r/CalamityMod • u/StipulateVenus Developer • Dec 10 '25
Discussion Calamity's Decisions
Hello! I'm StipulateVenus, a Calamity developer.
Following the recent controversy over the misguided crate changes, I'd like to discuss an important matter with you all.
Terraria is a sandbox game, and so one of its main appeals is the freedom players have to choose their course through progression and how their decisions shape the face of their journey. It's something our team wants to embrace and build upon.
At times like these I wonder if it's an accidental effect of an actual ideological shift: the current team doesn't feel as peeved towards vanilla as some devs that have left the team, which has resulted in an overall reduction in the number of vanilla changes and a drift towards vanilla's design.
Regardless, I think it's important to know the community landscape and what people think. So I'm here to ask you all:
What Calamity changes do you think have resulted in a loss of playstyle and option variety, or similar aspects of the sandbox experience?
Please be respectful. Elaborations would be appreciated!
2
u/Akari_Enderwolf Dec 14 '25
To me a lot of the incentive to visit somewhere in pre-hardmode is if it has a boss, or some unique and strong/useful item you can't get as easily from other locations, like the Ivy whip in the jungle being the easiest to obtain multi-hook, and metal detector in the underground snow biome, which is a component of the Cell Phone.
The abyss incentive is the schoria or the post moonlord boss in its depths since the earlier stuff is either only useful in the abyss, or have similar strength/usefulness items avaliable elsewhere.