Info about XenoHaven:

Official game description:
*   Recruit familiars and put them to work around the base. Assign them to farming, mining, cooking, crafting, and more. Watch a barren patch of land grow into a thriving home.
*    Familiars are more than just helping hands. Improve their attributes and shape each one for battle, then assemble a powerful squad ready to face the dangers beyond the base.
Now featuring LAN co-op for up to 4 players and Steam Workshop support.
*   Share the journey with friends. Farm together, run a shop, explore new regions, and see just how much this alien world has to offer.
*   Shape each area to suit the way you want to live. Create entirely new themes through Steam Workshop, but don’t focus on comfort alone. A good home still needs to hold its ground.
*   Farming and mining alone won’t get you far. Explore dangerous dungeons and take on rival factions. Collect hundreds of weapons and pieces of gear to strengthen your squad.
*   When the Empire comes calling, will you submit or fight back? The fate of this world rests on your choice.
*   Produce goods, stock the shop, and attract merchants from far and wide. Turn the base into a bustling haven where trade never stops.
*   Run a popular restaurant and make it worth the trip. Develop signature dishes while offering food, entertainment, and lodging under one roof. Draw merchants from across the galaxy and earn a name in interstellar business.

Release date: Sep 28, 2026

Categories: Sandbox Survival Building with RPG, Base Building, Companion and Servant Management, Automation of Resource Production, Shop and Business Management, Exploration, Crafting and Equipment Upgrades

Feature scans:
- Steam Deck: score 60; verdict: Playable with Tinkering; summary: The audit reveals a game that is playable on Steam Deck but requires tinkering. A severe crash with world save loss and occasional performance issues (stutters, frame drops, monster clipping) pose stability risks. The UI's quest list is difficult to manage on the Deck, and official controller support is missing, forcing manual mapping. Overall, the experience fits the 'Tinkering Required' range.

- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 20.0h
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The strongest concrete playtime evidence is a reviewer reporting over 20 hours of playtime, while other reviews describe dozens of hours of tech and content progression. This supports a conservative gameCompletion estimate of about 20+ hours. The 11-hour world is a save-specific playtime and does not establish a completion, story-only, session, or endgame metric. No review gives separate hour counts for main-story completion, typical session length, or post-story endgame, so those values remain null.
- Time-to-fun:
  - Summary: Players report early friction such as a crude UI, grindy and dangerous survival, and tedious early systems, but after a few hours of settling in the building, management, and magic servant loops become addictive. The strongest timing-linked evidence supports enjoyment clicking after early friction, while some players describe the loop as fun without specifying timing.
  - Stance: Clicks after
  - Anchor: Settling in and playing for a few hours
  - Time to anchor: 3h 0m
  - Friction: Crude first impression of the UI; Early game is grindy and dangerous; Aggressive animals attack the player early; Food production cannot keep up with hunger even on the lowest setting; Complex crafting and constant material grinding; Tedious selling to NPCs without a drop box or stack maximization
  - Unlock drivers: Settling in and playing for a few hours makes the game more interesting; After several hours of the Demo, the EA version becomes more addictive; The combination of magic servants and base building becomes addictive; The combined building and management loop becomes very addictive; An addicting gameplay loop that is fun to play
  - Conditions: Recommended for players who enjoy sandbox survival building; Invasions can be disabled in settings if they are annoying; Early game is grindy and dangerous; Food production is a struggle in the early game even on the lowest hunger setting; Selling to NPCs in other villages is tedious without a drop box or stack max; Enjoyment may require several hours of Demo experience before EA becomes more addictive; Enjoyment may begin after a few hours of settling in
- Player Archetypes:
  - Casual Sandbox Base Builder (buy)
    - Motivation: Relaxed base building and sandbox survival without constant pressure.
    - Playstyle: Gathers resources, clears space, builds freely, and optionally disables invasions.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Don't Starve
  - Colony-Sim Delegation Seeker (no buy)
    - Motivation: Delegate farming, mining, logging, cooking, and crafting to reliable AI settlers.
    - Playstyle: Builds a settlement, assigns jobs and priorities, and expects automated production while exploring.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Necesse
  - Exploration RPG Adventurer (buy)
    - Motivation: Explore alien biomes and caves, defeat bosses, and collect loot.
    - Playstyle: Manually controls a single character, uses ranged kiting, explores underground areas, and seeks boss rewards.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: RimWorld
  - Sci-Fi Visual Appreciator (sale)
    - Motivation: Enjoy sci-fi visual style and support the game's early-access potential.
    - Playstyle: Casual visual appreciation and light exploration; willing to tolerate rough edges for art and future updates.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Engaging Combat and Bosses (weight 0.23): Combat is fast-paced requiring movement while outputting damage, with manageable bosses and a rich variety of weapons. Single monsters are easy to defeat, but multiple monsters require attention to positioning.
- High Sandbox Freedom (weight 0.22): Players enjoy significant freedom in building and exploration, with an open gameplay style that allows them to dig, use resources, and create at their own pace. The game blends RPG progression, sandbox building, management, and pet systems into a fun mix.
- Rich Content Variety (weight 0.16): The game offers a wide range of activities including farming, ranching, gathering, exploration, fishing, combat, mining, crafting, smelting, building, and management. This provides dozens of hours of quality experience for fans of free exploration and light management.
- Demon Servant System (weight 0.16): The demon servant system, similar to Palworld's pet system, allows capturing and recruiting aliens for resource gathering, crafting, farming, mining, and as mounts or combat companions. It automates work to free the player for adventuring and is considered the most addictive part.
- Responsive Developer Support (weight 0.16): Developers are responsive, regularly update the game, and have helped players recover lost saves. This active support enhances the overall experience.
- Rich Weapon and Gear (weight 0.16): The game features hundreds of weapons and accessories with varied combat styles across sword, bow, staff, and hammer branches. Special gear grants extra abilities such as dashing, and equipment can be upgraded.
- Detailed Building System (weight 0.13): The building system is extensive with seven categories (handcraft, basic, steel tech, adamantine tech, youci tech, high-energy tech, advanced tech) and hundreds of buildable items from basic campfires to advanced technology. Even handcraft alone allows making various items.
- Golem Automation System (weight 0.13): Golems are robots that help achieve semi-automation or automation of farming and resource collection. They have different personalities, genes, and growth directions, and can be gene-modified, making them a brilliant design.
- Cute Art and Atmosphere (weight 0.12): The game has a cute 2D art style with top-notch visual presentation, wonderful scenarios, and alien designs. The atmosphere makes you feel you are in a strange and hostile world.
- Taming and Riding Creatures (weight 0.12): Players can tame alien creatures for meat or ride them to fight bosses and travel across the map. The pet capture rope is a unique and funny feature.
- Settlement and NPC Interaction (weight 0.12): The world has NPCs with RPG-style dialogue and settlements, allowing players to trade and form settlements. Single players do not feel lonely thanks to NPCs.
- Business and Restaurant Management (weight 0.12): Players can open a restaurant to attract external tourists and set up stalls to sell goods, adding a business management layer. Developing the base into a commercial area is satisfying.
- Simplified Farming Mechanics (weight 0.12): Farming is greatly simplified: only sowing seeds is needed, no tilling, watering, or fertilizing. Fruit trees respawn fruit quickly to keep up with hunger.
- Quality of Life Features (weight 0.12): Machines can be directly connected to chests for crafting, and workbench can pull items from chests. Food usually has a slow regen buff and no expiration timer.
- Good Progression and Tech Tree (weight 0.12): The tech tree is large with key items unlocking each major category. Unlocking with gold provides progression from basic to iron age.
- Gene Modification Depth (weight 0.11): Gene editing allows modifying traits of villagers and servants to give more hp, regen, health, etc. This adds depth to servant training.
- High Replayability (weight 0.11): Replayability is already high despite being early access. The game can provide dozens of hours of quality experience.
- Active Development (weight 0.09): The game is still very active with developers rolling out patches, ensuring it is well-maintained with regular updates.
- Companionship from Minions (weight 0.08): The minion/magic pet system gives solo players a sense of companionship. Two followers can accompany the player.

