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This game is really nice, and burning down whole forests is fun, but the permadeath is frustruating. 

Some other roguelike games I've played have options to disable permadeath, like noita(via mods), and wayward(via an option on creating a save). I think a causal mode option when creating a save would be nice, so I don't have to start from scratch if I got killed when exploring something new.

I've only reached the point of being able to mass craft amber potions from burning down forests, then I died in a dungeon.  It seems that homeward potions (in the tech tree) could save me from such danger but I'm way too far from unlocking that.

Edit: I've also noticed another problem: As you play a save for longer, you will have more and more unlocked locations, but it seems there is no way to delete them after completing a location. This will cause the save file to inflate as the player progress. So we should be able to delete a location after completing it (or if it becomes no longer possible to complete).

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I am indeed planning to add such an option in the next release.

Save file size only becomes noticeably large after extremely long games (and I mean, longer than you'd need to unlock everything). Even at that point, the only noticeable difference would be time it takes for the game to save or load. File size is a pretty far-fetched concern here.

The casual mode will be really nice, it'll surely improve my gameplay experience a lot. I just wonder how long will I need to wait for it.

For deleting completed locations, I originally thought that this would help reduce UI clutter with lots of locations. Now looking at it, it's somewhat unnecessary, as new locations are abundant, and therefore usually I will only ever visit a location once. I originally thought that I would need to come back to a previous location when I get better equipments, to search it more completely, and it turns out this isn't the case.

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I can't give you the exact date, since I don't work full-time on the project and it's currently a very turbulent time for me. A few months, I think.

As for deleting areas from the map, I see how it could be useful in some cases, I'll consider that.

A few months? I certainly can't wait for the new version, so I guess I'll play the current version more and also die a few more times LOL

Another important thing is savefile compatibility. If you add the multiple life system, pls make it avaliable for old saves.

This game really has quite some potential to become a successful rougelike game, perhaps as successful as Noita.

This game isn't really a rougelike yet, it is lacking a core mechanism: limited resources. I could think of 2 limitations: Either limit days, or limit the amount of locations, or perhaps limit both.

Location limit: After exploring this number of locations, no more locations will be provided by the bartender, until you complete his quest, which provides another limited supply of locations.

Time limit: Starting from some point (like day 20), the bartender asks you to pay him rent every some time (in the form of "something that glitters", can have debt but must pay off the rent to get more locations) , and this amount increases gradually to make time a limited resource. This way rent acts like the hunger mechanism of other rougelikes, making time a limited resource. Completing quests for him will reduce this amount by some, giving you more time to get resources.

Perhaps past some point, this amount no longer grows, or is even completely removed, as the bartender wants you to focus on creating powerful potions for him. This could be simply implemented by adding a constant supply of quests, as long as you complete enough quests, you no longer have to pay rent, and the quests are relatively easy for late game.

If this game is to be converted to a rougelike this way, then it's important to add QoL improvements, like collection convenience.

And of course also a casual mode without rent and permadeath, perhaps customizable when creating a save.

In Noita, the main limiting resource is HP. Methods of regaining lost hp is extremely limited, until you get extremely powerful spells to break out of the main dungeon, and then the player can grind as much resource as he want, allowing a save to be persistent, until the player makes a mistake and dies.

Noita doesn't have ingame option to remove permadeath, instead it's provided by mods. Mods are a good thing to have, many successful games have either a dedicated modding platform, or steam workshop for mods. The only problem is the coding difficulty, but it's rewarding enough to pay off its cost.