Devlog

Village Notes #1: Kid co-op friendly

A design note about making Eldervik work for kids and parents playing together.

Hello everyone.

One of the most important goals for Eldervik is that it should be fun to play together with kids.

That sounds pretty simple, but it’s not the same as just making the game easy. It’s not about removing all friction, or making every task trivial, or turning the second player into someone who just tags along. For me, kid co-op friendly means something a bit more specific: a younger player should be able to join in, make choices, experiment, and help in their own way.

They should not have to follow the “right” plan all the time.

In a lot of co-op games there is this quiet pressure for one player to become the manager. They know what needs to be done. They know which task gives the best reward. They know what is a waste of time. That can be fine with adults, but with kids it can easily turn into one person giving instructions while the other one is just being dragged through the game.

That is not what I want for Eldervik.

I want a child to be able to decide that today is fishing day, even if the fields needs work. Or spend too long decorating. Or run around looking for something interesting for no real reason. Those moments are not distractions from the real game. They are kind of the point.

So the design question becomes: how do you make a game where different speeds of play can exist together?

Some of that is about structure. Eldervik has shared goals, like preparing for winter, but those goals need to be broad enough that many kinds of contribution actually matter. Food matters. Wood matters. Preserved goods matter. A player who does not care about optimizing crop layouts should still have something useful to do.

Some of it is about safety. A younger player should be allowed to experiment without accidently ruining the shared save. That does not mean there are no consequences, but they should usually be understandable, recoverable, and gentle.

And some of it is about local co-op specifically.

Sitting next to each other changes the whole feeling of play. You can point at the screen. You can laugh immediately. You can explain something in two seconds without opening a menu or typing anything. Eldervik should lean into that. Local co-op is not just a checkbox feature for me. It is one of the reasons the game exists.

A screenshot of Eldervik showing local co-op play

Multiplayer is also planned, because families and friends are not always on the same couch. But local co-op is where this design is easiest to see: two people sharing a farm, a village, and a day that does not have to mean the exact same thing to both of them.

My own boys are very good at testing this, because they do not play like a design document expects them to. They try things in the wrong order. They ignore the obvious objective. They make choices that makes sense to them, even when it makes no sense to me.

That is what I mean by kid co-op friendly. Not a smaller version of the game. Not a mode where the younger player is protected from everything. A game where cooperation has room for different ages, different priorities, different attention spans, and different ideas of what a good day in the village looks like.

There is still a lot to build before Eldervik fully lives up to that :)