Share
submit to reddit
Pin it
Settlement Survival - title

In a Nutshell

WHAT I LIKE

  • Timeline U.I. facilitates long-term planning
  • Timeline discourages save-scumming
  • Pressure to produce excess supplies
  • Alternate recipes for some items
  • Robust technology tree
  • Complicated logistics
  • Disasters affect resources instead of directly killing population
  • Attractive, vibrant visuals

WHAT I DISLIKE

  • Slow pace of play
  • Complicated, imbalanced economy
  • Inaccurate descriptions and some translation errors
  • Limits opportunities for expressive play
  • Can't build on diagonals
  • Windmills buff pastures instead of farms
  • Decorations are locked behind coins

Overall Impression : C+
Solid simulation, but less expressive than I would like

Settlement Survival - cover

Developer:
Gleamer Studio

Platforms:
PC (via Steam)

MSRP: $20 USD

Original release date:
24 October 2022

Genre:
Simulation city-builder

Player(s):
single player

Play time:
20+ hours

ESRB Rating: N/A
My parental advice: appropriate for all ages:
Depictions of alcohol and tobacco, but nothing potentially offensive.

Official site:
gleamer-studio.prezly.com/

As my frequent readers probably know, I am a sucker for city-building and village-building games. I buy a few new ones almost every year, and ever since the release of Banished, the medieval village sim has been all the rage. Though it looks like post-apocalyptic settlement builders are also becoming a hot sub-genre -- probably as a result of the popularity of the settlement-building in Fallout 4. Anyway, last year, Chichian encouraged me to try out a then-Early Access title called Settlement Survival. I was hooked on it for a couple months, and then set it aside with the intent to come back to it later. In the meantime, the game saw its official Steam retail release, which encouraged me to go back and give it a second go (and formal review).

Time to plan

Settlement Survival is one of the more addictive and challenging city-builders that I've played. It features a complicated web of production chains and resources, which can be a real challenge to plan and manage. Trying to unlock and use everything in a single village will take a lot of time, effort, and planning.

Settlement Survival provides a handy-dandy timeline in the top right corner of the screen which shows when all the seasons start and end, and which also shows icons for important upcoming events. Everything from the arrival of a merchant ship, to incoming immigrants, and even disasters or other random events will be forecast a whole year in advance. This gives the player plenty of time to plan ahead, and avoids the problem of the player feeling un-prepared to take advantage of an un-expected boon or to mitigate a surprise disaster.

This timeline is the core gimmick of the game, as it enables long-term planning.

There are also random events that are not forecast on the timeline, and they often require that the player have certain resources or tools on-hand. But these are rarely destructive, so worst case is that you miss out on the opportunity to get some free bonus resources (which you may or may not have needed anyway). Nevertheless, it does put a pressure on the player to build up a surplus stockpile of many goods in case one of these events pops up. Tools and beer being the most common items used for such events, based on my experience.

This timeline helps to create some medium and long-term planning and reward structures that really makes the game crazy addictive. There's the short-term goals for things like building the next building. Then there's the medium-term goals like completing the next harvest season. And then there's the longer-term goals like accumulating goods to trade to an incoming merchant ship, waiting for the next tech to unlock, or waiting for the next batch of immigrants to give you a labor surplus that can allow you to go on the next wave of building infrastructure. There's always some milestone right over the horizon, and then another right beyond that, and I find myself playing longer than I had planned, and long after I should have gone to bed, because I want to get to that next harvest, or trade opportunity, or make sure that I get through that next disaster.

This also means that random disasters don't feel as annoying because you have plenty of warning that a disaster is coming, and can prepare accordingly. Further, the disasters themselves rarely kill population or destroy infrastructure directly. Rather, they usually impact your resource-generation for a period of time. So most disasters are mitigated simply by stockpiling the affected resource ahead of time.

There are also random events that do not appear on the timeline.

The timeline also discourages save-scumming. Disasters are forecast a whole in-game year ahead of time, so re-loading to before the disaster would require going back more than a whole year. And that might not even necessarily save you, since I've noticed that the disasters still happen at the same time, even if I go back to a save from before the disaster shows up in the timeline. I'm not sure how long in advance they are generated, but the fact that I know that I can't avoid it by simply reloading and re-rolling a die means that I'm more inclined to batten down the hatches and just roll with whatever happens.

The end result is that the gameplay ends up feeling more organic, and the challenge of surviving and growing your fledgling settlement remains relatively high. When I do save-scum, it's usually to undo some mistake that I made, so that I learn from my mistake, fix it and do better; rather than to outright cheat by undoing some random event that the game threw at me.

