Sheltered
Power Button 2016년 3월 15일 오후 3시 01분
Is there an ending to this game?
Just want to know if there's an ending, I mean final objective to win the game, or it's an infinite game with no ending.

I'll buy this game but the priority depends on the answer.
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76561198201737249 2016년 3월 15일 오후 3시 27분 
Hey Power Button,

There's no ending to the game, your objective is to keep the family alive for as long as possible. You can even find new shelters to move to but it gets even harder when you move.Let us know if you have any other questions :)
Power Button 2016년 3월 15일 오후 3시 36분 
Given there's no ending to the game it would be great if there's an aging system, well, after a few moves to another shelter perhaps? But that's a discussion for another thread.

Thanks for the reply.
WadeStar 2016년 3월 15일 오후 10시 20분 
Oh man. I wanted an ending. Preferrably one with a helicopter.
RobJ81 2016년 3월 16일 오전 1시 30분 
I had a bit of interest in this game, but no ending is a bit lame. Seriously, why can't there be an ending?
Witcher1979 2016년 3월 16일 오전 1시 58분 
I take it you have to die then in the end, if it just goes on and on and on and on without you finally dieing it would be pretty boring.
76561198201737249 2016년 3월 16일 오전 3시 36분 
Thanks for your feedback guys. Here's what we were thinking.

Having an ending might force players to finish with their family, shelter and story that they've been playing and developing for hours.

We also wanted an open story without a set ending, so that the world of Sheltered can be whatever the players want.

Let us know what kind of ending scenarios you would like to see in the future.
DeathScyther 2016년 3월 16일 오전 3시 59분 
The game is quite difficult to me and now I know it has no ending which makes whether to return or not.

I think everything always meets its end, it's just the matter of how long it takes. As for my concern, I would like an ending that you will be able to come to a big communication or cities, where you will have a social life before the apocalypse starts. And I also want to see the different ending relative how you play, such as good, bad, trauma or karma, etc or may be commit suicide.

That's just some thoughts of mine.
Sunseaflower 2016년 3월 16일 오전 4시 08분 
..there's no end , like in rl.
alekkat 2016년 3월 16일 오전 6시 17분 
i like it with no end it makes it more fun i have been playing 26 hours on this 1 family and i wouldnt like it to be lost
Idk how I would feel about an ending. This War of Mine is a very similar game, and they had endings for each of their teams, and it was really disappointing the first time I had hit the "end" of the game when I wanted to keep going.
Tom Hanks In The Movie Castaway 님이 마지막으로 수정; 2016년 3월 16일 오전 6시 42분
Sai Kyouji 2016년 3월 16일 오전 10시 11분 
There are merits to both viewpoints.
Endings let the players have goal and focus their efforts but it also limtis the gaming experience. Moreover, it lets the players feel a sense of achievement.

Not having on the other hand offers infinite gaming experience but like irl, life gets boring pretty fast without a destination. I mean, eat-work-eat-work-sleep-eat-work-eat-work-sleep, etc...

Lets compromise.
Instead of endings, make up several checkpoints where the game evaluate the player's efforts and commemorate them with something (comforting artwork, meaningful event, easter eggs, unlockable outfits, etc) or a quest system with similar prize. This way, the players can feel the sense of achievement without cutting the game too short. Alternatively, an ending that also allows freeplay after (like, we can escape but no, we feel at home here now) can be a temporary fix I guess.

Steam achievements are fine and all but some people would much prefer seeing the achievement system in game
Love 2016년 3월 16일 오전 10시 48분 
I'd say take a note from State of Decay:

Have one mode that has the above mentioned checkpoints (Great idea, Sai Kyouji!), but also have a few different endings based on the checkpoint results.

Then have a "Breakdown" mode of sorts, which it sounds like this game already is out the gate. Just one family you keep playing until they die, with being able to move homebases (which requires certain items/actions be done) and up the difficulty.

I was very interested in this game, and I do like the idea of it going on, but I'm more inclined to want to go through the infinite after I have seen the game from the finite. I'll definitely keep an eye on this, as it seems pretty sweet.
n00b f00 2016년 3월 16일 오후 12시 44분 
Yeah two modes might be a good idea. An endless mode, which it sounds like the game already is. And a story mode with checkpoints, where you move into increasingly more difficult shelters, with a set end point. They find somewhere safe, or they get smoked, or whatever.
Smiles 2016년 3월 16일 오후 1시 27분 
n00b f00님이 먼저 게시:
Yeah two modes might be a good idea. An endless mode, which it sounds like the game already is. And a story mode with checkpoints, where you move into increasingly more difficult shelters, with a set end point. They find somewhere safe, or they get smoked, or whatever.

I like something like this.

As long as any ending has some sort of variable item...e.g. I don't always know when an ending is going to happen, that is the best. For me, it stinks to play these types of games when you know and ending is x days away, and you just min/max to get to that point and disregard things you kow won't be useful for the last 'x' amount of time.

So some variable of when the ending happens is nice. This War of Mine had a bit variability in terms of the amount of days the conflict lasted.
Power Button 2016년 3월 16일 오후 4시 10분 
as for me, having no ending is alright. But, let there be aging system, just like I mentioned in my previous post. Seeing our child grows and continue the family story is fun.

But if it's decided to have an ending I prefer something with gauge. Like a progression meter. For example, the world is in disorder and the game ends when the world is back in order. But, to achieve that, player has to take a part in it. Completing quests will make this gauge increase, and if its filled up, the game ends, because the world is back in order. The world order gauge increases overtime but some event might decrease it.

But, an option for endless mode and story mode will be a win-win solution in my opinion. It will embrace any kinds of player out there.
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