Common complaints:
- Companion and servant AI is dumb (weight 0.39): Minions, companions, and magic servants often ignore instructions, fail to pick up loot, get stuck, or work inefficiently. This undermines the automation and management aspects of the game.
- Chest organization is messy (weight 0.33): Storage boxes lack proper filtering and sorting, causing items to be placed chaotically, duplicates when sorting, and difficulties in finding items. Companions often misplace items or fail to store them correctly.
- Combat balance and difficulty issues (weight 0.31): Combat is often too hard, with monsters having excessive HP, unfair difficulty spikes, and bosses that become bullet hells. Early gear is weak, and player mobility is limited, making fights feel like a slog.
- Item transfer lacks shortcuts (weight 0.25): Moving items between inventories and chests requires tedious one-by-one dragging, with no quick stack, shift-click, or deposit hotkey. This makes inventory management laborious and frustrating for many players.
- Movement speed is too slow (weight 0.24): Base movement speed is considered too low, and dashing/sprinting often requires a special item or accessory. This makes travel, especially in large maps, tedious and combat less dynamic.
- Progression is short and repetitive (weight 0.24): The main story and overall content are short, with repetitive gameplay loops and a lack of surprises. Mid-to-late game becomes highly repetitive, and many systems feel underdeveloped.
- Game performance and stability issues (weight 0.21): Reports include frame drops in large bases, memory leaks causing stuttering, crashes that can corrupt saves, and occasional freezing of all creatures. These technical problems severely impact playability.
- Lack of tutorial and guidance (weight 0.21): The game explains very little, with no tutorials for capturing companions, mounts, or other key mechanics. New player guidance is insufficient, forcing trial and error.
- Building and base management are limited (weight 0.2): Building options are cluttered, many furniture items cannot be crafted, and the initial foundation cannot be moved. This restricts creativity and frustrates base-building players.
- Magic servant management is inadequate (weight 0.17): The magic servant system is underdeveloped, with no panel to adjust functions, illogical behavior, and difficult work priority adjustments. This makes managing servants frustrating.
- UI is unintuitive and cluttered (weight 0.16): The user interface is described as disastrous, unintuitive, and reminiscent of 1990s accounting software. Building menus are messy, making it hard to find options and manage the game.
- Farming and husbandry are shallow (weight 0.15): Farming and animal husbandry mechanics are simplistic, with unclear breeding limits, low meat production, and excessive animal counts causing lag. The economic loop is poorly balanced.
- Language and translation problems (weight 0.15): The game contains untranslated Chinese text and poor translations, including code comments and in-game items. This causes confusion and makes it hard for players to understand or fix issues.
- Crafting is overly complex and grindy (weight 0.15): Crafting systems are complicated, require endless farming of materials, and feel too grindy. Weapon upgrades are often pointless due to circular dependencies.
- Item stacking and management lack automation (weight 0.15): There is no easy way to stack or split items, and managing large quantities requires manual effort. This adds unnecessary tedium to resource management.
- Quest and progression bugs (weight 0.15): Quests often fail to complete correctly, such as crafting torches or warehouse infestation quests, leading to soft locks. Achievements may not unlock, and map markers are missing for main quests.
- Audio and music are lacking (weight 0.14): Music is repetitive with only one track looping, and some audio is harsh on the ears. This diminishes the overall experience and atmosphere.
- Visual and graphical issues (weight 0.14): The color palette is dark and tiring, pixel graphics may not appeal to all, and some art elements appear copied. Lighting is poor, with underground areas fully lit making torches useless.
- Inventory and stack limits are restrictive (weight 0.12): The bag capacity is too small and item stack limits are low (e.g., 200 per slot), forcing frequent trips and making resource management cumbersome.
- AI and pathfinding bugs (weight 0.12): Creatures can move through walls, projectiles pass through obstacles, and monsters sometimes get stuck or stop moving entirely. These bugs break immersion and gameplay mechanics.