Building bridges, not walls

Population is, of course, the most precious resource. Maximizing birth rates and minimizing premature deaths is absolutely crucial to growing the settlement. I rarely had a settlement completely collapse such that everyone died. Instead, I have had to restart or reload from earlier saves because I didn't build enough houses, birth rates plummeted, and the trickle of immigrants didn't offset the death rate. Even though the population remained relatively stable, it would usually reach an equilibrium at a point in which I didn't have enough workers to work all my infrastructure, which meant that I couldn't accumulate excess supplies for trade -- let alone start building and working new infrastructure.

Periodic waves of immigrants are absolutely essential to growing a small settlement.

I've been seeing a lot of these little settlement simulators emphasizing immigration more and more (probably because it's become a hot-button political issue around the world due to the boom of climate and conflict refugees), and Settlement Survival is no exception.

In the early game, the semi-regular waves of immigrants are absolutely essential. New births are few and far between, and children have to wait several years before they can go to work anyway. Immigrants ensure that you can continue to grow and work new infrastructure. However, as your village grows, immigrants become less essential. As long as you have adequate housing and healthcare, the birthrate will rise and lifespans will increase to the point that the settlement's growth is sustainable without the influx of immigrants. Eventually, immigrants can potentially become more of a liability, as they could potentially introduce exotic new diseases to your growing population. Even so, more workers is always good, and I've always found it hard to turn down immigrants. Better to just build more clinics, research the cures for each disease ahead of time, and hope for the best.

Trade in a vacuum

The complicated nature of the production chain means that many of the things that you unlock in one tech tree will have implicit prerequisites in completely different tech trees. On the one hand, the level of detail in the production chains, and the massive variety in what can be produced, is impressive. On the other hand, these indirect prerequisites for many buildings severely limit the player's freedom to specialize their village in one way or another. The tech tree and unlock progression begins to feel more like a series of false choices, as the actual path that you have to follow to unlock items remains fairly rigid.

For example, a fishing dock is available in the "Agriculture" tech tree. But it requires wooden planks, which can only be built by sawmills, which are unlocked in the "Construction" tech tree. Similarly, many mid-tier processing buildings require cut stone or bricks, which means that you have to invest in quarries, stone-working (for stone-cutting), sand-mining (for clay), and kilns (for brick-making).

The player can buy and sell goods with off-map traders.

Further still, the supply of stone and iron on the map is limited. This means that you'll have to invest in the basic mining and quarry techs earlier, rather than sooner.

Sure, you could skip certain prerequisites and just buy the raw materials that you need. But doing so is expensive, and is also unreliable. The merchant ship goods are randomized, so you can't rely on the merchants having a specific raw material. Caravans to factions can buy pretty much any resource or supply, but they can be expensive and a caravan requires a sizeable investment in population that is impractical to spare during the early decades of a settlement. As such, having a settlement that harvests all of its own raw materials and produces every product along the production chains really feels like it's the only viable way to play.

Market square

I am also bothered by some of the rules for how villages must be organized in Settlement Survival. This game doesn't leave a whole lot of freedom for the player to express themselves with the organization of our village, due to the limited range of certain buildings. All houses (except for tents) can only be built within the range of a Market. And the range of the market isn't very big. It's basically enough room for 1 large block of houses, or maybe 2 smaller blocks, in every direction.

This means that houses basically have to be crammed in around the market. Otherwise, you'll quickly run out of space for houses and won't be able to keep up with the population growth. Either people will be left homeless, or they will cram into your boarding house or tents. If they're stuck in the boarding house or tent, they won't have children, which will probably lead to your birthrate falling behind your death rate, and your whole village's population will start to collapse.

The space in which houses can be legally built is limited to the small range of a Market.

This can be tough to overcome, because it would require building additional Markets before you can even place new homes. That market will require additional population to work it, not to mention the labor and time to procure the materials and actually build the thing. Then you have to start building the houses, which takes additional time, labor, and materials. If you're lucky, you'll get it all done before your population has fallen too much. If you're unlucky, you'll have to pull workers out of other necessary jobs, like farming, fishing, wood-cutting, and water-fetching, which can lead to a lack of necessary supplies, which will lead to further deaths, which will force you to pull additional workers from yet more necessary facilities.

People in the boarding house won't have babies.

Yes, this is all part of the challenge of the game. Building and maintaining the infrastructure to meet the needs of your population is the whole game. That's fine. I just feel like the small area in which houses are even legal to build is much too restrictive.

If you want to put a bunch of services and shops around your Markets because you want that Market to act as a sort of central hub of village activity, then you simply won't have room to build enough houses.

This problem is complicated by the poorly-documented functions of other range-based service buildings, such as the Church and Clinic. These buildings also have an area of effect, but the game is very un-clear about what the area of effect actually does. People who are sick or injured will walk to the Clinic from seemingly any distance. So what is the point of the building's range? Does the range act as some kind of passive prevention for injury or illness? And if so, does that only apply to houses, or to workplaces? Should I be building my Clinics right next to my Markets to maximize how much of its range overlaps with my houses and increase the lifespan of villagers? Or should I be building my Clinics near dangerous workplaces like mines and quarries in order to prevent or treat workplace injuries?

