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August 27, 2026

Feedback Opportunity: Default Item Unlocks

We're finally at a point where we're implementing a proper item unlock system! This is the feature to decide which assets you'll have in your Craftbook from a fresh save file, and which you'll need to collect from levels or the story map.

Before we comb through our current library of 2,000+ assets to decide which will be there by default, we'd like to hear from you!

  • Would you prefer to see all gameplay-related objects unlocked by default?

    • This includes Hardware chapter objects, like trampolines, bombs, ability buffs, blink bubbles, and other core gameplay items.

  • Would you like to collect extra Emotes, or have them all available?

  • Would you like to unlock preset Outfits, or have them revealed only when you collect all of their pieces?

  • Which Cosmetics are most important to you?

    • Example: basic streetwear, fantasy, silly items, etc.

    • Do you prefer a variety of styles, or a focus on generic basics for default assets?

  • Which types of Building Materials would you prefer to see unlocked?

    • Currently, we unlock basic types + a couple of special/variety assets for each category.


Overall, this is quite a list of questions!

You don't need to address each point, but feel free to let us know your thoughts on what the game's default assets should be... and how many you feel are appropriate to get players started while still encouraging exploration and unlocks.

Additionally, do you want a setting to mass-unlock assets as a sort of 'cheat' method? Or do you prefer to keep it balanced and only unlock them from true story completion?

Comments (14)

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digifox · August 31, 2026

I think technical tools/hardware objects like logic or blink bubbles should be there by default, or at most you'd unlock them via tutorial levels. If someone didn't want to play through the whole story mode then they could get by with substituting materials, but you cant do the same for those tools/objects Materials, outfit pieces, stamps, etc. should be unlocked in the story mode, though!

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Roninblo · August 31, 2026

I just realized I'm a little late for this bit of feedback, but for me personally, I would really like to unlock most of the assets (if not literally everything) over the course of playing the game, rather than unlocking some things from the start. One of the joys I had from playing the LBP series was unlocking stuff (by collecting prize bubbles, getting the level-end gifts, and at the ends of tutorials) and seeing my collection of stuff gradually expand. I especially want all of the emotes, stamps, music objects, and perhaps even all costume pieces to be collectable rather than available straight away. Maybe for the very first costumes, stamps, props, etc., maybe they can be unlocked as you progress through whatever the introduction level is. Also, as noted below by someone else, an in-game shop system where you can use buttons that you have accrued in the main story would be a really cool idea.

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Adriano · August 30, 2026

Honestly I think it's more rewarding earning all these things through playing the story because it puts an importance to getting good at the game and playing the levels starts to give you platforming ideas.

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osullytony · August 28, 2026

I think objects used to make levels unlocked for all so that everyone can make the most of the level creator immediately, and the same with powerups and any other objects used in level creator, the cosmetics and emotes locked so we have rewards for completing levels.

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Uberorb · August 27, 2026

Would you prefer to see all gameplay-related objects unlocked by default? I think it would be cool to have things like trampolines and bombs have dedicated mini levels ( ~1-2 minutes each that showcase a range of different uses. Maybe just little dioramas where Stuffy can traverse using said items and unlock them at the end. Would you like to collect extra Emotes, or have them all available? A few core emotes available right away, a few unlocking in the story, and maybe a few harder to unlock ones tied to game completion/achievements. Would you like to unlock preset Outfits, or have them revealed only when you collect all of their pieces? Unlocking the full costume once you acquire all pieces can give more incentive to go back and collect everything. Which Cosmetics are most important to you? All of the 'basic' clothing like Baseball caps, T-shirts, Jeans, etc. Personally: The Poncho <3 Do you prefer a variety of styles, or a focus on generic basics for default assets? I feel like it's good to start with a few types of more generic assets first, with access to more specialized ones obtained in their respective levels. Which types of Building Materials would you prefer to see unlocked? Basic materials to start out with, and a majority of them being obtained through story mode. Additionally, do you want a setting to mass-unlock assets as a sort of 'cheat' method? Or do you prefer to keep it balanced and only unlock them from true story completion? Maybe an 'Unlock All' feature becomes available once the story mode is complete

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Lucas Cavalieri · August 27, 2026

I think the way lbp did it was perfect, using tutorial levels and story levels to encourage players to learn/play the game. Baring the "4x players needed" sections. I think molding the game from systems that already worked is most likely the best way to approach this.

