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How to craft in stranded deep

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How to craft in stranded deep
May 14, 2019 Family Restaurants 2 comments

Vacations at sea

Stranded Deep is a survival game available on Steam’s Early Access. Its first users consider it one of the best "early games" on the Valve platform.

Once the introduction to the game ends you'll be shipwrecked on a minuscule desert island: your new home. "This is like The Forest but at sea," you're probably thinking. Well, you're wrong. While other similar games invite you to craft (create objects by combining materials) in a separate window, crafting in Stranded Deep takes place during the gameplay itself. Want to make a harpoon? You have to collect sticks, rocks, and rope before crouching on the shore to make your new fishing tool.

"Well, I just have to craft a harpoon, catch some fish and crabs, and my life is solved". You are wrong once again: resources in Stranded Deep are very scarce. Thus the game forces you to move from island to island. And you already know that, in a survival games, moving means exposing yourself to danger.

We don't recommend you to limit yourself to swimming from island to island: sharks are your biggest enemy in this adventure. "Fine, I get onto my raft, row, and I'll be safe." Good try, but no: remember that we said resources were scarce? The most valuable materials are only found under the sea, usually in sunken ships. Diving for these rewards is a stressful task, however, because in the ocean you are never quite know where your next nightmare is coming from.

The only problem to highlight in Stranded Deep is that the current version has little content. So, we only recommend you to download this game only if your adventurous spirit has been lit by reading this review.

A promising start

Islands, oceans, sharks, few resources, realistic crafting, ships, diving... Stranded Deep has enough reasons to stand out in the survival genre. Just one thing it's missing to be complete: Wilson the volleyball.

Product description

Let’s fight for your life with underwater predators – they never sleep and would chase yours until death, it's or yours. Find weapons to protect yourself – or craft new one from materials, found over the bottom. Build shelters to prevent attacks of sharks and do your best to survive at all costs with Stranded Deep Survival Game!

Unravel all secrets of the sea bottom, find treasures or hidden weapons and, maybe, the method to leave this place and get home! Be a real survivor with our Stranded Deep Survival Game!

Don’t forget about your character indicators - health, energy, fullness. If one of these drops – no chance to survive! Hunt for predators, build shelter & craft tools – feel like a lonely diver with this underwater survival simulator in 3D! Stay alive at all costs! Spending time at the bottom of the ocean is not easy as on the survival island!

Stranded Deep Survival Game features:

• Ultimate simulator of underwater survivor
• Beautiful underwater world to explore
• Many dangerous underwater predators to hunt
• Opportunity to craft weapons and tools

Be a lonely survivor lost in the ocean depths only with your aqualung! Explore the sea bottom to quarry resources and restore this base! “Hunt” fishes, whales and cephalopods to provide you with food and search for the sources of fresh water!

The basics of crafting and building in Stranded Deep.

What a difference a year and a half makes. And what little difference it makes too. That’s how long it’s been since I last wrote about Stranded Deep [official site] – a game I’ve returned to during its lengthy Early Access development despite its many problems. And now it’s two years old, it’s finally shaping up into something solid and compelling. And yet at the same time, while it’s fixed so many of its issues, still doesn’t feel like it knows where it wants to go.

Like The Forest (I forget who is accused of copying who) you begin in a wibbly-wobbly plane crash, but in this instance land in the sea. Swimming up to a life raft, you paddle your way to a little nearby island, and begin that now so familiar routine of foraging and crafting to survive.

The massive improvements appear from the start. First, there’s a tutorial that talks you through a few of the game’s ideas. It’ll have you craft some necessities, and get your first fire and shelter built, then leave you to it with the concept in your grips. This starter island (you could ignore it and go elsewhere first, and indeed switch off the tutorial altogether) is small, and will need to be abandoned straight away if you’re going to survive. So you paddle off once more, and find a larger patch of land. The next huge improvement is here: before sailing to a new island meant aiming toward a weird placeholder island shape on the horizon, which would then load in its own unique tree-line etc once you were close enough. This meant it was impossible to remember which island you’d sailed from when exploring, which was infuriating. This seems much improved.