What are the exact effects of the range of the Church and Clinic?

Similarly, does the Church only provide religious happiness to people who live within the Church's range? Or will people go to the Church to pray, even if they live and work outside of its range? If it's the former, then that sucks, because aesthetically, I prefer to build my Church at the edge of the village so that I can place a large cemetery next to it. If I have to build the Church next to the Market to keep it as close to the houses as possible, then I can't build the cemetery next to the Church. Or if I do build the cemetery next to the Church, then it will take up a lot of the valuable real estate that should be dedicated to homes.

In the end, it seems to me like the optimal master plan for a village is to start with a central Market, with the Clinic and Church adjacent, and houses completely filling the rest of the Market's range. Then resource and production buildings should be built in layers surrounding the central Market and homes, or they should be built in spokes coming out from that central Market and homes. Any other layout for your village (that doesn't cram as many houses next to the Market as possible) seems to be a recipe for unnecessary hardship later in the game.

Layouts that try to centralize processing buildings and storage near Markets are not very viable.

Diagonal environment, but no diagonal buildings

Worse yet, organizing your resource and production infrastructure in spokes around your central Markets isn't all that viable either. The reason for this is that the game does not allow any buildings to be built on diagonals. This is despite the fact that the maps will often generate landscapes that are full of diagonal features, and people will frequently walk in diagonal directions because it's the shortest path to where they're going.

Buildings roads on a diagonal can be very tedious.

We can force roads to run along diagonals by manually laying them down in zig-zaggy patterns, so it is possible to lay down roads along the diagonal paths that villages will frequently follow. But if you build roads on diagonals, you kind of make it that much harder to efficiently fill in the space with buildings.

The bigger problem, thus, is trying to deal with certain environmental features on the map. Settlement Survival's map generator loves to generate rivers and mountains that run along diagonals, despite the fact that the fishing docks, watermills, mines, and quarries that are supposed to be built along these features cannot be built on diagonals. I frequently run into problems in which I cannot place watermills or mines where I want because they just don't fit on the river or mountain because that river or mountain runs along a diagonal.

It can be hard to place watermills along rivers because rivers often run on diagonals.

Yes, there is a terraforming tool that is unlockable in the tech tree. This tool can be used to level river or mountain tiles into flat land and make room for your buildings. It is also easy to bee-line for, because it only has 2 prerequisite techs. However, those prerequisite techs are things that aren't necessary or useful to build until you're a couple decades into a game.

The opportunity cost of taking those 2 prereqs early will mean that you have to wait longer to get other techs that are more useful for a young, developing village. It might mean delaying the techs that unlock fishing docks, mines, quarries, or sawmills. And you really don't want to wait too long to unlock fishing docks, mines, and quarries because they can receive buffs from certain resource deposits in the environment. But those resource deposits can be completely removed from the game if certain disasters strike. So you really want to get those harvester buildings up and running as early as possible in order to maximize how long you can take advantage of those resource buffs.

Certain disasters will destroy certain resource buffs.

Gleamer Studio's village; not yours

Settlement Survival further dumbfounds me by the ways that it goes out of its way to limit the player's ability to express themselves. Not only are some settlement configurations mechanically discouraged, we can't build on diagonals, and some tech tree choices feel like false choices, but Settlement Survival also locks all of its decorative objects behind expensive coins. You'll get a small stockpile of these silver coins by completing a set of milestones at the beginning of the game, but after that, they are only acquired through trade with the other factions.

Early in the game, these coins are most useful for buying expensive items from merchant ships or the other factions. Things like livestock or new plant seeds can be prohibitively expensive to acquire through simple barter, so I often have to make up the difference with silver coins. This means that decorations are basically only accessible to mature, late-game villages that have been doing a lot of trading, or which have built a silver coin mint. Not being able to decorate the villages earlier really sucks away a lot of the personalization and sense of ownership and connection to the village.

I just want to be able to build simple decorative objects like wooden fences, a bulletin board, some park benches, and maybe some hedge rows. But doing so would cost thousands of silver coins!

Decorative objects cost resources and valuable silver coins.

I get why they cost coins. It's probably a way to make these coins feel valuable after the player has already acquired all the seeds and livestock that they want. But why are they so expensive?! I started playing this game when it was still in early access, and I do not remember the decorative objects being this expensive!

Another minor aesthetic nitpick that I have is that I do not like that windmills buff adjacent pastures. I really think that windmills look better (and more realistic) when surrounded by farms or orchards. I would much prefer that compost factories should buff adjacent farms, the farms should buff adjacent windmills, and the fodder factory should buff adjacent pastures. And maybe butchers could be buffed by having adjacent pastures.

I'm also not sure how fertilizer and fodder works. Fishing docks have a checkbox for whether to use fishing nets, but farms and pastures do not have any such checkbox for using fertilizer or fodder (respectively). At least, not that I could find. So do fertilizer and fodder get automatically delivered to farms and pastures, and automatically used if they are in the inventory? Or do I have to do something to use the fertilizer or fodder?