Gameplay feedback:
- Minion and companion systems (weight 0.97): Players can recruit, hire, capture, and manage minions or companions that assist with tasks and combat. These systems include work assignments, priority settings, and even gene modification for enhancement.
- Crafting and equipment upgrades (weight 0.44): Crafting systems allow players to create tools, weapons, and armor, often with tiered progression from basic to advanced materials. Equipment can be upgraded to improve stats.
- Alien planet crash-landing setting (weight 0.41): The story begins with a spaceship crash-landing on an alien planet, where the player must survive, gather resources, and find a way to escape. The setting is often insect-dominated with underground threats.
- Automation of resource production (weight 0.4): Players can automate farming, logging, mining, and crafting using minions, golems, or servants. This reduces manual labor and allows focusing on exploration and combat.
- Inventory and storage management (weight 0.39): The game includes inventory systems with chests for storage, often with sorting functions and auto-store capabilities. Players manually manage items through dragging and stacking.
- Tech tree progression and research (weight 0.36): A tech tree with multiple tiers and categories drives progression, unlocking new crafting options, buildings, and abilities. Technology is often advanced by spending gold or gathering key resources.
- Resource gathering and mining (weight 0.33): Core gameplay involves gathering resources such as wood, stone, minerals, and herbs. Mining is often required for advanced materials, and resources may respawn.
- Exploration and large maps (weight 0.33): Players explore large, often alien worlds divided into regions or chunks, with various points of interest. Map exploration is a key part of the experience.
- Shop and business management (weight 0.31): Players can open restaurants, shops, or stalls to sell goods, attract customers, and earn money. Prosperity systems and customer satisfaction affect pricing and reputation.
- Mount riding and taming (weight 0.3): Players can ride mounts, including tamed animals, to travel faster or collect artifacts and gear. Taming and capturing creatures is a common mechanic.
- Animal husbandry and farming (weight 0.3): Players can engage in animal husbandry, breeding creatures, and farming crops. Farming may involve planting, harvesting, and using byproducts from animals.
- Sandbox survival building with RPG (weight 0.27): The game is fundamentally a high-freedom sandbox survival building game that also incorporates RPG progression elements and character advancement. Players explore, gather, build, and develop their characters over time.
- Base building and construction (weight 0.23): Players can construct bases, houses, and other structures using walls, doors, and various building materials. The building system often includes tech stages and placement mechanics.
- Quest and story-driven objectives (weight 0.23): A main questline and side quests provide clear goals, such as finding survivors, collecting ship parts, or unlocking new areas. Quests often guide progression and tech unlocks.
- Combat with positioning and dodging (weight 0.23): Combat emphasizes movement, positioning, and dodging enemy projectiles. Weapon quality affects attack range, and different weapons offer varied playstyles.
- Difficulty and survival balance (weight 0.22): Survival elements are generally light, with adjustable hunger and easy farming, but combat can be challenging with scaling enemies. Difficulty modes and unfair deaths are noted.
- Boss fights and progression (weight 0.21): The game features boss fights at each level or as part of linear progression, often tied to quests or region clearing. Bosses provide significant challenges and rewards.
- Multiple maps and world swapping (weight 0.16): The game supports multiple maps or worlds that players can travel between, often to gather resources. Tech tree progression may be bound to each world.
- Accessories with active abilities (weight 0.14): Special accessories can grant active abilities such as dashing or resisting lethal damage, adding a layer of customization to combat. These are distinct from stat-boosting accessories.
- Magic and alchemy systems (weight 0.11): Magic and alchemy are available for crafting potions, using magic wands, and creating magic servants. These systems add variety to gameplay and production.

Performance notes:
- General Performance Optimization Issues (weight 0.12): Players report performance drops in large bases and on basic computers, as well as occasional stuttering and frame drops. The game needs optimization in some parts.
- Extreme Lag With Many Creatures (weight 0.05): Having hundreds of creatures in animal husbandry causes extreme lag. This is a significant performance bottleneck for players who manage large numbers of animals.
- Music Stuttering and Memory Leak (weight 0.05): Music stutters, possibly due to extended play and a memory leak. This suggests a potential memory management issue during long sessions.
- Missing Vertical Sync Option (weight 0.05): There is no vertical sync option, causing the graphics card to ramp up unnecessarily. This can lead to increased power consumption and heat.
- Map Corruption From Power Outage (weight 0.04): A power outage corrupted the map file, resulting in lost progress. This highlights the need for better save integrity or autosave features.

