well put together and a creative mash up of multiple genres. Its nice whether you only have time for a quick game or want to spend a few hours upgrading your towns all with really nice art. All in all you're bound to find something you like about it. well worth the buy
I got this on a whim looking for something slower than my typical games and, while you can pause the game so you can catch up command-wise, this game has a lot of compelling choices to make in a single map! The most helpful review at time of writing mentions the variety of map biomes which all affect the run fundamentally (felling trees always gives wood, but sometimes it can also give food or crafting resources based on the map!) and informs how you should plan to build; however, the roguelike elements can sometimes remove a path you really planned on, but then also throw you something that works unexpectedly well.
A recent balance patch moved around some of the out-of-map benefits in the tech tree, which can help your runs greatly. Some of the tech tree options are simple passives while others can be more substantial. All of them offer good benefits and I don't feel like there are "duds" in the trees.
If you like to watch input and output of things while also making sure you're looking forward to manage a win condition, you'll like this game! It's worth repeating that the roguelike elements make your cities fleeting rather than long-haul maps, so if you want to spend a long time on individual maps it may not draw you as strongly. What sparked my appreciation of this game stems from the usage graph that was recently implemented. I'm a new player who started this game with that feature already live, and it saved my first real map. Food can be scarce sometimes, which you can stretch by combining ingredients into more complex recipes. Still learning the game, I was struggling to find where all my berries were going, and I desperately needed them to make pies to keep the town fed without scarcity. Using the trend graph, I was able to see that they were eating all my berries the moment they hit storage. Going hungry for a minute was the only way to get them to stop eating the berries intended for a pie! Having these options make for a memorable and engaging game!
Very interesting mix of city building, survival and roguelite. Smooth, intuitive and rewarding gameplay, very well designed. It somewhat keeps you on the edge with random events and environmental hostility. Unfortunately, it gets repetitive pretty quickly and the variety between game rounds is negligable, so I can't imagine playing it for a prolonged period of time.
City builders are largely about paitence and resource management
Roguelikes are usujally fast-paced affairs that support a get in grabit get out playstyle
Most city builders punish you for rushing
Most roquelikes dislike it when you take things slow
This combination of the two can be summed up in two words: Patience Roguelike.
I thouroughly enjoy this game.
It's a bit unusual city builder but my god is it good! Each city is just a short/mid-length game of its own and then you abandon your villagers to move on to the next settlement. While I was so upset that I have to start again I changed my mind so quick - it's fantastic. It's demanding, quite hands-on and you can choose how deep you want to go into the internal connections, consumption and production, it seems easy and difficult at the same time, you decide how much you want to think.
I think the creation of new settlements over and over again makes it more interesting, as no two are the same (different world, different resources, biomes, dangers) and you get a tangible reward for each that you can then use to upgrade your future settlements.
It's fantastic, the graphics are lovely and requirements are low, and tutorial takes just a moment. Highly recommend!