So while I was initially impressed with the variety and expressiveness of Settlement Survival, as I played more and more, I started to realize that I was playing all of my new settlements pretty much the same. This largely killed the future replay value for the game, as I became less and less inclined to grind through the early stages of the game to get the basic infrastructure up and running. There are options to start the game with more infrastructure and population, but it's not enough to really solve the core problem.

I basically feel like I've optimized the fun out of the game, and it's happened far earlier than I would like it to. Sure, that's probably on me, but I feel like the game itself really nudged me in that direction every chance it got.

Nevertheless, Settlement Survival hits all the important aspects of creating an addictive and challenging little medieval city-builder. If you're looking for a new game to scratch the Banished itch, Settlement Survival is a good choice.

A minor nitpick: I prefer the look of windmills surrounded by farm fields, but they only buff adjacent pastures.

Tags:, , , , , ,

Other Game Reviews I've Published

>Observer_>Observer_12 Minutes12 Minutes
35mm35mmAce Combat 7Ace Combat 7
ADR1FTADR1FTAlan WakeAlan Wake
Alan Wake 2Alan Wake 2Alien: IsolationAlien: Isolation
Amnesia: a Machine for PigsAmnesia: a Machine for PigsAmnesia: RebirthAmnesia: Rebirth
Amnesia: The BunkerAmnesia: The BunkerAmnesia: the Dark DescentAmnesia: the Dark Descent
Among the SleepAmong the SleepAssassin's Creed IIIAssassin's Creed III
Assassin's Creed IV: Black FlagAssassin's Creed IV: Black FlagAssassin's Creed: OriginsAssassin's Creed: Origins
Assassin's Creed: ValhallaAssassin's Creed: ValhallaAtomic SocietyAtomic Society
Axis Football 18Axis Football 18Axis Football 2019Axis Football 2019
Axis Football 2020Axis Football 2020Axis Football 2021Axis Football 2021
Axis Football 2023Axis Football 2023Axis Football 2024Axis Football 2024
Back to the Future Episode OneBack to the Future Episode OneBackbreaker FootballBackbreaker Football
BanishedBanishedBatman: Arkham CityBatman: Arkham City
Battlefield 1Battlefield 1Blair WitchBlair Witch
BloodborneBloodborneBloodborne: the Old HuntersBloodborne: the Old Hunters
Call of Duty World War IICall of Duty World War IICatherineCatherine
Cities SkylinesCities SkylinesCities Skylines IICities Skylines II
Cities Skylines: After DarkCities Skylines: After DarkCities Skylines: AirportsCities Skylines: Airports
Cities Skylines: CampusCities Skylines: CampusCities Skylines: Financial Districts + World TourCities Skylines: Financial Districts + World Tour
Cities Skylines: Green CitiesCities Skylines: Green CitiesCities Skylines: Hotels & RetreatsCities Skylines: Hotels & Retreats
Cities Skylines: IndustriesCities Skylines: IndustriesCities Skylines: Mass TransitCities Skylines: Mass Transit
Cities Skylines: Natural DisastersCities Skylines: Natural DisastersCities Skylines: ParklifeCities Skylines: Parklife
Cities Skylines: Plazas & PromenadesCities Skylines: Plazas & PromenadesCities Skylines: SnowfallCities Skylines: Snowfall
Cities Skylines: Sunset HarborCities Skylines: Sunset HarborCities: Skylines: Match Day & ver. 1.4Cities: Skylines: Match Day & ver. 1.4
