11/13/2022 0 Comments Surviving the aftermath gameplay![]() Through this, one metal scrap collector building can drain a scrap heap and then simply target the next one, if you decide that the time spent walking back and forth by workers isn’t taking too long. The initial set up for your colony can be quite fast, with the main micro-management coming from needing to set the work zone of a building. The farms work on a cycle, growing and then harvesting at different speeds and yields depending on what you’re growing, and you’re going to want to quickly start using any new seeds that you come across in your encounters, as they will likely be better in both the short and long term. They will quickly get gobbled up, so you need to set down roots more literally with plots of land to grow seeds, and both fishing and trapping huts for more sustainable sources of food. You’ll also want to scout out and harvest bushes of berries early on, as a simple source of food for your endlessly hungry survivors. All of them are the remains of the lost civilisation that once ruled the planet, and all but the last of them can still be repurposed to build your post-apocalyptic colony. Piles of wooden boards, plastic rubbish and metal scrap heaps, crumbling remains of buildings, toxic nuclear sludge. Scanning your surroundings, you’ll find a procedurally generated assortment of resources and hazards. You also don’t have to worry about domes and connecting things up, with everything working independently and the survivors simply ambling around. Immediately, you feel the difference of not having a hex-based grid to live by, as you did on Mars, and can place your buildings pretty freely on a square grid. You have to use that pool of starting resources quickly and effectively to get your camp up and running, building shelters out of recycled plastics, water wells, and the first resource gathering and fabrication buildings. Whatever you choose, you start with just a handful of resources next to a broken down shell of a car, and a bunch of now homeless survivors. It goes from 33% at its easiest, up to 100% at its most gruelling. How irradiated is the environment, how fertile and warm, how many catastrophes still ravage the surface, how large is your starting band of survivors, and just how difficult do you want the outer world to be? Each step gives you three levels to choose from, letting you really tweak and customise the difficulty to be as low, high, or middling as you want. Instead of picking a sponsor for an interstellar mission, you’re determining what happened to the world and your band of survivors. You do, however, still start off setting your difficulty level. What could easily have been called Billy Bob’s Post Apocalyptic Settlement Sim became Surviving the Aftermath instead.Īnd so, from those completely different origins, you find very different gameplay to Surviving Mars. With Haemimont deciding to pursue other projects and Paradox owning the IP, the publisher saw the parallels and the opportunity to found a new franchise. The tale of how it came to be is actually a rather interesting one, with Iceflake approaching Paradox Interactive two years ago with their concept for a survival colony builder, well before the release of Surviving Mars. Where Surviving Mars came from Haemimont Games, most famous for older entries in the Tropico series, Surviving the Aftermath is instead from Finnish developer Iceflake Studios. Thematically similar, with an emphasis on simply surviving the elements, everything else is completely different… right down to the developers! Surviving the Aftermath and Surviving Mars might be part of the new ‘Surviving’ franchise that Paradox Interactive are trying to kickstart, but make no mistake, these are two very different games. ![]()
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