I think nowadays everyone just wants to sell sell sell and not interact. its really sad. I loved this game. growing up. but now its like the cost of living is also here virutally and its unfair as we are literally dealing with the cost of living in real life. I think for me when i saw the snow fox or was it the fire fix i cant remember; being around priced for 150 USD (131 euros) I wanted to cry because sorry? in this economy? i just feel like its super unrealistic. Most of us have the adult money but 131 euros? is insane to me
Smallverse is a ghost town.
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So many people here only want quick missions to gain their xp quickly. I have two missions I started making and have lost motivation to complete them, because I don't know if they will be approved or if anyone will play them. I am watching numbers on here dwindle. I spend so much time and money creating beautiful spaces and for what... like there is no social aspect on this game it seems. I used to host meet ups and people would just hang out or take photos in spaces.Sigh …
I had several people who kept telling me to join SV.. and after a few months, I finally joined.
It didn’t take me long .. and playing a few wonderful missions, that I was all in ..
The passion I have for missions, playing and creating came back, and it was delightful.
So, I started doing what I love.. Playing and making missions…
Another part I missed was the player interactions… hanging out, doing missions together, playing games together, chatting etc…
Unfortunately, I have found that this version of the game lacks tremendously …
There are mostly little cliques .. shop keepers, people who love to battle, painters…
Sadly for whatever reason, in this version the mission making community is not very social.
Seems most stay locked up alone in spaces and rarely interact with each other, besides the few and infrequent mission tests. Huge disappointment.
Then the people who asked me to join, slowly stopped or rarely play.
Mission creation is down quite a bit just from when I started in Jan. of this year.
Some mission makers have stopped playing after there was an increase in missions being rejected with lame reasons such as “lack of creativity” (as well as couple other reasons for rejection) .. one mission, which was a unique and incredible story that was excellently executed, sadly that very active player was insulted and no longer plays
And holy moses, the hoarding and cost of items in this version are off the charts!
I still log in a couple times a day and do my loyalty.
But, was invited to (yet) another version currently being set up and thought I would check it out also.
While still in the very early set up stages, I am enjoying the small and improved differences and mostly enjoying meeting new people and the social interactions.
It feels more like old SW did when we first started there, but time will tell.
For now, I will do both and hope for the best!
On SW, fashion was my area. I have zero interest in creating looks anymore, because everything is so expensive and no updates/new items. I go to a clothing store and it's maybe 10 gold under SV price. I have two outfits I alternate between now.Comment
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Game is wayy too expensive for newer players to enjoy without spending their real money. Which is probably why og sw failed in the first place. Ads and offers gotta be fixed. Also I notice players can be a little hostile to newer players.Comment
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Most of us returning to the game are grown adults, there should be no entertainment to be found in bullying new players. Though I'm definitely not surprised it happens, some of us haven't grown up much it seems...
It's a shame because they're shooting the entire community in the foot. I'd love to see more newcomers.Comment
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This game struggles with attracting new players that did not play the original game. The original game released in 2009, during that time there were barely any open world social games like Smallworlds. Today you can find many other games with actual things to do and with a bigger population.
I understand the whole concept of Smallverse is to go out and socialize, host games/events, but besides that there needs to be variety in activities/mini games that don't have to be hosted by a player. This may not be a great comparison, but take Roblox for example. The community was actually able to create worlds/games inside of the game. With Smallverse it's a bit more complicated, but shouldn't be too difficult to do atleast something! Something that isn't revolved around having to spend money such as a new item on wheel or a new bundle...
The addition of Uno was a great release... but I still feel that is not enough to attract new players... They can play Uno elsewhere. Those arcade machines that were broken for the longest, no one touches, it's simply outdated and there are too many other, better options online.
The facts are:- People are here for nostalgia.
- Game doesn't advertise... but there isn't much to advertise when there isn't much to do.
