This is a great game. They’ve managed to pull off a roguelike citybuilder; a genre combination that one would think would not work. Great visuals and atmosphere too.
I didn’t think I would like it because I like colony sims and city builders where I’m just playing the same map for extended periods, but I gave it a try on game pass and ended up playing hundreds of hours. It’s something special.
It really is special. I initially tried it out because I liked the aesthetic and the map setup/setting; small fantasy colony surrounded by impenetrable forest in a post-apocalyptic world. I was really skeptical about the roguelike x citybuilder hybrid as I like long city-builder sessions with huge maps and elaborate city designs, but they pulled it off perfectly.
I have 100+ hours. I did stop playing after the one of the early access builds made some changes that undermined by core strategy, but that’s a personal thing. Really need to try out the DLC and start from scratch.
I’m in like the opposite camp… But I’ve never been able to get past the initial learning curve of the game. Something has never clicked with this one for me
It also runs quite well and looks great on medium and low settings. I can run it on high on my 2060 quite easily, but I don’t feel like I need to cause the artstyle works so well.
Might not be a big deal for others, but I love when games look good while taking very little computer resources.
Great game. First got recommended it here (I saw the game before but didn’t really pay much attention to it) and I love it so much. I’ve always stayed away from city builders cause I feel like they turn into something I don’t really care for as the game goes on, but the short scale rogue lite nature of this works incredibly well for me.
I really like that settlements are inherently temporary and that the game throws a lot of wrenches at me. It’s a good reminder to try and strive for flexibility rather than optimization. Settlements don’t have to be perfect (and likely won’t be), they just have to work well enough to get to the next.
They’ve also added a ton of content and quality of life stuff since I last played a few patches ago. The UI still has some issues, but auto loading saved production limits and the overlay keys for buildings and workers make it so much easier to see what’s going on at a macro level.
Tip for new players: after you get your bearing in game (maybe 1 or 2 settlements), take some time to just go through and check out the overlays. You can easily do stuff like move workers around or see and adjust recipes of all buildings on your map at once. I only just found those options and it’s a godsend compared to menu diving.
Just picked this one up since it was cheap.and I’ve been wanting to play a village management game in a while. Holy crap this game is amazing. I spent 6 hours on it un the first day alone. I love how the roguelike format keeps it always engaging and direct, without meandering about trying to figure out what I want to do. It has clear goals, needs to be met, and multiple ways to reach those goals. I usually like playing RTS games in short bursts of Skirmishes, and this feels very similar. Trying different strategies with different buildings and terrains.
I was also looking at Timberborn (funny how both games have postapocalyptic sentient beavers) and Farthest Frontier, but I think I’ll be busy with AtS for a while until I get to try those two. And I’ll never need to even consider giving Ubisoft my money for Anno ever again.
I absolutely loved AtS but couldn’t get past the tutorial in Timbertown… Felt too janky but it’s in early access so I guess I’ll give it another shot when they smooth things out for release.
Well first of all these games were never listed on GoG.
Secondly, they can’t (legally) do anything about a publisher refusing to sell games anymore. That’s their IP and they have the legal right to make that decision.
What they can do is ensure games that you’ve already purchased continue to work in the future.
Baldurs gate 3 doesn’t need mods. There’s also no one stopping you when walking into a sex toy shop in cyberpunk after configuring your breasts and penis size (because you can have both), without mods. And boy do they have some nice toys.
Friend is now playing Skyrim. few minutes pass Friend is now playing Skyrim. few seconds pass Friend is now playing Skyrim. two seconds pass Friend is now playing Skyrim. 30 minutes later “Oh looks like they finally got it work-” Friend is now playing Skyrim.
Valve has always been pretty awful at granular privacy. For the longest time, no settings between “hide literally everything” and “broadcast to everyone I know every time I purchase or play anything.”
Still no setting between those two options, but at least it’s on a game-by-game basis now.
Also the fact that on the steam deck there is no choice to add a pin before purchases is mind boggling to me. Hand it to a kid and they could run up serious bills.
As a matter of principle, I don’t save my credit card number anywhere. It’s a little more tedious when I make a purchase, but I’ve got my number memorized anyway, so it’s not a big deal, and it’s definitely more secure in that respect.
I leave my credit card stored with some places, but I specifically don’t leave it on steam just to add a speed bump for me to avoid buying a game unless I really want it. I tend to add games to my wish list, then sort of impulse buy if they go on sale for really cheap, or remove them later if I’ve decided I’ll never get around to playing them.
I’m not too worried about security, worst case I can get a new credit card number. But it seems like steam and other online retailers are pretty good about not leaking your credit card number.
Also in several games my ability to join friends in-game broke if I turned my profile completely private. As soon as I set it to friends only I could join them again.
Unfortunately there’s not really anything I’m really good at in CK3, despite like 300 hours of gameplay. Perhaps open warfare, but that has other consequences that I’m not great at dealing with.
“make sure your pops doesn’t see you spent 400 hours in futa games.” (I don’t know what that means and I’m not gonna Google it while I’m logged in at work.)
Why would you not look it up from this context, it seems to be a generic “don’t let them see” , why would you be so terrified unless you already knew what it was?
I don’t get the bitching. Is it brutally expensive? Yes. Do you have to buy it? No. In terms of stats the gun is nothing special, the armor is quite good, but not essential. For a one time crossover, it’s fine.
They hire psychologists to explicitly figure out how to better make sales. Logical thinking will not win. Microtransactions, which consists of crap you don’t need, is a billion dollar industry and has bankrupted numerous homes.
No but your argument that no-one is forced to buy cigarettes is equally valid to arguing that for micro-transactions. One is chemically adictive, the other uses physchological tricks and is almost entirely unregulated.
It generates FOMO though. I remember when you didn’t have to pay for stuff in games, so I personally still find it very shitty to have to buy skins etc.
I’d much rather buy a full game from the get go and have everything available with no time limit on when i need to buy it.
There is no FOMO if you can leave it for years, actually get the game with all dlc cheaper second hand for a couple of quid and still finding a thriving community online that isn’t focused on completing timed challenges for various currencies to get cosmetics you like the look of before they disappear from the store or the deal for the cheaper price runs out.
I’m still a bit unsure how plausible it is to make a multiplayer game, keep it updated, and not sell content within the game.
The good devs restrict it to cosmetic options, but I can’t say I’ve moralistically stuck to that kind of perfection - I’m okay with new weapons/characters as long as they stay balanced against old ones. It becomes a sort of hazy issue.
pcgamer.com
Aktywne