49 people found this review helpful
17 people found this review funny
2
Recommended
0.0 hrs last two weeks / 9.8 hrs on record (7.4 hrs at review time)
Posted: 6 Nov, 2024 @ 11:46pm
Updated: 7 Nov, 2024 @ 5:45am

Early Access Review
It's alright, doesn't do much that separates it from the city-building genre and you still have to deal with all the asinine minutia of a world where people could literally not survive without you. Deals with Areas of Influence, still structured around building certain structures every so often (humanity has not yet invented the concept of walking down the street to get a sandwich in this era).

It all revolves around the tried and true needs of the settlers just like any other colony sim game, don't mind me, I'm just refusing to work while a giant dragon gorilla murders my entire family because milord didn't provide me with the exact right number of couches, by the way I go through four pairs of clothes and sixteen couches per day, this is peak human performance, without my couches I have to go on strike.

As per most of these games the simulated entitlement of these digital villagers makes me was to dip my coinpurse in boiling peanut oil, but it's not unique in that regard, like I said.

Combat is very basic RTS with the dumbest AI priority imaginable, trying to micro is insanity bait and there's no 'disposition' for troops (like aggressive mode), and they'll really just shoot at a wooden barn while barbarians are chopping them in half. Targeting an archer on the walls for example is an exercise in futility.

Some points are frustrating, the game is very buggy, AI needs a huge amount of effort to fix, your city pathing can break, builders no longer building after a point, stuff like that. Very early access, near title and concept though so I look forward to seeing what comes of it. It had a neat little empire building metagame and I very much like how the world map is THE world map and you can travel between points.

Game needs:
-AI aggro dispositions / automation, even if that's just letting them go crazy and prioritizing other hostile units rather than buildings
-Cat girls with really large boobies
-A way to sincerely automate colonies
-Clearer labeling of POIs (like other npc villages and barbarian camps) on the minimap, I'm trying to figure out where these other villages are to trade and I can't.
-Perhaps more streamlined resource needs, the minutia of managing these into the endgame is quite crazy, but like other games of this genre people like doing that sort of thing, I just don't. And by this I mean requiring a gorillion (real number fr) resource inputs for your later tiers of citizens. They require SO MANY items to stay happy.
-I'd also like to see areas of influence expanded a bit on the stockpiles / granaries, they are so small currently that it's insane. Every cluster of ten houses does not need it's own 7/11 my guy, these people have feet, they can walk

I liked it, it was fun, but I wish the devs that make these colony sims would come to some point of allowing people to be at least somewhat autonomous rather than relying on me to do everything for them just so I can make a single bottle of baby oil.
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