![]() ![]() In fact, they might not go anywhere at all, since science points are gained almost exclusively through exploration on the world map, and constructing buildings requires you to manage your workforce so you have free colonists who can act as builders. If you aren't actively managing your colony / exploration, things are going to go slowly. ![]() Things take too long to build or research and you're bored because you have nothing to do? 1. No access to surface water during map generation? Dig some wells, silly! Not able to control units during combat? That's because you didn't assign any guards or leave any specialists behind to defend your colony. There were some valid complaints in a handful of reviews about the UI being counter-intuitive in some parts - biggest example is that the Food Consumption stat is based on food consumed per day, but Food Production is based on the amount of food produced per building per work cycle, which is considerably FASTER than one day - however most of them were complaining about things that really boiled down to skill issues. I was a little concerned at first because of all the negative reviews, but I decided to give Surviving the Aftermath the benefit of a doubt since it was made by the same devs who did Surviving Mars.Īfter playing for a solid 12 hours straight, I'm starting to wonder if the people who wrote those negative reviews even played the same game that I did! Oh, and meteors falling out of the sky and mutant sandworms and Fallout-style bandits harassing your base :) Solid survival colony management sim - reminds me of Banished in a lot of ways, only with deeper gameplay, controllable Specialist hero units, and more emphasis on exploration.
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