No.054 / 280Nurture & survive · Gathering & mining

Air-Limited Harvesting

Every breath is a countdown; one more pickup is one step farther from the surface.

Prototype complexity
Who plays
Solo decisions
Design focus
Risk · Time · Planning
SubnauticaNo.054Subnautica

01The core loop

Action → feedback → next choice
  1. 01Dive with full air
  2. 02Gather while watching air
  3. 03Decide when to turn back
  4. 04Surface, refill, repeat

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    45 seconds of air left, 30 needed to surface, and a rare ore sits 10 m away.

  2. T2

    Turn 2 · The player chooses

    Estimating 12 seconds for the detour and mining, the player goes for it.

  3. T3

    Turn 3 · The feedback

    With 31 seconds left, alarms beep and the screen edges darken.

  4. T4

    Turn 4 · The next decision

    They surface just in time and resolve to upgrade the tank next.

How it plays

Air drains constantly, deeper dives mean longer trips back, and running out costs health or haul. Players trade gathering efficiency against a safety margin; bigger tanks, air pockets and outposts extend their range.

What the player weighs

  • Grab one more vs. keep enough air to return
  • Explore new water vs. harvest known spots safely

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Subnautica
S

Subnautica

P1

Air is the key early constraint; bigger tanks, seabases and vehicles extend your stay and gradually open the deep zones.

DAVE THE DIVER
D

DAVE THE DIVER

P2

Oxygen doubles as health, so attacks drain it directly; together with a weight limit, every dive is a decision about what to bring back.

The difference worth noticing

Subnautica uses air as an exploration radius; Dave the Diver merges air and health so combat also burns time.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Air-Limited HarvestingGathering & mining+

Add timed delivery contracts: orders have deadlines while air caps each dive's haul, so players plan how many dives meet the deadline.

Prototype this combo in Yoroll

→Follow the next idea

Gathering & mining

Dig to the Right Depth

The ore you want lives at a certain depth, so you have to get there.

Prototype complexity
Who plays
Solo decisions
  1. 01Choose a target resource
  2. 02Descend to its layer
  3. 03Mine and face danger
  4. 04Save a shortcut, return
Stardew Valley · Terraria
Gathering & mining

Quotas and When to Quit

Hit the quota and you can leave; stay longer for more, at more risk.

Prototype complexity
Who plays
Solo decisions
  1. 01Take a quota
  2. 02Gather toward it
  3. 03Decide to stay or go
  4. 04Settle rewards and risks
Deep Rock Galactic · Stardew Valley
Gathering & mining

Regrowing Forage Rounds

Resources grow back over time, so smart players plan a timed circuit.

Prototype complexity
Who plays
Solo decisions
  1. 01Harvest regrowing nodes
  2. 02Note regrowth timers
  3. 03Plan a circuit
  4. 04Return on schedule
Don't Starve Together · Stardew Valley
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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