- Edit: Oh and most people find missions boring. Yes the creators are creative and I appreciate the time and energy they put into making them unique, but the game isn't designed in a way for them to be enjoyable or even interactive enough.
In addition to that... The truth is, most players are not friendly to the newcomers. I experienced it when I was new, I seen other new players experience it. It's truly off putting but that is not Smallverse's fault.
The most we can truly do is try to be more friendly and welcoming towards new players, try to keep them here and better their experience, rather than pushing everyone off day by day.Last edited by Sand Wich; 1 week ago.Comment
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I also think the shop needs more frequent updates because there just isn't enough new content being added. It should cater to all types of players not just those who enjoy buying and selling, but also the people who love creating missions, sculpting, making art, and expressing their creativity and that's okay. This game doesn't need to be an exact copy of SmallWorlds to be successful. It should build its own identity while keeping the features that make people want to log in every day. I remember when I first joined MiniMania, I logged off the same day and never came back because every single space was just "sell, sell, sell." I hate to say it, but that's exactly the direction this game feels like it's heading.
As more new players joined, a lot of the older players left. But what really disappeared wasn't just the veteran players t was the community. I miss the late-night auctions, the store drama, the random events, and people simply giving back to the community. Those moments made the game feel alive. People enjoy grinding for rewards, but SmallVerse feels increasingly pay-to-win. The removal of offers only made that worse. When a new player asks, "How do I get gold?" the answer shouldn't be, "Spend real money." There should be ways to earn Gold through gameplay, events, offers, or other activities. Giving free-to-play players something to work toward keeps them engaged, while players who want to spend money still will. Right now, it feels like the only option is to open your wallet, and that's discouraging for both new and returning players.
Last edited by Acuna Star; 1 week ago.Comment
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I have definitely struggled with this a few times. I helped a friend make their first ever mission with unique interactions, a solid storyline and overwhelmingly fantastic feedback from the community but it only got rejected because there was too many of the same type of mission which meant it 'lacked creativity'. I was shocked. Unless a mission really has the exact same storyline and same interactions, I can't understand why that would get rejected. I was heartbroken for my friend and also felt like I had let him down.Mission creation is down quite a bit just from when I started in Jan. of this year.
Some mission makers have stopped playing after there was an increase in missions being rejected with lame reasons such as “lack of creativity” (as well as couple other reasons for rejection) .. one mission, which was a unique and incredible story that was excellently executed, sadly that very active player was insulted and no longer plays
I have also experienced this personally. I made a tattoo mission which got approved and a tattoo worker mission in the same space which got rejected. I understand that restocking and cleaning scenarios are used often but no job is the same and with all my missions I try to make it informative and help players learn something as well as completely original sculptures further proving it's uniqueness - I haven't seen anybody make a similar mission to it so how is it getting rejected for there being too many of the same type of mission? It's ridiculous! It also makes me question missions as a whole, are they saying that because people made missions with a similar topic first that I can't make my own version of a mission?Last edited by Jess Diamond; 1 week ago.Comment
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I think a lot of the points raised throughout this discussion are very valid, and I really appreciate everyone taking the time to share both their feedback and experiences. Threads like this are incredibly valuable because they help us understand what players are enjoying, where improvements can be made, and what you'd like to see from SmallVerse going forward.
One thing I'd like to touch on is the concern around player population and the game feeling quiet at times. One of the biggest improvements we're currently working on is SmallVerse Web, which will allow players to access the game directly through a web browser across a much wider range of devices. Alongside making the game significantly faster and smoother, this greatly lowers the barrier to entry for both new and returning players who may not have been able to play previously. We believe this will be an important step in helping grow the community.
There were also a number of comments regarding content and the Shop Catalog. Expanding the catalog with more frequent updates is one of our immediate focuses. We're actively working on introducing a much wider variety of furniture, decorations, and props, not only for decorators, but also for Mission creators who have requested more specialized items instead of relying on creative workarounds. Our goal is to continue giving players more tools to build unique spaces and tell their own stories.
