Entering the Middle Ages is a good entry point into the colony Sims


There is a euphemism Fans used to describe the colony management game: crunchy. It’s not like a soft deciduous bed. It’s crunchy like a mouthful of stone. It always sounds meaningful to build, manage and organize a society to run on its own, until you get stuck in the depths of some kind of biofuel refining game system and your sanity leaks out of your ears. (Hello there, Fringe world.)

Early access release on June 1, Towards the Middle Ages It is a colony simulation game, suitable for those who have always thought that they might like them but are intimidated by their bottomless abyss.This is the first game of the independent game studio Foxy Voxel, available on PC steam with Epic Games Store.

After the plague ravaged 95% of the population, the game began in England in the 14th century. The survivors must build a new civilization in nature themselves. Players use randomly generated statistics and some basic supplies to place three colonists: wood, linen, short bow, and so on. The game is to keep them alive and, ideally, flourish. First, under the hay bed and straw roof. Then, as you gather more wood or iron in huts and castles. You expand the colony from a primitive hunter-gatherer society to an agricultural center or even a magnificent town.

Of course, this requires courage and planning. The player assigns work to the colonists and arranges their days so that they have enough sleep and leisure to stay healthy and happy. Once the production engine of the settlements is established, Towards the Middle Ages Become a satisfying machine. One colonist grows cabbage, while the other drags it to the storage room; the third cooks it into hot rice, and the fourth one who is full goes to chop the tree. You can sit down and watch your colonists succeed, switching a few switches every few minutes. The numbers are rising. Over time, you will unlock new systems-tailoring, preserving food, forging swords, etc.-all of which require new resources and workflows.

Disasters, large or small, have broken the comforting state of flow. Early in my game, I neglected to harvest enough berries to feed the villagers before the first attack. When the intruder left for a few days, I didn’t have enough wood to add a fixed settlement. My villagers barely slept and basically had no food, so I cringed to build a half-foot wooden ichthyosaur to protect the camp. After a brief melee, my favorite reading guy was killed, which weakened the colony’s ability to research new technologies.

Towards the Middle Ages Can inspire a low-level anxiety that is not unpleasant. Failure is only a short-lived feeling. It was quickly replaced by tactics and optimism. For certain problems, there are certain solutions. As you progress through the game, a wave of new systems sweeps you (rather than crashing). The combination of micro-management psychology and macro-management society is immediately fascinating.

A small but meaningful blessing Towards the Middle Ages Is its intuitive menu. There is no need to flip through tabs to find specific statistics or resources, and there is no UX disaster that destroys immersion. The game will not severely punish you for missing important menus (or systems) in the early stages, allowing you to gradually appreciate the new game loop.The only frustration comes from Towards the Middle AgesVerticality-players can build up. It is more difficult than it should be to switch the bird’s eye view between the resources in the warehouse and the warehouse roof.

Towards the Middle Ages Not exactly basic; it’s just better than Fringe world And other similar games. Eventually, with the enrichment of developers, the game will get some “more brittle” systems: settlement diplomacy, snow, animal husbandry. Now, in its early stages, it is a refreshing and easy-to-play simulation game, and it is ranked high on the Steam leaderboard for good reasons.


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