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Cooking and consumable crafting

Cooking in Scars of Honor is presented as a portable profession activity built around a more involved minigame than the basic gathering systems. It uses a deployable cauldron and combines recipe memory, temperature control, and execution speed.

The system is described as one of the more complex profession minigames shown in the build, though it is still intended to remain understandable once the player learns its rhythm.

Portable cauldron use

Cooking can be performed outside combat by placing a carried cauldron in the world. This allows players to cook in convenient locations rather than only at fixed stations.

An earlier version allowed stronger collision on cauldrons, which led to players using them to block entrances or stack them into improvised stairs. That collision behavior was removed or reduced after testing.

Recipe structure

Before starting the minigame, the player selects a recipe and reviews the required ingredients. The player must remember both the ingredient order and the correct temperature range for each step.

The shown examples include fish-based recipes and simple stews, with more complex recipes said to use up to five ingredients.

Temperature-based minigame

During cooking, the player manages the fire and watches a temperature meter. Ingredients must be added at the correct heat level and in the correct sequence. The challenge comes from balancing two tasks at once: maintaining the right temperature and selecting the right ingredient at the right time.

The system includes temperature inertia, so heat does not change instantly. If the temperature rises too high, the food can burn. If it drops too low, the attempt can also fail. Even when the player completes the recipe slowly, the result may still be usable but of lower quality.

Quality and speed

Cooking quality depends not only on correctness but also on speed. Faster and cleaner execution produces better results, while slow completion lowers the final quality.

This creates a progression curve similar to the other professions: basic success is accessible, but optimal output requires practice and familiarity with the recipe.

Relationship to other gathering professions

Cooking is directly linked to the broader gathering system. Fish, wood, mushrooms, seeds, and other gathered materials feed into consumable recipes. The profession is therefore presented as a point where multiple gathering activities converge.

The same general principle is said to apply to alchemy and potion-making, although the demonstration focuses mainly on cooking. Consumable crafting is not meant to be isolated from the rest of the game’s resource loop.

Consumable output and balance

The recording raises the concern that complex potion or food crafting could become too time-consuming if players need very large quantities. The stated design response is that consumables are not necessarily intended to be spammed constantly, and recipe outputs can be tuned so that one crafting action yields multiple potions or portions.

Balance is therefore expected to depend on both effect duration and batch size. If a consumable provides only a short, minor effect, the quantity produced would need to justify the time spent crafting it.

Learning curve

The cooking minigame is described as becoming much easier once the player understands its logic. Early confusion is expected, especially around remembering ingredient order and temperature windows, but repeated use is intended to create mastery in a way that resembles learning a recipe through repetition.

The build shown already includes some interface aids, such as visible temperature indicators. These were added after earlier versions proved too demanding because players had to memorize both order and temperature without enough on-screen guidance.

Source

  • Recording: Scars OF Honor - All about Gathering and Crafting with Lead Game Designer!
  • YouTube: Watch on YouTube
  • Published: Sunday, March 29, 2026 at 7:45 PM UTC

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