I'm still working on this. It's not live with this patch, but it's playable on the
pre-release branch on Steam. On there I’ve gone through and rebalanced the tech tree and I'm happy-ish with it from a gameplay perspective thus far. I’ve also written some code that calculates the cost of items based on the level they unlock at as well as how many other items are unlocked at that level. Basically, I’ve made it so when things become eligible for unlocking, you’ll be able to afford 66% of the items in that level. This will give players some choice. Do you unlock something that will help at that moment, or bank that XP so you can afford to unlock something better later on? Next week, I’m going to work on making the system a little more intuitive and adding proper “gamefeel”, so you know when you’re leveling up and whats available. I’m also going to add several new ways to earn XP (when players use tools you crafted, when players use resources you gathered, when crafting items, etc.) and tone down or eliminate the XP you get from simply hitting trees and rocks.
There’s going to be some obvious oversights, and I’m patching the tech tree several times a day and adjusting as we go. Response on prerelease has been great so far and I’m constantly requesting feedback on the server, so please give it a try and let me know your suggestions. The sooner we get this balanced the sooner we can push it out to main!