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Gradually all these advancements and upgrades add up to a NPC-driven town that can maintain and feed itself automatically. Until then, you're forced to actually play the game, chopping wood and grinding for materials. It takes good parts of other good games, and skilled talented people spent lots of time and money on it.
A single run also doesn’t take too long (1~2 hours), so players have a chance to quickly start finding items they’ve never seen before, or only rarely, even after becoming pretty familiar with the game. Other types of NPCs can modify or convert other types of items. A TGGW inventory/equipment list.
You can place this game in a tradition of walkie-talkie games like Firewatch or Wheels of Aurelia. Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles.
Fortunately, the art design of the game performs well. The map models are rich and varied in terms of items, buildings, and terrain changes, which offsets outdated graphics performance. These dialogues, sounding more akin to whispering, usually take place among the crowds of NPCs who don't have names. The grand scene).
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