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World Options
August 26, 2026 at 12:20 AM
Added a screenshot illustrating the relaxed style of play the Easy World setting is built for

When you start a new game in Solarpunk you choose between two world options: a Standard World and an Easy World. The choice sets how demanding the survival layer is. It does not change what content exists, which islands are in the world, or which recipes you can unlock.
These are the only world configuration options in the game. There is no slider for resource amounts, no weather toggle, and no separate creative or peaceful mode beyond the Easy World setting.
Rule | Standard World | Easy World |
|---|---|---|
Hunger and thirst drain | Full rate | Reduced by 50% |
Inventory on death | Dropped and must be recovered | Kept; nothing is lost |
Lightning strikes on the player | Possible during storms | Cannot happen |
Islands, resources and recipes | Identical | Identical |
Everything else behaves the same way in both. Storms still roll through, crops outside a greenhouse can still be destroyed, solar output still drops in bad weather, and you can still fall from an island or crash the airship. The Easy World removes the two harshest personal consequences and halves the survival upkeep; it is not an invulnerability mode.
The relaxed option is referred to by two different names in official material. The support documentation calls it an Easy World, while the beginner guidance written for new players calls it Soft Mode and recommends it for cozy players who mainly want to build, farm, explore and enjoy the atmosphere without pressure. Both refer to the same relaxed world type, so a guide mentioning one name is describing the same setting as a guide mentioning the other.
Solarpunk's world is not randomly generated. Every world is the same. Two players who start separate saves get identical island layouts, identical resource placement and identical points of interest, and starting a fresh world does not reroll anything.
That has practical consequences. Directions from another player transfer exactly to your own save, a location you remember from a previous playthrough is still there in the next one, and completion goals such as finding every loot chest are stable rather than luck-dependent. It also means the answer to "where do I find X" is the same for everyone. Wheat, for example, does not grow on the starting island in any world.
Pick the Standard World if the survival loop is the point: managing water, eating properly, and losing something real when a storm catches you outside.
Pick the Easy World if you are here to build and decorate. Halved hunger and thirst means fewer interruptions, and keeping your inventory removes the sting of a long fall while hauling materials.
The choice is made per world, so you can keep one of each rather than committing to a single style.
The world type also affects how forgiving death is, since inventory loss is the main penalty the game applies.