I think, I am at the stage where I have reached the highest level of advancement offered by the game. What I love and dislike is as follows. From a colony sim / survival / city building / resources management lover POV, I will also tell you what I hope to be added. I think this game have a bright future and it gives me a new kind of feeling about colony builders sim. IMO it is potential to beat Clanfolk and Going medieval as it could offer the best of both world. I have a strong feelings that it is inspired by Valheim with a different settings and genre. L=Love, H=Hope, D=Dislike 1. Building / Placement system L=You can freely rotate, translate it in any xyz direction and build according to real world. With snapping or not. It is fun to just plop a log or branch and put a thatch roof on top of the log. I usually look at the historical reference to see how did our ancestors build stuffs. The log or branch or etc is also consumed for the given building module preset, but you can also use it as fence, pole, marking on the map or torch holder or anything you wish to help you advance your subjects. Your imagination is the limit. I leverage the building system by using it as an outpost as a landmark so that I will be able to keep track places i have searched for resources. H=Whats lacking is the construction physic in term of stability and support. The material of the building should determine the strength of the structure, to support or not. Then the earthwork should play its role. I can only imagine how fun it is when we started to consider the earthwork before planning on a construction project. Cave should exist. Sapiens were cave dwellers. Please let us be able to copy and paste previous customized structure for easier building. Water manipulation by the means of our construction is expected too which will require another aspect of the game which is WATER. Perhaps we can make a dam maybe (like the ancient Maarib Dam in 800 BC) D=Although the realistic building system, I am disappointed to see sapiens are still going through my fences and didnt care much of it as an obstacle. 2. POV / UI L=Unlike Going Medieval, Clanfolk, Stranded: Alien Dawn, or Medieval Dynasty. Sapiens offers you a first person view and I don't know why but I really love it to see it from this POV. (At first, it feels weird and wonky but gradually loving it.) H=Please add more info and option for us to send off and limit our selected sapiens to look for rarely available resources and make camps. Allow us to designate workable area to prevent my home base sapiens to work freely. I dont want my home base sapiens suddenly coming just to help to build camp shelter for my sapiens on a quest of a rare herbs. Hopefully the inventory system will allow us for a better planning for an expedition. D=There is not enough info displayed at the screen. Info such as resources and stats about bed counts and populations or etc should be pin-able and added to the main screen. 3. Food / Temperature L=The storm is nice and the fact that some things are flown away when it is not kept in a structure, is perfect. Love the damageable thatch roof. Variable food source is nice. Meat, Fruits, Veggies. H= Add tunnels / cellar system for food storage which will influence the temperature. This will be a huge add up to the game. Flooring should also affect the quality of the food, it should rot faster and get contaminated for lying on the ground even if its under a roof. The material of the building should influence temperature as well. Add indoor heating mechanism as well such as brazen (Because you wouldn't want a campfire inside a room. Window and vent should affect the air stuffiness, and heat which can affect the happiness of the sapiens. (Currently only light) Food variety should affect the happiness, moods, nutritional value and strength of sapiens. Sapiens with gluttony traits should gain weight faster and move slower and lazier. A society with imbalance diet should catch disease faster and there should be a different from an Communicable Disease or Non Communicable. Please add fish, please. How can an islander cannot eat fish Food preservation technique should be crucial part of the game. To make it salted, smoked, or pickle, etc. 4. Water H=Add fluid dynamic and clean water mechanic for drinking. Rain, river or lake should provide fresh water. Allow us to dig to make well and make pond and canal to collect water and rear fish. Just make water necessary, more challenge and more fun. Let us build the rain collector or thirst to death. Clay needs water, Food needs water to clean, sanitation needs water. Water is the reason from the stone age till now that you and I can still read and write here. Let us boil water in a cauldron. 5. Technology L=I always love the research system in the game. I think this is my biggest love. To learn and research something, realistically we have to experiment and do a lot of testing. So this game utilize that aspect, unlike some game, just build a research table and start researching the available option, no fun. Research should be fun where we learn through using what is there in surroundings. I think the devs put a lot of work in this by understanding the ancient technology and its society based on real life techs. H= Sled and transportation. Allow us to research wheel and make a wheelbarrow for transporters. Late game should make us wants to specialize in work for the sake of efficiency to cater for a bigger pop, so wheelbarrow / cart should help the general labor to maximize work / load. Perhaps, later game should necessitate a research table and allow us to write books for the generations to come to read and acquire knowledge to prevent knowledge loss. Let us carve on the cave wall or tablet about our history and our secret recipes. Make knowledge possible to disappear and if a catastrophe occur, such as plague, raid. everything must be learnt and discovered again if the smartest sapien in the colony died without a proper knowledge transfer. Srolls,Paper, writing, and language are fun aspects to be added. 6. Religion H=Add religious and make it the reason of fighting / peace. Gives extra happiness to those who worship and allow us to make a feast, ritual, dance. There are many social activity in the ancient time. 7. Social H=Let us procreate and have families only if we have our private space. Sleeping together in a bunk-hut should lessen the chance of pregnancy. Having a private life, strong healthy parents should only allow for procreation. Let us have triple, twins, whatever. Add jealousy, cheating, or any other petty drama among the sapiens. More advanced civilization should allow for more advanced treachery and backstabbing. Let us appoint a chieftain. Or be the chieftain to walk around and supervise the work for efficiency. Inspire, educate. Lead a hunting mission. Train new leaders. Chieftain son's should be appointed for the next leader or, is there a better candidate that will back-stab him? Add diplomacy options for us to deal with other tribes. Tribes should adopt culture which can have negative or positive affluence with other dissimilar or similar tribes. Add cannibalistic tribes that will require us to defend the tribe. --- Overall I really love the feel, graphic, mechanic and the direction of the game going. I know the devs are willing to put all the love in the melting pot. Seeing the current state of technology (bronze tools), it is safe to say that we can include all prehistoric technology until the iron age technology. Newer advancement should unlock a newer feature and play-style of the game. This is the only way to ensure the player is always engaged and busy solving challenges in the game. It should learn the mistakes from existing failed colony / survival games and adopt successful games nice features and develop its most unique game mechanic that will bring the game far.
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