5 people found this review helpful
2 people found this review funny
Not Recommended
0.0 hrs last two weeks / 11.1 hrs on record (9.0 hrs at review time)
Posted: Jul 3, 2019 @ 6:06pm

Early Access Review
To be honest, it's sorta fun for the first few hours. Afterwards, it really does turn into just a grind-fest. So let's just delve into it:

Cons:

-The colony size limit.
You'll be given a limit to where you can build until much later on, meaning you can't really build anything too interesting if you still wish to be efficient with your farming and crafting. This land limit happens to be a bland square too, meaning it heavily restricts your building styles early on as well, as it really isn't beneficial to build on a coast, or anything other than a plains. It's just benificial to build a square wall, with everything else being squares.

-Technology/research & the useless items
The technology tree is just such a grind at the moment. Most of the items in the game have no other use than to be used to craft more useless items in the hopes of eventually down the line getting something of use. In other words: it's just a load of unnecesary artificial difficulty. When researching something in a game, you should feel a sense of accomplishment when you finish researching it. Not a sense of "ugh finally.. what's next then..?". There's so much missed potential here too, like for example how swords are literally used for nothing but crafting, instead of being able to maybe make melee soldiers or even melee better yourself.

-Poor production interface.
I find that it's also more of a hassle to automate the production of something with these useless items as well, due to the fact that you need a dozen in order to make one actually useful item. Because of this, if your production of one thing falls apart, quite literally your whole colony will too. It's very hard to keep track of whether or not you have a surplus of anything later on due to the sheer amount of random useless crap you have to produce. It would be greatly appreciated if there was a production interface of sorts to help players manage what their deficits and surpluses are.

-Minor things yet to be implemented.
The game has alot of very minor things that are yet to be implemented, that i believe would be nice to have in the game. Small things that make you constantly go "why isn't that in the game". Such as how there are only 1 type of planks you can craft at the start, despite there being two types of logs. The previously mentioned lack of melee. Stuff like that. Trust me, when you play the game, you'll find alot of minor things that'll bug you.
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Now for the pros:

-The concept
The concept itself is rather cool. To build up a city of dudes is interesting, as you have to divert your attention to not only making the city, but defending it from zombies. Think of it like if sanctum, age of empires and minecraft had a child.. The concept would be this. In all honesty though, I can't think of any other pros that distinguish this game other than the concept itself.

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TLDR:
The game has a huge amount of potential, and given some time, I believe it'll be very much worth the 20$ price tag. For the time being though, the artificial difficulty, the lack of content and the general grind (which can be attributed partly to the artificial difficulty and lack of content) really does not make it feel worth it. I personally feel like the game should be worth 10$ in its current state, but I do eagerly look forward to potential updates that can remedy my issues with it.

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