Surviving the Abyss

Surviving the Abyss

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GhostRat Jan 22, 2023 @ 1:03pm
Sorry, i think the game is a little bit heavy
change the difficulty lizttle bit easier then more people have fun with the game
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Showing 1-15 of 55 comments
Boar Jan 22, 2023 @ 1:35pm 
I completely disagree. It's time we had a challenging city builder.
Leeown Jan 22, 2023 @ 1:45pm 
Take it slow and expand slowly. The game isn't hard atm, Except if you encounter a bug that ♥♥♥♥♥ something up.
NzFox Jan 22, 2023 @ 2:16pm 
they have already drastically reduced the difficulty and are going to include a scenario editor which should allow you to customize it more.
It is a survival game, it shouldn't be a complete cake walk, part of the identity of the game is being under pressure, remove the difficulty and you drastically undermine the atmosphere of the game.
There is a place for games that are more laid back and just because i've put a lot of hours into them I don't want every single builder game to be like the ANNO series
Last edited by NzFox; Jan 24, 2023 @ 1:17am
SurvivorRick Jan 22, 2023 @ 5:00pm 
I'll disagree with the two responders and agree with the op. After playing this game for 24 hours, between the awful save system and having to constantly reload saves, this game is not challenging, it's painfully difficult.

One of the reasons that I play so many of these games is the joy of discovering the game mechanics, parsing through the tech tree to make my life easier and expanding my base. That sense of achievement is snuffed out with this game.

The power management is painful. I get 1 generator, which is supposed to do 20 power, but since no one has engineers until MUCH later in the game, you get a 40% penalty and only get 12 power for if you have 3 people working it.

Those three people take up most of the 1 house that you need for them, plus 1 power and 1 air. The light towers take almost 50% of a generator, so 2 lights (which you have to have for expansion) and 1 house and 1 O2 generation eats up 130% of your available power. Even after you spent all the time and points to get the coal efficiency upgrades to the point that you are breaking even, the Anomaly comes in and burns up all your reserves until you have none left and everyone dies.

Also, at the start, if you can even get past the RNG to make enough clones to expand, they start dying off around the time you make progress, so 3 steps forward, 2 steps back. Now be prepared to lose another hour in attempts at getting enough bodies to keep things running. Just pray to RNGeezus that you get lucky to reduce that time.

Most of the upgrades are fractional - take the housing. 1 house is 4 ppl, 1 power, 1 oxygen. What do we get for an upgrade? 1 house is 8 ppl, 2 power, 1 oxygen. All I save is 1 oxygen.

Part of the sense of accomplishment in base builders is that you need things to be more efficient as your base expands more and more and more. Since there is like a 5% at best efficiency increase in this game, as your spend hours to get more upgrades, you can't expand.

I've spent 24 hours in the game, I am still barely larger than I started and I am dying left and right thanks to the anomaly chewing though all my power reserves. Probably restarted no less than 100 times so far due to the lack of autosave. Adding to the frustration is losing hours of failed progress due to RNG events or just unlucky planning by putting resources into expanding into an area that doesn't have the aluminum or copper that you need.

I love a challenge as much as the next person, but even after stopping the game 3 times since I bought it to get away from it, and trying different strategies, I still find my base dying and dying and dying. That's not fun, it's frustrating and infuriating. Even when I go about as slow as I can bear, it's just too much. It's one thing to put 100 hours into a game and have a nice looking base and feeling that accomplishment. It's another to put 100 hours into a game just to get started and feel like you've barely accomplished anything.
Qoff Jan 22, 2023 @ 5:11pm 
Once you understand how to manage the early game it becomes very easy.