And the crafting. That was the real reason why, while I had a soft spot for Stranded Deep, I just couldn’t recommend it before. It was a disaster, requiring you drop items you were going to build with into a madcap pile on the floor, not knowing what was possible to craft until you’d randomly combined the right… it was terribe, but it isn’t now. Now it’s sort of OK. Thank goodness they’ve had the sense to put in a proper crafting menu, with ingredient lists that light up when the tally is met. It’s still a little daft, forcing you to craft objects one at a time (a real pain when trying to make a bunch of rope at once, for instance), and you have to craft them into existence in the game world, not directly into your inventory. That leads to a lot of needless fiddle, and a lot of dropping things in order to pick them up again.

That’s an issue that extends elsewhere. Your inventory is very limited (reasonably so – you’re a dude on an island), but gets in an awful muddle. Pick any object up while empty handed and it’ll ridiculously equip it. I rarely need to be holding a palm frond – there are very few Egyptian pharaohs to waft – and would much rather it just disappear into my magic pockets. You switch items around not with the scroll wheel, nor with the number keys, but by holding down Tab for a pop-up inventory. Except when it’s full and you’re holding something in your hand, you can’t swap them in and out – you have to drop something first… And on and on. You could sort of argue some of it as realism, but in a game where yukka plants grow overnight, and potatoes take around four hours to bake over a fire, there’s not exactly a strong theme of reality within. Convenience of interface is always preferable, and while it’s been hugely improved, there’s still much work to be done.

The other massive problem was physics, and again it’s moved forward in leaps and bounds. Or indeed without the leaps and bounds with which the game’s objects would randomly sproing and flip when put into piles. There are still oddities – drop a box on some palm fronds on some driftwood and there’s a good chance you’ll come back to find they’ve catapulted each other around the place. But the frightening jiggidy wobbling frenzy has been calmed, doubly improved now you’re no longer required to create such idiotic piles in order to fathom the crafting.

And it’s ever more exceptionally beautiful. As a sunset simulator it’s up there with the best. Animals, waves, animations: they are exemplary, and all involved should be incredibly proud. All combined, this makes for a much smoother time, with your focus better placed on worrying about your next drink or meal than on fighting against the systems. However, it’s a smoother time to not a lot more.

So, clearly I’m being a bit of a hypocrite here. I so recently eulogised Raft – a game whose content barely scrapes a couple of hours before it’s exhausted. And yet I’m being damning of Stranded Deep for not going anywhere over a much longer period. But there’s a rather crucial difference here: Raft, a third-year project by some students, has been out for two months. Stranded Deep last week passed its two year anniversary. I think after a game has been on sale for two years, it’s acceptable to start demanding something of a direction.

I think they’ve become bogged down in the tiniest of details, and have perhaps lost site of the ocean for the waves. Gosh they’re beautiful waves. The sea effects are the best I can ever remember, and bobbing on them in the raft is exceptionally good. Then what’s that over the side? Shit! A tiger shark! Beautifully rendered, perfectly animated, meticulously circling the craft. Smaller fish flit back and forth, while gorgeous rippled views of a shipwreck pass underneath. It looks utterly amazing, and those moments of panicked escapes from sharks are fantastic. But what are you escaping for?

Regular updates are still coming, new items to craft, new ways to store things, and much improved buildings to put up. But this forgets and forgoes purpose. You can now skin animals, tan hides, weave on looms, firelighting makes sense (you no longer start with a lighter and bottle of water, instead with more interesting in-game means of getting fire and dealing with thirst). There’s a map editor for creating your own collection of islands. There are fishing spears (hurrah!), furniture, bats and gulls, you can farm, see your own body, climb trees to get coconuts… they add and add and add, and it’s splendid that they do. And while there are some peculiarly petty Steam reviews complaining because Change = Bad, it’s not, it’s good. The game is much improved. But what am I surviving for? Where am I heading? And why, in the name of all the universe, can I not craft a boat?

