Oooh, can't wait for them to add fishing! Man, if they removed all the sex stuff and just kept the kinky vibe I'd still pay an arm and a leg for this.
It's here, it's not great. Insert rod, wait, play a balancing minigame to get the bar meter to stay in a zone in the middle, and pull in fish.
What I like about this particular update is that is finally establishes a sense of
economy. I can kill enemies, they drop weapons, armor, and ingredients I can use, I can fish, and any of this can be sold to a merchant for gold nubs. Enemies drop potions, and I can expect to buy anything a merchant can sell given enough time.
What was the game like before? No loot spawned more than once except the treasure chests that were
only supposed to spawn once, ironically. It was still almost completely limited on a find-once basis. You can say that if you were purposely horrible with managing your money you would be locked out of buying stuff forever.
While this game
superficially resembles an Elder Scrolls game like Skyrim, its technical limitations feel more like Morrowind; NPCs can't move between cells of the game world, and nothing has ragdolls. This is what you can expect when you try to create a TES game from scratch in UE5 instead of use a Gamebryo engine but then be legally unable to sell the game for profit.
That said the profit motivates the game to be built in the first place, and this game actually feels like it could count as a version 0.5x (half-done) game. This is relevant because some games are so badly designed that a game would try to pass itself off as "version 0.8x" and feel more like a 0.3x due to how underdone it is. Well done Carnal Instinct crew!
My personal gripe: A game of this kind of graphical fidelity and scenery building is vulnerable to the problem of having too little land to use for playable content; TES 2: Daggerfall had the largest playable world of any game though it was procedurally made and installed, TES 5: Skyrim had a smaller world than earlier games in the series but it
felt big enough because of the verticality from mountains letting devs put more content in the world per flat area of space, with mountains breaking the space to make it feel farther apart than it actually was. Sabu is mostly flat plain and river, so there's not as much verticality to play with, making the world feel small at this current point.
Maybe with later versions the devs can shape the world enough to fit more activities into their land.