


#Surviving the aftermath gameplay upgrade#
Well, if you look at how housing works, a Tent's direct upgrade is the Tier 2 Shanty. A Tent's floorspace is 6x4, with an additional 6 as the "entrance" to the Tent, which can be shared with others making it possible to build the tents quite close together and tightly packed.

To explain what I mean, lets begin with "floor space", the footprint of a building. Specifically, Housing and Storage buildings, but on a more general scale as well all buildings are kind of. My biggest issue when it comes to what I consider "bad" in Surviving the Aftermath is the sizes of buildings. I know I'm winning that fight, please dont inform me. I wish there was a way to turn off the victory screen after every annihilated gate attack group, as it's just unnecessary. That said, having 6 guard posts fully staffed in front of the gate in the late game means I dont have to check the gate ever. Personally I see this as a good thing, because it forces me to put a lot of effort into managing where my people are working at any given time. Even on the lowest difficulty, the gate events can devastate you if you're unprepared and on the highest difficulty, they're a menace. They never feel neither overwhelming nor weak. Dont bother with medical or resource outposts, your cars can carry infinite resources as long as you dip your specialists in and out of them.Īnd if you struggle with monster attacks and need your specialists back home, you dont have enough guard posts at home.Īnother really good thing about this game is the threats and dangers to your colony. Always create settlers and set up outposts from your excess. 1 Scout with 8 AP is all you'll need to find new land, and once you get the cars up and running you dont even need those. My primary advice: Save up your specialists with 20 or 25 damage. Also, never settle on 10 specialists, just go for it once for the unlockable if you really want/need it, but try to keep to 8 or 9 maximum so you always take advantage of getting new people coming in. If you're afraid of your specialists dying, send them back. I have no issues with the system itself, and for those who find it confusing or difficult, my advice is to send your specialists out in teams of 2-4 and err on the side of caution. I'm a huge fan of tactical turn-based games like X-com and Xenonauts, and the hex-based, turn-based system with AP and rounds is stellar.

The pseudo-turn based gameplay for outposts and the world map is amazing, giving this game a layer of tactical feeling that I love. However I picked up on several things while playing that I wanted to comment on, for better or worse, in the hopes that I can either shed some light to those who are confused or in other cases get light shed on it myself to cure my own confusion. Cleared the game on the hardest difficulty, drained the land of all usable resources, built the Perfect City, now I got nothing more to do but wait for more content, more reasons to delve into the game. I've already racked up nearly 80 hours, but now I'm. No offense meant to the developers of this game, you all conquered the hurdle and released the product, this makes me happy as a clam.Īfter I bought the game and sunk my teeth into it, I was immediately hooked.
#Surviving the aftermath gameplay pro#
Pro tip: never buy early access, it fails more often than it succeeds and encourages greedy practices. Being a fan of city builders with a story and coming from nearly 400 hours of Frostpunk I figured the premise sounds awesome, the gameplay looks fair and it's finally out of early access, my most cursed nemesis. As a birthday present to myself a little over 3 weeks ago, I bought myself Surviving the Aftermath.
