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Is it any good?
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>>2325237
yeah I daresay one of the most unique games lately I've played
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It's a new genre. As a city builder, it's bad since everything is impermeant, but as a rogue-like it is brilliant.
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>>2325237
goty-level, yeah. dlcs are a little weak though
>>
its fine
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>>2325237
Its fun, but its also really hard, as someone who played a lot of city builders, I have yet to get a good handle on it.
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>>2325237
I keep coming back to it, it's pretty much one of a kind.
The learning curve is on the steeper side, not insanely so but you do need a brain to play.

But where it really shines is that a lot of the mechanics and gameplay is emergent in that they only appear once you reach higher challenges (prestige levels).

Everything up to viceroy is really just tutorial mode as the settlements usually reach their goal the moment it starts really getting fun with completed supply chains and luxury production.
But once you hit prestige the true depth and possibilities the game has to offer starts showing.
>>
>>2325237
It's very good. The big 2 downsides, for me, is that my engagement with it is purely difficulty-driven, and now that I've done the last seal and beat P20, I don't want to play it again. And that DLC content, while funny, seems fairly weaker than the base game, which doesn't translate well with the first point: if I want to win in P20, my best bet is to not engage with the DLC biomes.
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>>2325528
oh thats good to hear, I tried it previously and got kind of bored of how easy it was yet I didn't crank up the difficulty for some reason
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>>2325237
It's good if you want to focus on logistics and not the gay sissy aesthetics like other city builders.
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How much of a rogue-like is it? Does it involve doing the same shit again and again with different rng each time?
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>>2325920
yeah at first there wasn't any motivation to increase the difficulty storywise, but they added an overreaching story-arc where you're encouraged to close certain seals, which forces you to build your settlements farther and farther away from the capitol, which automatically increases the difficulty for you.

Another thing I adore about this game are the small visuals and sound effects in the changing seasons. That feeling when the Storm clears and you reach a new Drizzle season.....
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>>2326146
It's kind of a roguelike deckbuilder
There are "checkpoints."
As you progress through stages you get access to more structures that are more specialized and efficient at certain things giving you more options to beat subsequent stages. Sometimes you just don't get the resources you need or the quests don't mesh with what you can do so you have to abandon an outpost and try again.
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>>2326146
yeah your job is to build a small settlement and reach a certain goal, which can be done by different means, then moving on to the next spot and repeat.

Every time you complete a settlement, you receive some resources which you can spend to permanently improve your starting conditions for the next settlements, which allows you to move further and further away from the starting point increasing the difficulty.

Your old settlements get added as trade contacts.

After about 5 to 10 settlements a big storm wipes away all settlements and you start anew in the center capitol (but you keep the improvements and upgrades)



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