Difficulty Buildup
By youngneil1
Community Rating
Difficulty Buildup, a so small collection creation (see collection details at the end)
The modifiers from the gameplay options (ground and ship combat) gradually build up instead of being applied fully at level 1 already. Make the higher difficulties playable from the start without turning the game into a slog.
Find your footing, begin your character build, get your bearings - while difficulty automatically increases steadily in small increments on each level up, up to the limit you have set in the gameplay options for ground and ship combat (damage dealt and damage received).
You can configure the level at which the build up shall be completed (from level 5 to level 100, via gameplay options menu). The higher level, the smaller the build up steps get. In a linear way.
An example: If you set the build up level to 100, and ground combat difficulty (damage received, 400%) to "Extreme" you will start with 103% damage received on character level 1 and end up with 400% damage received on level 100. Each level up adds +3% damage received in this configuration.
Another example: If you would set the build up level to 10 and again ground combat difficulty (damage received, 400%) to "Extreme" you will start with 130% damage received on character level 1 and end up with 400% damage received on level 10 already . Each level up adds +30% damage received in this setup.
A new status effect will always inform you about the current difficulty (see also provided screenshots for an example).
Experience difficulty on a curve.
-- Contact, bug reporting and feedback -- I will create a thread on NoSodiumStarfield reddit after release (search for "Difficulty Buildup" creation and my name there: yourfellowglitch) for feedback, bug hunting, updates and general chat with a good Terrabrew in hand.
-- so small collection -- This mod is part of the "so small collection" of mods. These mods dont require each other and can be played stand alone, even balancewise. They form a greater whole though - the more of them you combine, the more you see this final shape. The overarching idea is to create a gameworld that feels immensely vast, begs for thorough exploration, is full of mysteries, plays truely challenging and lasts very, very long. In other words the goal of the mods is to make the player feel: so small.
Here's the so small collection's homepage for further info: https://youngneil1.github.io/so-small-collection/
And an overview video on youtube: https://www.youtube.com/watch?v=KKrZ3oP20aA
Finally a list of the Creations in the so small collection in case this idea resonates with you:
Dynamic Universe: A universe that dynamically scales up with your character level - be it star systems or individual enemies. No more outleveling of content, no more overleveled starts of NG+.
Gear Progression: Gear Progression adds levels to all weapons, suits, helmets and backpacks. Your character level must match these in order to equip the gear. Each NG+ these levels raise further.
Economy: Economy shifts income generation away from tiresome loot hauling. Ship building becomes the long term goal it's meant to be. As credits get more scarce, rewards remain meaningful.
Explorer: An immersive overhaul of the resources - crafting - exploration loop. Get out there into the Starfield and explore - the rewards are much bigger now, but so is the need to do it.
Linearity (alternatively have a look for "Death" or "Ruin" mods): A new gameplay mode where reloading is your last resort. Live and embrace your adventure as it unfolds, imperfect as it may be. You can always save to quit and continue later.
Slow Travel: Slow Travel makes your journey through Starfield much more tactile and immersive by grav jump costs, less map markers, no move on overencumberance and restricted fast travel.
Star Powers: Live as a Spellblade in the Settled Systems. Powers are rebalanced so that eg crowd control, slowed time and near invisibiilty become interesting instead of game balance breaking.
The Isotopes: A compelling reason to explore POI in all Star Systems. Loot the 75 new Isotopes, each specific to a singular Star System. They are needed for rank 4 skills and gear mod crafting.
High Level Weapons: Continue to find better weapons, all the way up to level 300. 7+ new revisions/tiers for each of 50 weapon types. Uniquely named, legendary, each hidden in a specific star system.
High Level Armors: Continue to find better armors up to lvl 255. All HLA share about the same power level - mix and match for the looks you like. Starborn armors improve in quality and variety, too.
Counterfire: Starting with level 85 the player gets 1% more ground combat damage for each level. Idealy used in combination with the "High Level Weapons" mod.
Terra Incognita: All ground surface maps disabled. No markers, no topography, no top down small buildings, no white dots - nothing. Welcome to Terra Incognita - the universe is yours to discover.
Helium-4: Gravjumping requires a pilot to inhale new Helium-4. Not storable and non-tradable - lasts 2 jumps. Explore those moons to get it. Can you chart a course across the Blackest Sea?
Dusty: The new stat Suit Energy depletes rapidly on airless worlds. Mine minerals or take shelter to survive. Five very hidden grains of Elder Dust reward the true Dusties out there.
Less XP: Extra XP for more difficult vanilla gameplay options removed. New options to turn off crafting XP, lower XP for killing fauna and adjust XP gain rate to 75/50/25/10 percent.
The Waiting Game: Whenever you wait or sleep you will sell loot for zero profit for the next 60 real time minutes. Go visit vendors at different places, adventure naturally, quit the waiting game.
Enter Unity: With Enter Unity your origin universe has a max level of 60, raised by 30 with each NG+. If you enter Unity more than 50 levels below max though, you are in for big trouble.
POI Rotation: A new realtime timer and a new list of discovered POI (Points of Interest) effectively prevent repetition. It will now take many hours before you can discover the same POI twice.
Rarity: Increase your chances of finding Legendary and Epic loot by fully surveying Star Systems. The more you explore , the better. the loot. But beware, all beginnings are hard.
Health: Health regeneration from the start, but only up to a limit. Increase it by killing enemies, but beware: if you die or reload midsession you have to rebuild your kill streak.
Journey: Skill ranks 3 and 4 only unlock after crossing Unity many times and having 1000 Units of varying minerals. Broaden your play style, rebuild outpost networks, embrace the journey.
Waylayer: Open field random encounter system. For adventures inbetween the POI. You never know what lurks out there.
Time: Touching the Artifact caused rapid cellular decay. Only 24 wait/sleep cycles then it's time to let the white dove go. Reach the next Universe to reset the counter. Use time wisely.
PPOI Desert UC Listening Post: Procedural Points of Interest (PPOI) aims to make the contents of each POI procedural - no repeat visit should ever feel identical. This time upgraded: Deserted UC Listening Post.
Level Scaled Quest XP: LSQXP makes XP rewards for almost all quests (campaign, faction, mission boards, other radiants...) scale with the player level. Questing stays relevant mid and endgame this way.
GunFu: Headshots to human enemies cause slow motion for a short time. Use melee attacks during bullet time. Re-enter by shooting other limbs. Configurable. Everybody is GunFu fighting!
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Mod Information
- Published
- Nov 11, 2025
- Last Updated
- Nov 09, 2025
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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