65.9 hours played
Written 5 days ago
I recommend this with a gigantic caveat: this game isn't about fighting until you're done defending your base and teching up. This takes a LONG TIME (15-20 hours IRL and I never reached Iron) before you're going to even be able to think about fighting a boss or raiding something for loot. Be prepared for that before you dive in.
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I do Logistics as part of my IRL job, so I figured this would be a good bit of fun... a game blending open-world survival and Banished-esque elements. Unfortunately, this game is a more logistics and survival than anything else. The main character can't do anything alone and is hopelessly outnumbered in any fight after the second Blood Moon. You can supplement the logistical process of your NPCs, but they're slow to act and inefficient in their movement [they pick up things one at a time and won't sprint while moving heavy items (big rocks, long sticks and logs)].
I spent 30 days in-game just making it through the winter to get a Blood Moon attack from no less than 12 Draugr and 4 Skeletal Warriors. I had a bear (it's a boss) mangle my base in a previous run on day 14. I died to Fenrir after clearing a wolf den, because why not spawn a boss after defeating the natural low-level threat to your outpost. You almost never get to participate in combat, and if you do, it's hilariously easy or you're outnumbered significantly.
I just now shut the game off, moments ago, when the War Horn I used to rouse my villagers (it has a proximity aoe for some reason), caused them to mill about outside their houses and they didn't engage the Draugr mangling the base because I built my houses on the opposite side of the random invasion spawn.
the TL;DR:
Good:
Fun Logistics game-play loop
Feels good once you have sustainable food, water, and shelter
Surviving that first brutal winter feels really good
Methodical progression system (though sometimes ambiguous)
Good value for the price point!
Cons:
You're useless alone, just another villager essentially
Villager AI is clunky on the Logistics, but manageable
Villager AI is absolutely brain damaged when things get real
Cost to summon villagers is too high imho (only when you consider how many you need)
When villagers go on break, they drop the stuff they're using for their current task. There was trash all over the village constantly. If you like logistics, you prolly have OCD. This bothered me really, really bad.
Villagers want way too much free time for how slow they are when they're working
Attacks are too frequent and ramp up too fast
Seasons are too short
The death penalty is really really bad, you shouldn't penalize the player that hard (lose skill points forever or KILL A VILLAGER)
Once your supply lines start getting really long from exploiting the close proximity environs, the inefficiencies of the NPCs really start to hit hard. They really need to be able to use sleds/carts. An NPC moving a single heavy stone from far away takes an eternity.
Durability of weapons and tools are too low when you factor in the cost to build them
Cannot blacklist items from crafting use by other crafting stations. My toolmaker was constantly obliterating my bark. I don't want her to use the bark, I want her to use the flax that comes in periodically from farming. Once I made the weaver, It was a struggle to build anything with a bark-based roof.
Having to physically walk to a location and build a marker (that has material costs no less) for Patrols, Gathering, etc. is unbelievably tedious. Let me set the gathering areas in the workstation itself without running all over the place. Limit it to what's been uncovered on the map if needs be.
There's no way to set secondary or fall-back tasks, should primary tasks be complete. At the very least, have the villager default to builder when their gathering station is full, or they can't find more resources. Have the problem show up in the General Problems tab so I can address it without them talking up and bothering me all the time
Can't disable the NPCs constantly waving at you. They're slow enough as it is, God forbid you get near one. They'll stop moving, wave then stand there drooling for a good 5 seconds before remembering what day it is.
The game doesn't tell you who will process what resources. It took me three runs to figure out the Campfire Cooking job will process the fish and the large chunks of meat, but not until I set a task order for them in the fire itself. Would add information to the item tool-tip to help the player figure out how they can process a raw material.