CitiesXL & Cities XXLCitiesXL & Cities XXLControlControl
Crusader Kings IIICrusader Kings IIIDark SoulsDark Souls
Dark Souls Artorias of the Abyss DLCDark Souls Artorias of the Abyss DLCDark Souls IIDark Souls II
Dark Souls II: Scholar of the First SinDark Souls II: Scholar of the First SinDark Souls IIIDark Souls III
Dark Souls III: Ashes of AriandelDark Souls III: Ashes of AriandelDark Souls III: the Ringed CityDark Souls III: the Ringed City
Darker SkiesDarker SkiesDawn of ManDawn of Man
Dead Space (2023)Dead Space (2023)Dead Space 2Dead Space 2
Death StrandingDeath StrandingDeath's GambitDeath's Gambit
Deliver Us The MoonDeliver Us The MoonDemon's SoulsDemon's Souls
Demon's Souls (PS5)Demon's Souls (PS5)DepravedDepraved
DeracineDeracineDevil May Cry 5Devil May Cry 5
Disco ElysiumDisco ElysiumDmC (Devil May Cry)DmC (Devil May Cry)
DOOM (2016)DOOM (2016)DreadOutDreadOut
Elden RingElden RingEndling: Extinction Is ForeverEndling: Extinction Is Forever
Event [0]Event [0]F.T.L. (Faster Than Light)F.T.L. (Faster Than Light)
Fallout 4Fallout 4Fallout ShelterFallout Shelter
Far Cry PrimalFar Cry PrimalFinal Fantasy VII RemakeFinal Fantasy VII Remake
Final Fantasy XIIIFinal Fantasy XIIIFinal Fantasy XVFinal Fantasy XV
FirewatchFirewatchFive Nights at Freddy'sFive Nights at Freddy's
Game of Thrones (Telltale series 1-2)Game of Thrones (Telltale series 1-2)Ghost of TsushimaGhost of Tsushima
God of War (2018)God of War (2018)God of War IIIGod of War III
Gone HomeGone HomeGran Turismo 7Gran Turismo 7
Grand Theft Auto VGrand Theft Auto VGreen Hell VRGreen Hell VR
Hell Let LooseHell Let LooseHellblade: Senua's SacrificeHellblade: Senua's Sacrifice
Her StoryHer StoryHumankindHumankind
Imagine EarthImagine EarthKayak VR MirageKayak VR Mirage
Kingdom Come: DeliveranceKingdom Come: DeliveranceL.A. NoireL.A. Noire
Layers Of Fear 2Layers Of Fear 2Legend BowlLegend Bowl
Letters To A Friend: FarewellLetters To A Friend: FarewellLifeless PlanetLifeless Planet
Lollipop ChainsawLollipop ChainsawMad MaxMad Max
Madden NFL 11Madden NFL 11Madden NFL 12Madden NFL 12
Madden NFL 13Madden NFL 13Madden NFL 15Madden NFL 15
Madden NFL 16Madden NFL 16Madden NFL 17Madden NFL 17
Madden NFL 18Madden NFL 18Madden NFL 19Madden NFL 19
Madden NFL 20Madden NFL 20Madden NFL 21Madden NFL 21
Madden NFL 22Madden NFL 22Madden NFL 23Madden NFL 23
Madden NFL 24Madden NFL 24MADiSONMADiSON
Mars Rover LandingMars Rover LandingMarvel's Spider-ManMarvel's Spider-Man
Marvel's Spider-Man 2Marvel's Spider-Man 2Marvel's Spider-Man: Miles MoralesMarvel's Spider-Man: Miles Morales
Master of Orion: Conquer the StarsMaster of Orion: Conquer the StarsMaximum Football 2018Maximum Football 2018
Maximum Football 2019Maximum Football 2019Maximum Football2020Maximum Football2020
Metal Gear Solid V: the Phantom PainMetal Gear Solid V: the Phantom PainMiasmataMiasmata
Middle-Earth: Shadow of MordorMiddle-Earth: Shadow of MordorMiddle-Earth: Shadow of WarMiddle-Earth: Shadow of War
Monster Hunter: WorldMonster Hunter: WorldMoons of MadnessMoons of Madness
NCAA Football 11NCAA Football 11NCAA Football 12NCAA Football 12
NCAA Football 13NCAA Football 13NFL Pro EraNFL Pro Era
NiohNiohNo Man's SkyNo Man's Sky
ObservationObservationOuter WildsOuter Wilds
Outer Wilds: Echoes of the EyeOuter Wilds: Echoes of the EyeOutlastOutlast
