A post-apocalyptic trade simulation game with turn based isometric combats. The game features detailed economics simulation and a rich branching story where your choices actually matter.
Players laud the game's deeply immersive and complex trading simulation. Goods have fluctuating prices based on the dynamic supply and demand, compelling players to carefully plan their trade routes. They must buy low, sell high, and account for factors like transportation costs, storage capacity, and product availability in different settlements. Veterans describe the trading system as one of the best and most realistic in any game.
In addition to trading, the game challenges players with intricate resource management. Survivors must carefully monitor their caravan's supplies of food, water, ammunition, and other crucial resources to ensure their crew's survival during arduous desert journeys. Running out of key supplies can be disastrous, forcing players to make difficult decisions and adapt quickly.
Combat is turn-based and tactics-oriented. Players strategically position their caravan members, utilize terrain, and manage their ammunition and equipment to emerge victorious against bandit raids and other threats. While not the main focus, the combat system's depth and complexity are praised, with each weapon and ammunition type offering unique properties and tradeoffs.
A key aspect that players enjoy is the impact their choices have on the narrative and world. They can align with different factions, undertake quests, and make decisions that have lasting consequences. The branching storyline and dialogue system allow for a high degree of player agency, with choices significantly shaping the overall experience.
Unlike many games, progression is non-linear. While there is a main storyline, players are free to explore the open world, establish trade routes, and build up their caravan at their own pace. This approach enables high replayability, as players can experiment with different strategies and approaches to achieve their goals.
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