Recommendations:
- Recommended for sandbox survival fans (weight 0.25): Many reviewers suggest this game to players who enjoy sandbox, survival, automation, and casual building. It offers free exploration, cultivation, light management, and creative sandbox worlds with rich content at a low price.
- Worth buying on sale (weight 0.16): Several reviews state the game is worth the money, especially on sale, and provides good value for its cheap price. It is well maintained and offers dozens of hours of quality experience for genre fans.
- Avoid purchasing currently (weight 0.16): Multiple reviewers advise against buying the game at this stage, citing unresolved issues and lack of worth. Some suggest waiting for significant improvements before considering a repurchase.
- Game needs more attention (weight 0.12): Some reviewers express that the game deserves more attention and hope more people give it a try. They encourage giving it a chance to show itself.
- Generic positive recommendations (weight 0.11): A few reviewers generally recommend the game, calling it fun and worth trying for those interested in the genre. It can provide dozens of hours of quality experience for fans.
- Start on easy then hard (weight 0.08): Reviewers recommend starting on easy mode and later trying hard mode after completing the game. This progression helps players enjoy the experience without initial frustration.
- Decent time killer (weight 0.07): Some describe it as a decent game to kill time if you like this category, though not the best in its category. It is suitable for relaxed gaming and free creative sandbox worlds.
- Craft bow early strategy (weight 0.05): A specific tip suggests crafting a bow early because its range exceeds monster alert range, making no-damage combat easy. This strategy can significantly ease combat encounters.
- Missing Russian localization workaround (weight 0.05): Players note there is no Russian localization and suggest using XUnity.AutoTranslator to play in your own language. This workaround allows non-English speakers to enjoy the game.
- Look elsewhere for strategy (weight 0.04): One reviewer advises looking elsewhere if you seek a strategy game that works well and hooks you. This suggests the game may not satisfy strategy enthusiasts.

Other player notes:
- Early Access Status Noted (weight 0.24): Many reviewers point out that the game is currently in Early Access, with some noting that more content updates are planned. They acknowledge it is already playable but still under development.
- Frequent Comparisons to Necesse (weight 0.18): Multiple reviews compare the game's overall vibe and map generation to Necesse, and some describe it as a fusion of Necesse and shop management elements. This suggests a strong similarity in style and mechanics.
- Comparisons to Kepler and RimWorld (weight 0.18): Reviewers frequently compare the game to Kepler and RimWorld, noting similarities in UI, art style, and overall framework. Some feel it is a copy of Kepler, while others highlight more mobility and soft sci-fi or fantasy elements.
- Don't Starve and Minecraft Mashup (weight 0.18): The game is often described as a mashup of Don't Starve, Minecraft, Craftopia, and Palworld, with a similar flat sandbox survival base and an opening nearly identical to Don't Starve. This indicates a blend of familiar survival and sandbox elements.
- Affordable Pricing and Value (weight 0.15): Reviewers describe the game as priced affordably and sold at a cheap price, with content amount worth the price. It offers strong value at its first-day price.
- Planned Features and Updates (weight 0.12): Multiplayer co-op and Creative Workshop support are planned for the future, and the Workshop is not open yet. The game has a path for continuous optimization and even a Spring Festival update.
- Comparisons to Other Games (weight 0.09): The game is compared to a space photography simulator rather than a solid management game, and to Nice Revelation as not as comprehensive. It is also compared to a Harvest Moon/Minecraft vibe game made in RPG Maker.
- Developer Support and Save Recovery (weight 0.09): The developer reached out via Discord to fix issues after receiving a save file, and on another occasion helped restore a lost world save. This demonstrates responsive and effective developer support.
- Regular Update Schedule (weight 0.09): The developer has rolled out small patches about once every 2-3 weeks and larger updates once every 2-3 months. This shows a consistent update cadence.
- Content Completion and Framework (weight 0.09): The overall framework is decent but lacks detail, and content is only filled 50-60%. Some reviewers note the game is still in development.
- Localization and Text Issues (weight 0.08): There is no Russian localization, but players can use XUnity.AutoTranslator. Some text overflow and text still in Chinese were observed, indicating incomplete localization.
- Save System Suggestions (weight 0.08): The save file could be rolled back to an earlier version from yesterday, and one reviewer suggests separating manual and auto save slots to avoid save corruption bugs.
- Simple Art Style and Small Size (weight 0.08): Reviewers mention the art style is simple and the game file size is small despite having many features. This suggests efficient design but may lack visual polish.
- Workshop and Mods Comparison (weight 0.08): Predecessors in the genre incorporate Workshop systems and mods, making them richer and freer. The Workshop is not open in this game yet, which limits modding potential.
- Steam Deck Support Status (weight 0.07): One reviewer notes that Steam Deck controller support is not yet implemented, while another thinks the controls are all mapped as needed. This suggests inconsistent or incomplete Steam Deck support.
- Publisher and Developer Info (weight 0.07): The game is developed by Miniverse Game and published by OKJOY. This information helps identify the creators.
- Sandbox Survival with Building Options (weight 0.05): The game is a sandbox simulation survival game with many building options. It allows players to build and explore freely.
- Demo Version Available (weight 0.05): The game has a demo version separate from the full release, allowing players to try before buying. This is a positive for potential customers.
- Insectoid Invasions Toggleable (weight 0.04): Insectoid invasions can be turned off in the settings, giving players control over difficulty. This option is appreciated by some.
- Spanish Community Curator Link (weight 0.04): A Spanish community curator link is available, indicating outreach to Spanish-speaking players. This may help with localization efforts.