Pacific DrivePacific DrivePapers, PleasePapers, Please
Portal 2Portal 2Red Dead RedemptionRed Dead Redemption
Red Dead Redemption IIRed Dead Redemption IIResident Evil 2Resident Evil 2
Resident Evil 3Resident Evil 3Resident Evil RemasteredResident Evil Remastered
Resident Evil VII: BiohazardResident Evil VII: BiohazardResident Evil VIII VillageResident Evil VIII Village
Return of the Obra DinnReturn of the Obra DinnRock Band 3Rock Band 3
Room 404Room 404Sekiro: Shadows Die TwiceSekiro: Shadows Die Twice
Settlement SurvivalSettlement SurvivalShadow of the Colossus (2018)Shadow of the Colossus (2018)
Sid Meier's Civilization VSid Meier's Civilization VSid Meier's Civilization V: Brave New WorldSid Meier's Civilization V: Brave New World
Sid Meier's Civilization V: Gods & KingsSid Meier's Civilization V: Gods & KingsSid Meier's Civilization VISid Meier's Civilization VI
Sid Meier's Civilization VI: Gathering StormSid Meier's Civilization VI: Gathering StormSid Meier's Civilization VI: Rise and FallSid Meier's Civilization VI: Rise and Fall
Sid Meier's Civilization: Beyond EarthSid Meier's Civilization: Beyond EarthSid Meier's Civilization: Beyond Earth Rising TideSid Meier's Civilization: Beyond Earth Rising Tide
Silent Hill 4: the RoomSilent Hill 4: the RoomSilent Hill HD CollectionSilent Hill HD Collection
Silent Hill: Shattered MemoriesSilent Hill: Shattered MemoriesSilent Hill: The Short MessageSilent Hill: The Short Message
Silicon DreamsSilicon DreamsSillent Hill DownpourSillent Hill Downpour
SimCity (2013)SimCity (2013)SimCity BuilditSimCity Buildit
SomaSomaSong of HorrorSong of Horror
Spider-Man: Edge of TimeSpider-Man: Edge of TimeSpider-Man: Shattered DimensionsSpider-Man: Shattered Dimensions
Star Trek ResurgenceStar Trek ResurgenceStar Trek TrexelsStar Trek Trexels
Star Wars Battlefront IIStar Wars Battlefront IIStar Wars Jedi Fallen OrderStar Wars Jedi Fallen Order
Star Wars SquadronsStar Wars SquadronsStellarisStellaris
Stellaris mod: New HorizonsStellaris mod: New HorizonsStranded DeepStranded Deep
StrayStrayTacomaTacoma
The Amazing Spider-ManThe Amazing Spider-ManThe Amazing Spider-Man 2The Amazing Spider-Man 2
The Callisto ProtocolThe Callisto ProtocolThe Elder Scrolls V: SkyrimThe Elder Scrolls V: Skyrim
The Elder Scrolls V: Skyrim DLCThe Elder Scrolls V: Skyrim DLCThe Evil WithinThe Evil Within
The Evil Within 2The Evil Within 2The Last GuardianThe Last Guardian
The Last of UsThe Last of UsThe Last of Us Part IIThe Last of Us Part II
The Outer WorldsThe Outer WorldsThe SaboteurThe Saboteur
The SwapperThe SwapperThe Witcher 3 expansionsThe Witcher 3 expansions
The Witcher 3: Wild HuntThe Witcher 3: Wild HuntThis War of MineThis War of Mine
This War of Mine: the Little OnesThis War of Mine: the Little OnesTomb Raider (2013)Tomb Raider (2013)
Total War: AttilaTotal War: AttilaTotal War: Rome IITotal War: Rome II
Total War: Shogun 2Total War: Shogun 2Total War: Shogun 2: Fall of the SamuraiTotal War: Shogun 2: Fall of the Samurai
TrineTrineTropico 5Tropico 5
U-BoatU-BoatUltimate General: Civil WarUltimate General: Civil War
Uncharted 3: Drake's DeceptionUncharted 3: Drake's DeceptionUntil DawnUntil Dawn
VirginiaVirginiaVisageVisage
What Remains of Edith FinchWhat Remains of Edith Finch 