For those mentioning Gold and free-to-play progression, offers are still available through The Factory, and we regularly host in-game events, forum competitions, and social media giveaways that reward Gold and other prizes. That said, we're always open to reviewing additional ways for players to earn Gold through gameplay and community participation, and it's certainly something we'll continue discussing as the game evolves.
Regarding Missions, we absolutely understand how disappointing it can be to have one declined after putting time and effort into creating it. Missions may be rejected if they closely resemble an existing approved mission without introducing enough new gameplay or story elements. Often, even a small twist to the storyline or interactions can make a familiar theme feel fresh and unique. We'll continue reviewing feedback around the approval process and look for ways to keep expectations as clear as possible.
A few people also mentioned that SmallVerse shouldn't simply try to recreate SmallWorlds, and I agree that's an important point. While SmallVerse is inspired by what many of us loved, we're equally focused on building its own identity through new content, new features, and improvements shaped by community feedback.
Finally, I'd like to mention that SmallVerse is actively promoted across multiple social media platforms, including paid advertising campaigns, to help bring new players into the game. We're hopeful that combining these efforts with the launch of SmallVerse Web will make it easier than ever for new players to discover the game and for returning players to jump back in.
Thank you all again for taking the time to contribute to this discussion. We genuinely read and consider the feedback you share, and while we may not be able to implement every suggestion, conversations like these help shape the direction of the game. We appreciate everyone who's passionate enough to share their thoughts and help make SmallVerse even better.
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Mya SmallVerse
Moderation LeadComment
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I think one more thing you should mention is how can the players help you. If its software developers that you need, I have a number of friends that work in this line as freelancers. If its advertising that you need an assist with, I have a number of people for that too besides myself. Depending on your budget of course. However, one route you could take is finding old SmallWorlds influencers and reaching out to them, offering in game premiums/currency/vip etc for promotion could help keep within budget as well. Most of us are in our 20s/30s running businesses and having a large network with not as much time as before to play. You should find a way to help us help you, besides feedback.I think a lot of the points raised throughout this discussion are very valid, and I really appreciate everyone taking the time to share both their feedback and experiences. Threads like this are incredibly valuable because they help us understand what players are enjoying, where improvements can be made, and what you'd like to see from SmallVerse going forward.
One thing I'd like to touch on is the concern around player population and the game feeling quiet at times. One of the biggest improvements we're currently working on is SmallVerse Web, which will allow players to access the game directly through a web browser across a much wider range of devices. Alongside making the game significantly faster and smoother, this greatly lowers the barrier to entry for both new and returning players who may not have been able to play previously. We believe this will be an important step in helping grow the community.
There were also a number of comments regarding content and the Shop Catalog. Expanding the catalog with more frequent updates is one of our immediate focuses. We're actively working on introducing a much wider variety of furniture, decorations, and props, not only for decorators, but also for Mission creators who have requested more specialized items instead of relying on creative workarounds. Our goal is to continue giving players more tools to build unique spaces and tell their own stories.
For those mentioning Gold and free-to-play progression, offers are still available through The Factory, and we regularly host in-game events, forum competitions, and social media giveaways that reward Gold and other prizes. That said, we're always open to reviewing additional ways for players to earn Gold through gameplay and community participation, and it's certainly something we'll continue discussing as the game evolves.
Regarding Missions, we absolutely understand how disappointing it can be to have one declined after putting time and effort into creating it. Missions may be rejected if they closely resemble an existing approved mission without introducing enough new gameplay or story elements. Often, even a small twist to the storyline or interactions can make a familiar theme feel fresh and unique. We'll continue reviewing feedback around the approval process and look for ways to keep expectations as clear as possible.
A few people also mentioned that SmallVerse shouldn't simply try to recreate SmallWorlds, and I agree that's an important point. While SmallVerse is inspired by what many of us loved, we're equally focused on building its own identity through new content, new features, and improvements shaped by community feedback.
