![]() ![]() ![]() Its a close semblance to the way corporate america raided the coffers legally and no one cared. Customers should have rejected that marketing strategy straight out to prevent the industry picking up its ideas. Now other studios are starting to copy this practice even for poor quality pixel gfx games. The old Victoria games, been there done that before I joined steam. I played all the early Europa Universalis games until the BS started. When you make a game and is very basic, but charge for items that should have been in base game, the total to buy the whole package is often 300 or 400$. I hope that such changes will appear in "Surviving the Aftermath", and I'm really looking forward to it. I think this is a matter of customization of the game, "Surviving the Aftermath" is still in Early Access, the game has yet to make these changes. My settlement lived quietly in winter weather, moving around naked. There are more disasters in Surviving the Aftermath (I like the variety), but they don't affect my settlement as much. ![]() If I do not control the birth rate, my settlement may grow old, or vice versa, a high birth rate can lead to a faster expenditure of food supplies, all of which can lead to the death of your settlement. If I don't stockpile food and water in the Endzone, my citizens will die from the drought. If I don't dress the townspeople in Endzone in time, they will all die from the impending radiation. But in "Endzone", if you are not prepared for a disaster, your settlement can completely die out (I love that in-game). By the time you've figured what you need everyone is dead, because colonists also will only make kids in specific conditions, so you have to keep building more houses, and keep building, and keep building, until you're out of resources and oh by the way you have no more food or water and everyone is dead.įor me, "Surviving the Aftermath" has more game mechanics than "Endzone". Your crops take half a human lifespan to grow. Your colonists mature way too fast and then die, because the developer assigned arbitrary time periods that only make sense in their sadistic brains. days, weeks, months) humans that have lived on this planet. Seasons don't make sense, it's arbitrary numbers and lengths that don't make sense to us (i.e. ![]() Surviving The Aftermath is a fun, albeit brief distraction.Ĭompared to that, Endzone was like getting drowned in diarrhea while getting punched in the nuts, while the game is laughing at you the whole time, but that's just me. Best items can no longer be produced inside the colony and have to be created in outposts, which are more important now. The other thing they reworked was resource management: from what I can tell it's basically harder. Now that the number of colonists is up to almost 400 I'm going to play it again. I considered that as my victory conditions and stopped playing. You have to manage resources, colonists' health, fight off bandits every once in a while, plan for and survive catastrophes - it took me 30 hours with intermittent save loading to grow my colony to 100+ on pretty high difficulty. It feels like life is rough but people are. There comes a point where you have discovered the entire map, you're trading with everyone, you've got surplus and you've figured out how to clear out bandits.Īll of that does not come at once, however, mid-to-late play the game still throws things at your that can really shake you up, primarily via catastrophes. Surviving The Aftermath has it's limitations, specifically there is no endgame goal - you just survive, forever. I enjoyed playing Surviving The Aftermath and I did not enjoy playing Endzone at all. ![]()
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