made this seed to be a sequence of letters you can type in. This seed determines everything that is statically random in the world. This includes where islands are located, their shape, type, and what trees are on it. It also influences deer population, ruins, pirates, how many of each, where they spawn, and tons more. The cool thing about the seed is that the same one always generates the statically random elements exactly the same. So, if you are playing in a world with the same seed as your buddy, you can tell him about where you found that merchant or epic sword just laying on the ground, and he will actually care because he can find it in his game too.

One thing that I did very intentionally was to create a default seed. If you fast-click it through the new game interface, without specifying custom options, your game will use the default seed. Salt is a practically infinite ocean of randomly generated islands, but the comforting effect of the default seed is that most people will be playing in the same world. I say comforting because I feel it brings a sense of community to the vast, lonely sea. When you stand on the top of a high cliff overlooking the expanse of trees and ocean below, you can think, "I wonder how many people have been here before?" This is a question that wouldn't have much meaning if you knew that your world was unique to everyone else's.

I experienced the effects of this first hand while watching someone stream Salt. They had found a large island with a very distinct shape. I took specific note of it because it was one of the coolest looking Islands I had seen (and I see them every day). He searched the island very thoroughly, but based on some clues that I saw, I knew there was something he had missed. Later, while testing a new boat, I happened upon the island with the distinct shape that I recognized from his stream. I hopped off my boat and conducted my own search until I found what it was that he had missed. It was a memorable experience that would not have happened if we had been playing in differently generated worlds.

In short, the intent of the default seed is to produce common ground to provide better foundation for community. We want to create adventure, and a sense of community makes the adventure all the greater.


- John Gamble, Lead Developer







First Impressions Review from Low Key Gaming

Low Key Gaming did us the honor of doing a first impressions review of our game. They also did a one on one interview with our lead developer. Here are the links to both of those articles!