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InDev 30 (Current patch) certainly doesn't. InDev 31 introduces world map goals and rewards, as well as an impossible-to-achieve win condition. But, these kind of games seldom have actual victory/win conditions. You just try to survive as long as you can. :)
I'll take that as a no.
Will it have a win condition(that is achievable) in the future?
Nope, that's not planned at all. It's not the kind of game you strive to "beat".
The win condition being added is just meant as a carrot on a stick for the most extreme crazy veteran players to attempt. It'll be technically achievable, but if you do ever somehow manage to achieve it you'll likely have exhausted everything the game has to offer and are ready to move on.
I see, thank you for the replies.
It saves me a lot of effort and time now that I know none of that would have mattered.
I actually really enjoy the ideas and building concepts and even the idea of the corruption etc. But I don't like "inevitable lose" style games. I like to learn from mistakes and ultimately defeat my enemies if I am smart and learn how to defeat them. Then I ramp up the difficulty and try again.
I know some people like to see just how long they can survive and they consider that success somehow lasting longer than the last time. But thats just some people. Imagine if you could appeal to more of the spectrum of people by having options.
Maybe make the highest level mode a "you'll never win". But at least the traditional should have the ability to conquer all.
Anyway I'll be watching to see how this develops but for now I'll move on to stuff that I can occasionally beat and get rewarded for learning strategy from.
Keep up the good work Rayvolution.
Yeah, I can't paly games that have no objective. Be it endless or guaranteed loss. It just feels so pointless.
I long for a setting like the current survival except that you have the whole map as a playing field instead of a single location. I don't care that much if the goal is nigh unreachable but at the very least building up to be able to branch up (and survive) to many locations would already be a good enough victory (or sub-victory) achievement to keep playing.
Right now in my latest game I lost the first map but used the manpower there to spring out on top on another map. At this point I consider I've done everything this game can offer and that's not much IMHO. Of course I'm not complaining, I know this game is EA... But it is also what make it important to bring this out now.
I just lost a village to second day of winter monster spawns and i was ready to start a new village to incorporate all the things i learned and try to "outlevel" the corruption before it and its monsters overrun me.
But now i read that this isn't possible and overcoming early game struggles is for nothing because you're doomed either way? Makes me not want to start a new game honestly.
I don't know if the concept was thought through.
As I mentioned above I think a survival mode would be great. Simply try to survive an onslaught of rapidly increasing difficulty for a set amount of days similar to They Are Billions. Optimizing your strategy is a must.
If you want to get technical, once InDev 31 is completed there will be a win condition. But you won't achieve it. By design, if you do somehow achieve it, you'll have clocked enough hours in the game you'll be ready to move on to some other game in your library. The core emotional feeling of the never ending uphill "You can't win" battle will still be there though.
The new goals system (planned InDev 31 Unstable 5) will help correct the stalemate problem, as well as give the player a lot more control over the "can't win" problem.
It's quite a bit complicated to go into, but here's the cliff notes of what will change in Unstable 4 and 5 to give the players some sort of purpose and direction while still practically maintaining the no-win mechanics:
InDev 31 Unstable 4:
- You will gain "God Points" (Name pending). These points are gained based on your performance in a village. Any time your villagers gain experience, level up, you build a new building, a child is born, nomads arrive, etc.
- You will gain reward chests, every X game days (tuned to 5 days now). This is global, it is just 5 days total on any regions anywhere.
- The chests can be opened with "God Points".
- Inside the chests, are godly perks. Very small (but stackable) perks, like +3% maximum health, +2% damage, +5% better food, etc. There's 10 perks in each category, combining to a total of +25%.
- Chests are randomly generated, and come in 5 levels. Each level (naturally) having better rewards, but also cost more to open.
- The big one; You get to keep these perks, chests and God Points when you doom the world and start over. This allows you some persistent rewards you can take with you to your next play attempt.
InDev 31 Unstable 5:
- Adding to the system above, you will also be given random "goals". Things like "Survive 20 days on any one village", or "establish 5 villages total", "harvest 10,000 wood". All sorts of slow progression things that you'll eventually reach anyway through normal play. But it gives you something to shoot for outside of your normal play.
- An ultimate "win condition"; Establish a village on every single region in the game. (Good luck with that). When achieved, the corruption in the entire game will be wiped out. Congrats! You "won"!
- Every goal completed decreases the global corruption threat. Meaning a late-game village you have that is starting to be overran, can have the difficulty curbed by completing goals on that or other regions in the world.
- Every village established decreases the global corruption, but every day that passes in any village increases it.
- Competing goals will also give you god points, a perk, and possibly a chest.
You can see a lot of the early work on Unstable 4 scattered around my twitter feed;
https://twitter.com/RaymondDoerr
This game is a much more simple version of Dwarf Fortress, which apparently you've never heard about. There's no win condition in that one either, you just grow your tiny dorf colony from a little camp to a bustling fortress and try to maintain your dorf civilization for as long as possible before the enemy assaults and bureaucratic politics make it implode.
As the DF community says, "losing is fun." It's about the journey getting to your inevitable demise and the unique combination of various things that threaten you depending on camp location.