I’m not arguing for an end-game, although I love when such things are optional. I’m just arguing for a greater sense of purpose here. A greater sense that I’m surviving not to build a bigger beach house, but because I’m trying to get somewhere, or be rescued by someone, or team up with a lovely tiger shark to solve crimes. I think without this there’s an ennui that sets in, that becomes progressively worse the longer the game has existed.

Stranded Deep is no longer the broken, frustrating game it once was. It is, I’d venture, rather good. And it’s undeniably bloody beautiful. It just needs to work out why it is, and then it could be really something.

Stranded Deep is in early access for Windows and Mac via Steam for £11/$15/€15.


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Whenever a new survival crafting game pops up, I have the same thought: aren't we tired of these yet? The mix of scrounging, crafting, cooking, eating, hunting, being hunted, and dying? Breaking trees into logs and logs into sticks and sticks into tools while managing health and hunger and thirst and exploring a procedurally generated world... haven't we done that? Like, a lot?

Stranded Deep was released on Steam Early Access on Friday, January 23rd, and at the time I played it, it was sitting at number three on the Steam Top Sellers list. Clearly, many of us aren't tired of survival crafting games yet, or maybe we're just all hoping to find one that's doing things a little differently.

This one certainly doesn't start differently. Just like The Forest, Stranded Deep begins with a plane crash. Unlike The Forest, the island you wind up stranded on is tiny and not inhabited by naked cannibals, though sharks—the naked cannibals of the deep—patrol the waters offshore. Once you've paddled to land, you begin gathering sticks and stones to make axes and hammers, chop down trees for firewood and shelter, and search for foods such as potato plants, fish (hunted with a spear), and crabs. There's no HUD: to see your stats you can glance at your wristwatch which shows your health, hunger, and thirst.

Crafting isn't done in an inventory pane but on the ground in front of you, similar to another Early Access game, TUG. Drop stuff into a pile and an icon notifies you if something can be crafted. This method is a bit more realistic than a crafting window, I suppose, but it comes at the cost of convenience, and coupled with the lengthier act of going through your inventory and manually dropping items on the ground just to find out if you can make something, I'm not sure it's entirely worth it.

The procedurally generated islands of Stranded Deep are small and nondescript. There are shipwrecks as well, sometimes beneath the waves, sometimes right on the island, usually with a few lockers and crates to search. Once I found a highly useful machete, another time I came away with a flare gun. I found part of an engine and an empty jerry can, hinting that there may be ways build more complex watercraft.

Cooking is tricky in that you need to physically hold your food in the campfire for a certain period of time, and after doing it a dozen times I still don't know how long that is. I let the sizzling sounds recycle and replay several times and 'crab' never became 'cooked crab.' I ate several; sometimes I got sick, sometimes I didn't. Consuming three fish was fine, but a fourth made me vomit and break out in a rash. As usual, much more emphasis is put on food than water, which always feels backwards to me. In reality, lack of water will kill you long before lack of food will, and like most games of this sort, the food meter in Stranded Deep is the priority because it depletes so quickly.

The biggest problems come with traveling to new islands. In all my games, I had to leave my starter island soon after arriving due to lack of usable materials, specifically stones. Since stones are used for so many different things like axes, hammers, spears, and firepits (which allow you to leave something cooking in the fire rather than holding it there), I found myself constantly in need of more. There were very few to be found, and there's currently no way to bash boulders into stones, so you can't make your own. So, I paddled my raft towards the nearest island, which doesn't really work the way it should.

The map is broken into small zones (a visible white line drawn through the water is hard to miss) and entering a new zone seems to re-render everything. The nearby island I was headed for suddenly appeared much further away, and two more islands suddenly appeared that seemed just as distant. As I drew closer and paddled through more zones, other islands abruptly appeared in other directions, even behind me. By the time I reached the island I was headed for, I couldn't even tell which island I'd left. This feels like a big problem. If the open world lacks consistency, establishing a home base and finding it again later is going to be annoyingly difficult. With such a tiny inventory (eight slots that can only hold stacks of four) you're often forced to leave some gear behind at your base while venturing out.

