After spending some time in Vein, I wanted to share a few thoughts on the inventory system - specifically the list-based format. A couple of my friends actually quit early on because of how overwhelming it felt. One of them dropped it within twenty minutes, and that's honestly what pushed me to put these suggestions together.
That said, I don't think the system is bad. In fact, I think the devs did a great job laying the groundwork. The list format fits the game well - it's readable, minimalistic, and it avoids the usual flashy clutter you see in a lot of the survival games. The built-in search and filtering options are solid and appreciated
Still, I think there's a chance to smooth out the experience a little more without reinventing anything major:
Hotkey-Based Filter Cycling
Being able to cycle through filters with left/right arrow keys or another simple input would be a huge quality-of-life boost. It would make browsing during tense moments faster and less clunky.
Activity-Based Prioritization
Would live to see the inventory respond to what you're doing. If I'm near a crafting station, crafting materials should float to the top. Mid combat? Prioritize weapons and healing items. A feature like this could ease some of the friction players are experiencing.
Encumbrance Feedback
It's easy to overload without noticing. A soft UI signal or indicator could help keep track of weight without forcing players to constantly check stats.
Grouping & Visual Anchors
Breaking the list into lighter sections or headers (or faint separators) for common item types might help orient the player while browsing. Nothing heavy-handed just enough to reduce the "wall of test" feel. Enough structure to improve clarity without slowing things down.
Basic UI Adjustability
Being able to tweak font size or spacing could help with accessibility (especially as inventories grow) and reduce fatigue during longer sessions. This might help make the list easier to scan.