If you're lucky enough to get some habitat with -5% of mutation early on you already won the game.
NzFox Jan 22, 2023 @ 5:12pm 
Originally posted by SurvivorRick:
Those three people take up most of the 1 house that you need for them, plus 1 power and 1 air. The light towers take almost 50% of a generator, so 2 lights (which you have to have for expansion)

And there is your problem, you do know lights are not for expanding right? they are used to light up an area you have active workers on, you use the exploration sub and outposts to expand.
As for your all your workers dying off its very, VERY easy to get immortal common workers, like way too easy, get the -5% mutation tech and its almost harder NOT to have immortal workers.
Last edited by NzFox; Jan 22, 2023 @ 5:31pm
spectre199 Jan 22, 2023 @ 5:21pm 
I disagree about time we get a city builder that is hard
sphm65k9 Jan 22, 2023 @ 5:22pm 
hmmm. i think the game is bit hard.i yet dont know the dvelopers are focused to more like Mars-S or more like Frostpunk story mode. but i do agree with nezfox I dont want something like ANNO too.

actually alot of things in the game can be solved by reserching. dont stop the reserch depo at any cost.
zircon Jan 22, 2023 @ 7:55pm 
Doing day 262 of my current expansion, its hour 14 of my very first build, reaching 100 population, sitting on over 2k unusable research points. Reloaded the save only once due to the test whether harvester removal caused the entire habitation farm to disappear or not. NEVER had trouble with electricity, anomaly or resources. Game just made sense to me from the get-go.

Do research from the beginning. Even little helps. Keep in mind research building eats up tons of power.
Not using a building? Switch it off. Save electricity.
Put lights to cover the biggest area (equally, don't switch off the lights, as any dark spot triggers the anomaly, which is most likely to attack the turned-off light towers, meaning wasting more resources on repairs; also had it attack my buildings which were constructed in the light, but one of its squares was in the dark so I had to build another light tower). ((yet if you are eager to keep something offlined, wait until the thing attacks at least twice, as the cost of repair is the same no matter the health)).
Don't abuse power lines, they eat steel.
Spam the resource mining balloon everywhere like a madman. They work even out of light.
Prioritise coal and steel at the start.
Use the sonar, it's your best friend in the dark.
Expand super slowly whilst resources are scarce.
Dying crew might be a hard race, but with earlier genomes making eternal clones is fairly simple and straighforward. Hence, earlier research, and build gene harvesters. Don't forget the marine building to replenish the fauna.
What does big crew need when there is a hunger option? Correct. Food. Spam food nodes where needed, the earlier you get to high quality, the better. Personally never used a hospital even once, was offlined my whole game after the "random" event. By then had a high-qual food production running. Now its online just for the looks, still useless.
Oxygen is just as important to look for.

Once the crew is not dying, you have food, and there is no initial rush, its a bit of a patience game. Mine the most crucial resources that you need and expand. Slowly.
Use outposts with new biomes and/or especially active habitat spots. Fairly cheap to build and super useful in long-term, especially in terms of free power provision (although now I have like 6 outposts which I do not use as the need for basic food and gene harvesters depleted), but they still have their use.

Initially, the game is very demanding in terms of micromanagement, yes. Might be hard for some, yes. Can honestly say first hundred days or so I have not used the time acceleration. At all. Hence why so much time spent on the save. But it is worth it so far. I have still some biomes undiscovered and possible expansion to achieve.
Last edited by zircon; Jan 22, 2023 @ 8:06pm
Xenpo Jan 22, 2023 @ 8:33pm 
The only still major issue for me is some of the resources being finite, with no option to trade or product more (concrete in my current game).

So now I am stuck. And must reroll a new start.
sphm65k9 Jan 22, 2023 @ 9:10pm 
dose anybody seen a trech excubater working properly? it says its a gate to matirial and im looking around to how to use this thing, but i find only ppls comlaning its not working.
GhostRat Jan 23, 2023 @ 2:54pm 
sorry, but only one coal extract point isnt enough
zircon Jan 23, 2023 @ 6:28pm 
Originally posted by sphm65k9:
dose anybody seen a trech excubater working properly? it says its a gate to matirial and im looking around to how to use this thing, but i find only ppls comlaning its not working.

Currently bugged to the limits. As far as I know, they don’t replenish resources, even if there is operating crew.
sphm65k9 Jan 23, 2023 @ 8:03pm 
currentry verison in thegame setup the city must expand more carefully i think. I uselly runs 2 coal extracter and running 2 reserch labs i uselly use out post insted of lights if im making buildings there for the living. i always have more then 12 ^ 10 electricity to run extended light towers . outpost gives you 2 elec and 2o2 ,connect to the main hub and use it
Legume Legend Jan 24, 2023 @ 12:48am 
A large part of the difficulty to this game is that some of the features are completely bugged.
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