What about daylight dependent increase in sandy biome radiation? Would that work in Unity? The temps drop at night so I dont see why not rad too. As for too easy, it depends what the player is looking for and what trials you want to inflict upon them. IMHO its just needs to be an incentive to find shelter, over the blissful Akua start. So something which will eventually kill the avatar if the player does not respond, like the sneaky w radiation in Asimov's Robots and Empire, it injects urgency but does not need to be a crazy time trial. It cant really be a time trial as I feel it should be just about doable with hardest settings including slower production rate which I have not tried but suspect this makes a big difference. If you set the start up as a radiation countdown then its going to be slack at easier settings and vary wildly depending on RND radiation which cannot be avoided. So I feel the challenges should include mechanics comprehension tests, though there is scope for time trial gameplay on hardest settings with higher RND rad. IMHO patching up Opportunity is a fun and satisfying mechanics challenge, because it a bit tricky to figure out but easy to do using N and a carbon composite block and it works. If you are under too much pressure then its inconvenient but if you have enough time it becomes a little triumph. Its a shame there is no benefit to high radiation, so no incentive not to seed scum until you get an easy one. What if solar panels gave more power in high radiation zones? Then there would be a reason to live with it, even exploit it by putting panels in the desert say and base in a nearby less radiated biome. Along those lines, I was wondering if its possible to make direct sunlight more irradiating and even heating so if you stand in shadow under trees you reduce radiation and also maybe temps. It would mean a nocturnal/burrowing strategy but digging is a big appeal of the game. A few thoughts.