Comments (1) -

Greenfurrymoose
Greenfurrymoose
05/17/2023 00:11:41 #

Really good review of the game! I had the same joys frustrations when playing Settlement Survival in early access. I put the game aside for a while and picked it up again recently, and a few of the issues have been solved, for example the tool tips for buildings state whether it's citizens or residents that get the benefit, so you know whether it just affects houses or it's a general AoE. The trading factions also add a good end game feature, and provide buildings that are useful as your map is filling up. I would prefer if the sandbox had more customisation though, for example having everything available or limiting certain things, such as certain technologies - this would help new players to learn about the mechanics of the fairly directed way to spend research points, or allow the game playthrough time to be adjusted. Personally I find the open sandbox too fast, but I might try again with making the other settings harder to provide a challenge.

06/24/2023 05:53:41 #

1

06/24/2023 06:01:49 #

1

06/24/2023 06:02:10 #

1

06/24/2023 06:02:30 #

1

06/24/2023 06:02:33 #

1

06/24/2023 06:02:35 #

1

06/24/2023 06:02:37 #

1

06/24/2023 06:02:40 #

1

06/24/2023 06:02:41 #

1

06/24/2023 06:03:02 #

1

06/24/2023 06:03:28 #

1

06/24/2023 06:03:52 #

1

06/24/2023 06:04:18 #

1

06/24/2023 06:04:53 #

1

06/24/2023 06:05:31 #

1

06/24/2023 06:05:56 #

1

06/24/2023 06:05:58 #

1

06/24/2023 06:06:31 #

1

06/24/2023 06:07:12 #

1

06/24/2023 06:07:53 #

1

06/24/2023 06:08:22 #

1

06/24/2023 06:08:49 #

1

06/24/2023 06:09:23 #

1

06/24/2023 06:09:55 #

1

06/24/2023 06:10:38 #

1

06/24/2023 06:11:04 #

1

06/24/2023 06:11:06 #

1

06/24/2023 06:11:07 #

1

06/24/2023 06:11:09 #

1

06/24/2023 06:11:45 #

1

06/24/2023 06:12:31 #

1

06/24/2023 06:23:04 #

1

06/24/2023 06:23:59 #

1

06/24/2023 06:24:59 #

1

06/24/2023 06:25:01 #

1

06/24/2023 06:25:02 #

1

06/24/2023 06:25:03 #

1

06/24/2023 06:25:05 #

1

06/24/2023 06:25:06 #

1

06/24/2023 06:25:08 #

1

06/24/2023 06:25:10 #

1

06/24/2023 06:33:57 #

1

06/24/2023 06:35:04 #

1

06/24/2023 06:36:00 #

1

06/24/2023 06:36:41 #

1

06/24/2023 06:36:43 #

1

06/24/2023 06:36:45 #

1

06/24/2023 06:36:48 #

1

06/24/2023 06:36:49 #

1

06/24/2023 06:36:51 #

1

06/24/2023 06:37:34 #

1

06/24/2023 06:38:12 #

1

06/24/2023 06:38:56 #

1

06/24/2023 06:39:32 #

1

06/24/2023 06:40:15 #

1

06/24/2023 06:41:17 #

1

06/24/2023 06:42:17 #

1

06/24/2023 06:43:13 #

1

06/24/2023 06:44:11 #

1

06/24/2023 06:45:22 #

1

06/24/2023 06:45:23 #

1

06/24/2023 06:45:25 #

1

06/24/2023 06:45:27 #

1

06/24/2023 06:46:43 #

1

06/24/2023 06:47:58 #

1

06/24/2023 06:49:06 #

1

06/24/2023 06:49:09 #

1

06/24/2023 06:49:12 #

1

06/24/2023 06:49:14 #

1

06/24/2023 06:49:16 #

1

06/24/2023 06:49:18 #

1

06/24/2023 06:50:30 #

1

06/24/2023 06:51:46 #

1

06/24/2023 06:53:15 #

1

06/24/2023 06:54:48 #

1

06/24/2023 06:56:05 #

1

06/24/2023 06:57:30 #

1

06/24/2023 06:58:46 #

1

06/24/2023 07:00:00 #

1

06/24/2023 07:01:42 #

1

06/24/2023 07:02:55 #

1

06/24/2023 07:04:15 #

1

06/24/2023 07:05:38 #

1

06/24/2023 07:06:42 #

1

06/24/2023 07:07:37 #

1

06/24/2023 07:08:57 #

1

06/24/2023 07:10:02 #

1

06/24/2023 07:10:05 #

1

06/24/2023 07:10:08 #

1

06/24/2023 07:10:10 #

1

06/24/2023 07:11:17 #

1

06/24/2023 07:12:27 #

1

06/24/2023 07:25:34 #

1

06/24/2023 07:26:40 #

1

06/24/2023 07:27:32 #

1

06/24/2023 07:27:35 #

1

06/24/2023 07:27:38 #

1

06/24/2023 07:27:41 #

1

06/24/2023 07:27:42 #

1

06/24/2023 07:27:44 #

1

06/24/2023 07:28:40 #

1

06/24/2023 07:29:41 #

1

06/24/2023 07:31:03 #

1

06/24/2023 07:32:16 #

1

06/24/2023 07:33:11 #

1

06/24/2023 07:34:11 #

1

06/24/2023 07:35:16 #

1

06/24/2023 07:36:53 #

1

06/24/2023 07:37:46 #

1

06/24/2023 07:38:21 #

1

06/24/2023 07:39:08 #

1

06/24/2023 07:39:30 #

1

06/24/2023 07:40:01 #

1

06/24/2023 07:40:04 #

1

06/24/2023 07:40:07 #

1

06/24/2023 07:40:09 #

1

06/24/2023 07:40:13 #

1

06/24/2023 07:40:15 #

1

06/24/2023 07:40:35 #

1

06/24/2023 07:41:35 #

1

06/24/2023 07:42:03 #

1

06/24/2023 07:43:01 #

1

06/24/2023 07:43:31 #

1

06/24/2023 07:44:25 #

1

06/24/2023 07:44:41 #

1

06/24/2023 07:45:22 #

1

06/24/2023 07:45:49 #

1

06/24/2023 07:46:36 #

