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"Survival Mode" Was Incorrectly Mislabeled, and Should be "Campaign Mode."

Carl E. Lee shared this feedback 43 days ago
Under Consideration

The recently "Survival Mode" is mislabeled. It is not, actually, "Survival Mode," but is actually a mislabeled "Campaign Mode."


A "Survival Mode" implies survival elements such as "Hunger," "Health Damage," "Fatigue," "Thirst," "Radiation" "Bodily Waste," "Hyperthermia," "Predation," and other similar survival mechanics, such as introduced with Space Engineers 1's "Apex Survival" update. "Survival Mode" should be viewed as "Creative+ Mode" or "Hardcore Creative Mode,"


What the current in-game "Survival Mode" offers is actually the "Campaign Mode," but by a diffferent name. How is this? It is simple. We follow the story of the last colonists arriving at the distant Almagest System. We and take on the role of a canonical named engineer (not our own, as one would do in Survival), as a one Miroslaw "Miro" Sokol, in his attempts to save both his brother, Ivan Sokol, and the colonists of the Calypso, while figuring out what happened to the Almagest colony. This, inherently, is the game's main campaign. We, as the player, are not playing ourselves. We, as our own Engineers (whom may be asleep in cryo upon the Colypso), are not "surviving." We are Miro, and have been given a "quest" to investigate Almygest (which we, as the Player, may not wish to do, but are urged to do none-the-less, for the simple fact that it progresses the "Main Story," more evidence towards that this mode is the main "campaign"), and save the colonists and Miro's brother (which we, as the Player, may not care the least in, but are urged to care for, despite our desire to just tell our own story, and not Miro's.)


It is my opinion that, sadly, someone may have gotten confused to what exactly it meant to have a official "Main Story" and to have people "Tell Stories" in an official setting.

Replies (1)

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Thanks for taking the time to lay this out I see the distinction you’re trying to make between systemic survival gameplay and a structured narrative experience.

Just to clarify how we’re currently framing things internally: the “Survival Mode” label is intended to describe the gameplay ruleset (resources, building, progression, constraints), not whether there is narrative context layered on top. The presence of story elements or guided objectives doesn’t automatically reclassify it as a separate “campaign mode” in that sense.

That said, your broader point about terminology and player expectations is valid. If a mode includes more directed narrative structure or character framing, it can absolutely create confusion about what kind of experience is being offered versus a free-form survival sandbox.

We’ve noted this feedback and it’s being looked at as part of ongoing clarity and UX discussions around game modes and how they’re presented to players.

Appreciate you breaking it down so clearly.


Arron, Community Manager

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