The village building RTS elements and the responsive gameplay make Aska stand out from other survival crafting games. It can be a cozy village builder or a gritty survival crafter in whatever proportion you like now that custom settings are available. Pros: * Gameplay feels responsive and controls are intuitive; keys can be remapped * Focus on village building makes the world feel substantially less empty than other survival crafters * There is a lot to build, and a whole game unto itself around village layout and resource and personnel mangement and workflow. Villager have individual traits that make them better or worse at specific jobs, during particular times of day, and in different weather. * Build designs are extremely thoughtful and immersive; each phase of construction a build goes through revolves around a specific section of the final building, requiring logical resources - thatch for the beds inside the cottage, bark for rooves, logs for foundation posts, etc. * Combat is a satisfying combination of player skill and gear quality. It's satisfying that you can kill most anything with a tree branch if you have the patience and skill, and it's also satisfying that swapping that tree branch for an iron axe makes short work of mundane foes even if the wielder is not very skilled. * You can do any job your villagers can do, so although the game can become grindy if your villager loadout is inadequate for your plans, it's rare for production bottlenecks to cause problems. * Female default protagonist is great; it's also great that you can choose to be male character as well if you wish. Aska and Ragnar are both fun to play. * Animal AI scripts are very immersive; lone wolves dart in when you're distracted, but facing them causes them to back off - only to come back before long to catch you distracted again. Wolves in groups are bolder and attack more directly, and groups form by happenstance as individual wolves wander the area near their den spawner. Prey animals dash in to steal your resources but dart away if humans come too near. * The rendering of the fields and forests and beaches of Aska is good but not great; but the wilderness is well designed, allowing for a cozy, chill experience when not in direct conflict with undead monsters. ;D * Single player game allows pausing! * Villager AI is good; they eat, sleep, work, rally to defend the village, and flee from predators reliably, and seem able to locate resources stored in various buildings, on the ground, etc as needed. I have never lost a villager to starvation or cold, only to catastrophic violence. Cons: * The terraforming mechanisms are rudimentary and it is VERY challenging to set up a village layout that isn't marred by immovable, unusable boulders and frequent abrupt changes in elevation (realistic but annoying). Other factors also make it challenging to set up a good village layout; the island feels small, densely packed with forest and rock, and a bit light on flat land near important resources. * Grindy, especially while you are learning about how best to allocate your human resources. Whatever your villagers are not doing you must do yourself, and there is a LOT of work to do to reach the point of being able to make clothes for the winter, metal weapons and leather armor for end game fights, and advanced tools for advanced mechanics like wolf taming. Certainly not worse than other survival crafters in this respect, though, and at least the villagers can be assigned to focus on things you particularly don't want to deal with. * Slow to start. There is a lot of end game content I have never seen because I find myself restarting frequently to try to apply my new insights to identifying a better starting location, making better early game choices, etc. This is entertaining for me, but drags out tremendously in time because the beginning of the game is slow and drawn out. The period before the first tool upgrade can be agonizing at times, since gathering the resource required to create new villagers takes ages with the Tier 0 pickaxe. Once you get the Tier 1 tools things pick up, but Tier 2, metal tools, is far, far away. Many factors can wreck an early settlement before you ever get within spitting distance of metal tools. This is not too devastating most of the time because you can reduce your labor by assigning villagers to do it, but getting enough villagers in the first place can be a haul. * Procedural island generation means that it's possible to roll a dud in various ways, where the only metal harvesting node is surrounded by challenging enemy spawners, there is no flat land in sufficient proximity to a source of natural water to make an efficient farm near your village, etc. This doesn't make your game unplayable but it does make some seeds much, much more challenging (and grindy) than others. I once had a game where my iron cave was very close to a smolkr (large, rabbit-like prey animals that steal and consume resources of all types) spawner, and before I could figure out how to stop them, they had eaten all the iron my villager mined from the cave, driving us back again and again for more until my miner broke through into a nest of deadly mine critters that slaughtered my villagers . Many factors affect the desirability of a village site, and some seeds are just better than others, necessitating some difficult decisions about whether it's less annoying to restart or to power through on a seed that is objectively more challenging/time consuming/etc. Overall, even with its flaws, Aska is the survival crafter that I come back to over and over and play with my partner.
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