Finally, I'd like to mention that SmallVerse is actively promoted across multiple social media platforms, including paid advertising campaigns, to help bring new players into the game. We're hopeful that combining these efforts with the launch of SmallVerse Web will make it easier than ever for new players to discover the game and for returning players to jump back in.
Thank you all again for taking the time to contribute to this discussion. We genuinely read and consider the feedback you share, and while we may not be able to implement every suggestion, conversations like these help shape the direction of the game. We appreciate everyone who's passionate enough to share their thoughts and help make SmallVerse even better.
~
Mya SmallVerse
Moderation LeadComment
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Thank you, Mya, for taking the time to address some of our concerns during this critical time. It is reassuring to know that the SV team is not turning a blind eye towards player sentiment and felt compelled to step in to prevent an existential crisis. As the saying goes, actions speak louder than words so we expect to see some of the improvements that you mentioned pretty soon. Looking forward to it!Comment
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I am going to try and say this as nicely as I can and to stay... ummm ... reasonable... don't worry.. i dont expect a response. and I dont take it personally.. I know you guys are busy. just a vent LOLRegarding Missions, we absolutely understand how disappointing it can be to have one declined after putting time and effort into creating it. Missions may be rejected if they closely resemble an existing approved mission without introducing enough new gameplay or story elements. Often, even a small twist to the storyline or interactions can make a familiar theme feel fresh and unique. We'll continue reviewing feedback around the approval process and look for ways to keep expectations as clear as possible.
But that comment just tells me, that SV isnt really "listening" in regards to missions.
In the last couple months, there have been people trying to address concerns. Especially with the mission approval process.
I have a list of things people have told me for rejections and questionable things that happened...,
but dont feel like looking for it and I believe we still dont have the option to search forums.
Lack of creativity needs to be removed entirely .. that is very very subjective ...
Unless someone literally copies someone else's mission, there will be differences.. be it home cleaning, move in, hair salon and all the other "life missions"
and they shouldn't be rejected, because others were created.. Where is the harm? have too many of the same, and? people will pick the versions they like.
What's next? I have made a few witch missions, so we should limit them? fairies? Animals? I know my example is ridiculous ... but so is limiting mission storylines.
Just today, someone posted about their mission being rejected for something like.. 1 word or not enough words used in a task, thats just a nope! I mean, seriously??
Mission testers should simply check a mission for playability and that they dont violate any guidelines... they are not mission "critiques"
I know mission makers arent big dollar spenders like the hoarders, but we do put in a fairly steady flow of cash..
But because of the increase in mission rejections and critiques... you have lost players and their little flow of cash...
Hopefully at some point there will be a discussion ... consideration .. a bone LOLComment
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In response to being advertised on different platforms, I haven't seen one and I just joined after 2 years of this being out.
I knew of it by mouth only and by returning players coaxing me in.
I don't know where your advertising because I'm an active pc player and never not once seen an ad for this game.
Old SWS 2009 player too.
As far as the buying gold on here, the economy is just not allowing people to sink every dime you make into a virtual platform plus, everything here is almost gold. Sigh. I'm afraid to sink any money in after the SWS fail.
Although I am not a mission maker I agree with Kissy, don't limit creativity or critique. Everyone should get a chance.Last edited by Patsy Pessimistic; 5 days ago.Comment
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or simply put, people moved on from this type of game. with the surge of friendslop games the past couple of years, i doubt many would consider playing an old browser game. you can say that "SV is a place to meet new people" (because it is), but id argue theres a ton of games/platforms that can do the same, if not better. what the playerbase should ask is, what makes SV unique from all the other games? answering that could make new and old players more likely to stay. still, im glad that SV is alive, considering many things from the internet have already gone.Comment
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Also take into account that it is the summer time and people usually have more free time in the winter to game and such. Let's see how this winter is compared to last winter.Comment
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