Another problem with travel is related to the raft itself. After my third island, the raft became stuck in the water and would only spin in circles when I paddled, and even dragging it to a new spot wouldn't get it to move when I started paddling. I eventually climbed off and built a raft out of logs, but when paddling it into a new zone it abruptly vanished, leaving me to swim the rest of the way. This happened again after leaving the next island on yet another crafted raft, only this time it happened in the middle of the night and I was plopped into the water next to a great white shark that chewed me to bits.

Most of my deaths came as the results of bugs. You will automatically climb trees if you walk near them, meaning that while rushing around I often found myself climbing halfway up a tree trunk without intending to, leading to a couple of nasty falls at low health. Climbing into a shipwreck on one island, I dropped through a hatch into the hull and couldn't climb back out, forcing me to abandon what had been a fruitful start. I expect bugs like this in an alpha, and I expect they'll eventually be fixed. This is just a warning to potential early adopters that there are many.

Despite all the bugs and the annoyances of ocean travel, it's still an attractive world to inhabit for a few hours and I'd be interested in returning once the major issues have been addressed. In games like this I tend to initially enjoy the busywork of gathering resources and building shelters, but if there's not much more added soon I can see it getting old in a hurry. At this early stage I can't really see anything that sets Stranded Deep apart from other survival crafting games, except that you won't be attacked by cannibals, animals, or monsters while trying to build your shack. I'm not sure that's enough, though, and I hope it finds a few more ways to stand out. Stranded Deep is available on Steam Early Access.

Christopher Livingston

Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring stories in RPGs so he can make up his own.

Mar 15, Explore aidancolex's board "Stranded Deep" on Pinterest. Stranded Deep is a fantastic survival-crafting game where you're stranded on an .

Island paradise? Stranded Deep reaches its not-so-terrible twos

Experimental update 0.27 has been released for survival game Stranded Deep. This update implements a new mining feature that allows you to resource clay and rock.

Players can use the new tool, a “Refined Pick”, to collect the clay and rock available around island. Clay can be found under the water that surrounds the islands, while rock can be found on the islands. Rocks are generally used to craft items such as the Hammer and Crude Ax, though they also offer durability for fire-pits. Clay may be turned into Clay Bricks for building foundations, and it is also the key component for the Clay Water Bottle.

This update for Stranded Deep has also addressed a save problem that players have encountered when attempting to save their own maps. The cause of the issue appeared to stem from the game being saved in the program files folder, which may cause problems with user permission settings. To fix this problem, the location of the game’s data has now been saved to the user folder. Instructions on how to move your current saved data can be found in this linked tutorial taken from Steam.

Stranded Deep Patchnotes

Bug Fixes

  • Smoked meat will no longer revert to normal after being stored in a container.
  • Item names are now consistent.


  • Created items will be automatically picked up when possible.
  • Data and save file location moved to user’s folder.
  • The Clay Water Bottle will start out empty.

New Features

  • New Mining system.
  • New Pick item.
  • New Rock resource.
  • New Clay resource.

Dev Note

  • Reduced performance overhead when crafting and loading in new items.

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Haley Simpson

Haley is an avid video game player, film addict, self proclaimed TV show critic, and a horror junkie. She is passionate about writing and aims to be a scriptwriter for video games and TV shows in the future.

how to craft in stranded deep

WATCH THE VIDEO ON THEME: Stranded Deep SURVIVAL GUIDE ➤ How To Craft an Axe, Hammer, Spear & Build A Base, Campfire, & Cook

Stranded Deep Experimental Update Rocks are generally used to craft items such as the Hammer and Crude Ax, though they also offer.

how to craft in stranded deep
Written by Mukinos
  • Gohn

    GohnMay 14, 2019 8:50 PM

    Exclusive idea))))

  • Shaktidal

    ShaktidalMay 19, 2019 5:01 PM

    In my opinion it is obvious. You did not try to look in

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