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I personally don't think they are very similar, but some people say Frostpunk is similar in a way. timberborn comes up every so often, though I haven't played it myself
The game has a pretty simple game loop, you build a city (like sim city, kind of, where buildings have set sizes, but can be rotated 3x2 squares or 2x2 squares), you build paths for your workers to walk on, and you use your resources gathered or earned, to tackle events that pop up as you explore the map.
You beat that level when you reach enough resolve (think reputation points per level), then you are back on the overworld, where you choose your next "level" and repeat the process but on a whole new unexplored level, with different events and modifiers. Also, as you beat levels you can use your rewards to upgrade to make each level easier (workers move faster, traders get to your town quicker, you have better building and starting options to pick from, etc.)
Hope that helps.
The Roguelike aspect means most aspects such as level design are put through a slot machine to churn out a map that is 'different' every time, but ultimately amounts to a forest with scratch tickets dotted throughout. Maps have themes, but no one map is memorable. It's the kind of RNG where it removes consistent game elements in the name of replayability so you always have to be improvising a plan, and a lack of RNG weights can leave you in really bad spot, or you might just randomly be awarded an easy mode win.
The 'main campaign' is doing 4-6 cities, at least 4 times, to get all the seals. There's no story between seals, just make the same village a bunch of times with slightly different productions based on what the game forces you to deal with.
These things are random then?
The way the game works you basically make a city, except you don't start with many buildings. Your goal is build up victory points which can be earned by keeping your people happy, completing objectives found on the map (for example, sending a box of supplies back to the capitol city) or by fulfilling orders which are randomly generated objectives. When you start the game you have a handful of basic buildings available to you and then you can choose 3 additional buildings like "draw 3 cards, pick 1 to keep", you can also pick a new building almost every time you gain a victory point. At the same time you're constantly generating defeat points so you're on a time limit, and things get passively worse as the game goes on.
There are several other random elements to the game that gives it the roguelike title, you'll regularly earn perks which can change the way you play the game, there are different races of creatures with differing needs.. so for example say you have wheat, you have a brewery, and you have a tavern.. except your town is full of foxes and lizards and they don't care about ale so they aren't going to be happy because you give them a tavern. Each race also has different tastes in cooked food so for example humans will be happy if you give them biscuits but even if lizards will eat it to live they aren't going to be happy with a vegetarian diet. Each race has a lot of different wants though so it's usually doable to kind of please everyone, but extremely difficult to make anyone very happy.
The challenge of the game is to complete the objectives and/or keep your people happy while dealing with the random buildings you get and the random resources you can find on the map. There are different biomes with different resources you can get so you're constantly trying to adapt to new conditions. Each building has a few things it can make so it's not like you need to get super lucky to get the flour mill to keep your people fed, but different buildings are better at different things.. each building has 3-4 things it can make with varying levels. You might get a wood shop that is okay at making wood planks, and tools but a dedicated lumber mill will need less lumber for each batch of planks.
It's hard to think of a game to compare this to but it really is a standard city builder, just one that really challenges you to not get into the habit of thinking you can plan everything ahead of time.
Ok thanks, that does make more sense. In the past, I've been used to some form of combat in these kinds of games, so I guess I was wondering what "replaces" that to create the challenges people refer to. I didn't even realize that was my main question until you answered it, lol.
If you only play typical city builder, then just move away
In other words, you will rarely be able to get your favourite buildings. AtS will force you to adapt to different situations. Not everyone liked that.