1

06/24/2023 07:46:50 #

1

06/24/2023 07:47:12 #

1

06/24/2023 07:47:15 #

1

06/24/2023 07:47:18 #

1

06/24/2023 07:47:21 #

1

06/24/2023 07:48:24 #

1

06/24/2023 07:48:57 #

1

06/24/2023 07:49:39 #

1

06/24/2023 07:50:20 #

1

06/24/2023 07:51:06 #

1

06/24/2023 07:51:40 #

1

06/24/2023 07:51:44 #

1

06/24/2023 07:51:46 #

1

06/24/2023 07:51:50 #

1

06/24/2023 07:51:54 #

1

06/24/2023 07:52:00 #

1

06/24/2023 07:52:26 #

1

06/24/2023 07:53:19 #

1

06/24/2023 07:54:07 #

1

06/24/2023 07:54:41 #

1

06/24/2023 07:55:30 #

1

06/24/2023 07:56:11 #

1

06/24/2023 07:56:42 #

1

06/24/2023 07:57:10 #

1

06/24/2023 07:57:31 #

1

06/24/2023 07:57:59 #

1

06/24/2023 07:58:22 #

1

06/24/2023 07:58:50 #

1

06/24/2023 07:59:03 #

1

06/24/2023 07:59:44 #

1

06/24/2023 08:00:06 #

1

06/24/2023 08:00:10 #

1

06/24/2023 08:00:15 #

1

06/24/2023 08:00:18 #

1

06/24/2023 08:00:53 #

1

06/24/2023 08:01:29 #

1

06/24/2023 08:02:22 #

1

06/24/2023 08:03:02 #

1

06/24/2023 08:03:50 #

1

06/24/2023 08:05:24 #

1

06/24/2023 08:06:35 #

1

06/24/2023 08:07:48 #

1

06/24/2023 08:08:56 #

1

06/24/2023 08:10:04 #

1

06/24/2023 08:11:45 #

1

06/24/2023 08:11:48 #

1

06/24/2023 08:11:53 #

1

06/24/2023 08:11:56 #

1

06/24/2023 08:13:04 #

1

06/24/2023 08:14:36 #

1

06/24/2023 08:16:17 #

1

06/24/2023 08:16:20 #

1

06/24/2023 08:16:23 #

1

06/24/2023 08:16:27 #

1

06/24/2023 08:16:31 #

1

06/24/2023 08:16:36 #

1

06/24/2023 08:18:08 #

1

06/24/2023 08:19:20 #

1

06/24/2023 08:20:37 #

1

06/24/2023 08:21:23 #

1

06/24/2023 08:21:58 #

1

06/24/2023 08:22:48 #

1

06/24/2023 08:23:24 #

1

06/24/2023 08:23:46 #

1

06/24/2023 08:23:52 #

1

06/24/2023 08:23:57 #

1

06/24/2023 08:24:01 #

1

06/24/2023 08:24:05 #

1

06/24/2023 08:24:08 #

1

06/24/2023 08:24:14 #

1

06/24/2023 08:24:17 #

1

06/24/2023 08:25:12 #

1

06/24/2023 08:26:25 #

1

06/24/2023 08:27:36 #

1

06/24/2023 08:28:13 #

1

06/24/2023 08:28:32 #

1

06/24/2023 08:29:51 #

1

06/24/2023 08:30:57 #

1

06/24/2023 08:31:06 #

1

06/24/2023 08:32:04 #

1

06/24/2023 08:32:15 #

1

06/24/2023 08:33:04 #

1

06/24/2023 08:33:15 #

1

06/24/2023 08:33:21 #

1

06/24/2023 08:33:25 #

1

06/24/2023 08:33:28 #

1

06/24/2023 08:33:37 #

1

06/24/2023 08:33:41 #

1

06/24/2023 08:34:29 #

1

06/24/2023 08:35:11 #

1

06/24/2023 08:35:53 #

1

06/24/2023 08:35:57 #

1

06/24/2023 08:36:00 #

1

06/24/2023 08:36:03 #

1

06/24/2023 08:36:11 #

1

06/24/2023 08:36:49 #

1

06/24/2023 08:37:36 #

1

06/24/2023 08:37:44 #

1

06/24/2023 08:38:20 #

1

06/24/2023 08:38:55 #

1

06/24/2023 08:39:04 #

1

06/24/2023 08:39:29 #

1

Contribute Comment

avatar


We'll incarnate your avatar from the services below.
PlayStation Network Steam Xbox LIVE Facebook MySpace Pinterest Twitter YouTube deviantART LiveJournal



biuquote
  • Comment
  • Preview


Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

Check out my YouTube content at YouTube.com/MegaBearsFan.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

FTC guidelines require me to disclose that as an Amazon Associate, I earn from qualifying purchases made by clicking on Amazon product links on this site. All Amazon Associate links are for products relevant to the given blog post, and are usually posted because I recommend the product.

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

The Humanity of NCAA Football's In-Season RecruitingThe Humanity of NCAA Football's In-Season Recruiting08/01/2022 If you're a fan of college football video games, then I'm sure you're excited by the news from early 2021 that EA will be reviving its college football series. They will be doing so without the NCAA license, and under the new title, EA Sports College Football. I guess Bill Walsh wasn't available for licensing either? Expectations...

Random Post

Star Trek: Infinite Space browser MMO may be canceled if financial aid from a co-publisher is not forthcomingStar Trek: Infinite Space browser MMO may be canceled if financial aid from a co-publisher is not forthcoming11/06/2011 According to an article I read today, the upcoming free-to-play browser-based MMO Star Trek: Infinite Space (being developed by Keen Games) may be canceled if its publisher Gameforge cannot procure financial support from a co-publisher.

Month List

Recent Comments

Comment RSS