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Lari Hokkanen · August 27, 2026

I think for materials, having a good selection of basic versatile materials is a good starting point. Unlocks should include more variety or niche/specialized materials. Gameplay objects could be unlocked by default, or they could be placed in easy to get/impossible to miss locations in the first story level that uses them, to give some inspiration or examples for using them.

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Mark Hall · August 27, 2026

I think it defo makes sense to have gameplay objects be unlocked by default or have them unmissable. You don’t want people struggling to find core gameplay functionality 😅 Everything else though seems good! Emotes is a fun one to unlock! 😄 can you equip one straight away or do you have to back out to the wardrobe first? You could always offer some kind of free Unlock All DLC for people who aren’t fussed about collecting every last thing.

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RJ · August 27, 2026

1. Gameplay items should definitely be unlocked as you progress, be it each world, or in a form of tutorial world. So each level of the first world introduces the item. Perhaps with optional minigames one can go back to, to master the items before it gets more difficult and requires more mastery. 2. It would be fun to earn emotes through things like Acing a level, high scores, or purchasing with an in game currency. (I think buttons would be a cute idea) 3. I personally never liked how LBP gave you an entire outfit right off the bat. I get it's good for immersion, but I think it would be more exciting to collect pieces of an outfit and you get a ongoing count, maybe a sticker book that utilizes artwork/concept art, that shows a silhouette of the missing pieces. And then notifies you with a congratulatory message when the full set is obtained. Additionally, a mall/shop where you can buy (with buttons🤞🏻) unique pieces or entire sets would also be neat. So if you hadn't found everything you want yet, you can purchase some in between levels. 4. It's always cool to see the themed items from the world you're in, but generic accessories are important to outfit designers too. A shop option would be great for more generic, and also "luxury" clothes, while the world can have a mix of both. Maybe feature items near the end, to tease the next world. 5. There should be at least a few basic materials per category, and perhaps water could be a basic special material. Each world should give you more unique materials as you progress. And the coolest materials should be unlocked under more strict conditions, having the avid creators strive to reach those conditions. 6. Definitely should not be an unlock all option. This diminishes the efforts of not only the players that earned them, but honestly the developers. You can't appreciate everything there is to offer if its all available from the get-go. Building up your library will show your status as a creator essentially. I hope this is somewhat informative and love that you want community feedback!

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Crow · August 27, 2026

It would be cool if in some levels you had to build something yourself, which gives you an option to give the player a new asset to use on the spot. But also having an option to skip all progress based unlocks and get right into creating would be really nice. Not enough games have options like this. A good way to balance this would be to let people who only used assets they earned display a special badge on their level, or show off their character. And if the level was made with cheat unlocked assets it’s just the steam profile for level creator information.

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Korbin Grimes · August 27, 2026

I think it's fun unlocking things as they're used in levels. Simple items like trampolines and bombs could be unlocked to begin with, and as they're used in levels, you get them. I also personally like really unique costumes in a variety of styles

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Nenananas 🍍 · August 27, 2026

damn this is such a tricky question. I think I'd like most things (including emotes and gameplay-objects) locked, with no cheat to get them. This is because I find collecting items and exploring every nook and cranny of a level very rewarding, especially if it unlocks big/awesome things. But I can definitely see how people just want to start building level/making stuffies, so this is just my answer if I were 100% selfish without consideration for what others want.

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QWOP28 · August 27, 2026

I think Emotes should all be unlocked out the gate. Materials could be the most basic wood, stone, glass, patternless cloth, ect. For cosmetics I think it would be really fun to start with a majority (but not all) having that "hand crafted" theme, like the wooden sword, paper bag, cardboard Stuffy, ect.

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knomey · August 27, 2026

Would love to see a lot collected through gameplay that helps you understand how to use them kinda like the “puzzle “/ tutorial worlds we got in little big planet 1 or through the story