Emotions:
- Frustration (weight 0.21): Players report numerous systemic issues including imbalanced resource economies, overly grindy crafting, and punishing combat difficulty. Technical problems like bugs, poor AI, and cumbersome UI add to the frustration, making even basic tasks feel tedious.
- Satisfaction (weight 0.14): Players derive satisfaction from the game's high completion quality, regular updates, and well-integrated systems like farming, ranching, and combat. The blend of survival and shop management, along with freedom and progression, creates a rewarding experience.
- Disappointment (weight 0.1): Disappointment stems from shallow content, poor polish, and repetitive elements such as music and maps. Many features feel unfinished or lack variety, leading to a sense that the game has unfulfilled potential.
- Enjoyment (weight 0.08): Enjoyment comes from the game's cute art style, relaxing gameplay, and rich building options. The blend of sandbox, RPG, and pet management systems provides a fun and engaging experience with satisfying combat progression.
- Annoyance (weight 0.07): Annoyance is caused by tedious inventory management, poor companion AI, and missing quality-of-life features like hotkeys for item transfer. Slow movement speed and harsh audio further irritate players.
- Dissatisfaction (weight 0.04): Dissatisfaction arises from repetitive combat, dumb servant AI, and a lack of content depth. The game feels incomplete with samey weapons and a short main story, leaving players unfulfilled.
- Excitement (weight 0.04): Excitement is driven by varied combat gear, large explorable maps, and automation through servants. The addicting gameplay loop and Early Access potential generate enthusiasm for future updates.
- Amusement (weight 0.04): Amusement comes from humorous elements like demon servants as Pals, funny character designs, and the 'evil capitalist' fantasy of exploiting captured creatures. Quirky animations and framing also entertain players.
- Anger (weight 0.02): Anger is primarily caused by language issues, such as incomplete translations and Chinese code, along with broken AI and messy inventory systems. These technical failures frustrate players.
- Boredom (weight 0.02): Boredom results from soulless landscapes, lack of rhythm, and excessive grinding. The game fails to maintain engagement over time.
- Relief (weight 0.01): Relief is felt when the developer fixed a save file issue after it was reported.
- Love (weight 0.01): Love is expressed for small details like fruit trees respawning quickly and planting items to quench thirst.
- Mild annoyance (weight 0.01): Mild annoyance arises from not being able to hide the quest list on Steam Deck until completed, a minor UI inconvenience.
- Appreciation (weight 0.01): Appreciation is due to the rich guidance mechanism and clear upgrade goals provided through quests.
- Optimism (weight 0.01): Optimism stems from the game's potential despite a rough first impression.
- Slight disappointment (weight 0.01): Slight disappointment is caused by the game feeling like a substitute and needing content optimization.
- Confusion (weight 0.01): Confusion arises from unintuitive mechanics like harvesting with different tools and pet release limits not working as expected.
- Distress (weight 0.01): Distress is caused by losing a world save due to a crash bug.
- Gratitude (weight 0.01): Gratitude is felt when developer support restored a lost world save.
- Pessimism (weight 0.01): Pessimism is the doubt that the game will ever improve.}