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Going back to the Middle Ages is a great entry point to the Sims colony

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There is a euphemism fans use them to describe colony management games: crispy. Not like a soft bed of autumn leaves. Crispy like a bunch of rocks. It always seems so rewarding — building, caring for, and organizing a society that works so well to correct itself — that it gets mixed up in a gameplay system for refining biofuels as your mind slips out of your ear. (Hello, RimWorld.)

Released early access on June 1, Go to the medieval It’s a cologne simulator, for people who thought they might always like it but felt terrified of the shallow depths. Foxy Voxel is the first independent studio title, and is available for PC Steam and Epic Games Store.

The game began in 14th century England after a plague destroyed 95% of the population. The survivors must architect a new civilization on their own, in nature. Players set up three settlers with randomly generated statistics with some basic supplies: wood, linen, short bows, and so on. The game is about keeping you alive and, most importantly, being rich. First, under the grassy beds and thatched roofs. Then, as more wood or iron is collected in the cabins and castles. You extend the colony from a primitive society of hunter-gatherers to an agricultural site, and perhaps a large small town.

Importance and planning are needed, of course. The player assigns jobs to the settlers and organizes the days so that they can get enough sleep and leisure to stay healthy and happy. After setting up the production engines of a liquidation, Go to the medieval it becomes a satisfaction machine. One settler grows cabbage and the other takes it to the storeroom; a third prepares a hot meal, while a well-fed fourth goes to cut down the trees. You can sit and watch the settlers successfully by activating a couple of switches in a few minutes. The numbers go up. Over time, you unlock new systems — adapting clothing, conserving it, burning swords, and so on — that require new resources and workflows.

Small or large disasters break the favorable state of flow. At the beginning of my game, I stopped gathering enough berries before the first onslaught of local enemies to feed the citizens. And when the invaders were a couple of days away, I didn’t have enough chopped wood to fortify the settlement. When the citizens slept little and I was basically surprised that I had no food to build a half-size wooden merlon to protect the camp. After a brief incident, one of my best books died, undermining my ability to research new technologies in the colony.

Go to the medieval it can cause low-level anxiety that is not at all unpleasant. The failure is short-lived. It is soon replaced by strategy, then by optimism. There are definite solutions to the final problems. As the game progresses, the waves of the new system will whiten you (compared to the crash). Combining the psyche of micromanagement and the society of macromanagement is immediately appealing.

A small but significant blessing Go to the medieval the menus are intuitive. There is no tabbed browsing to find specific statistics or resources, no immersion UX disasters. The game doesn’t punish you so much for missing an important menu (or system) as soon as possible, allowing you to appreciate the new game loops incrementally. The only frustration comes Go to the medievalverticality: players can rise. It’s harder than it should be to change the bird’s eye view between the resources of a warehouse and the roof of a warehouse.

Go to the medieval it is not exactly basic; it’s a little quieter than that RimWorld and games like that. Eventually, the game will get a “crispier” system as the developers progress: settlement diplomacy, snow accumulation, livestock. Right now, in the early stages, for a good reason, a refreshing and simple simulation that dominates the Steam charts is selected.


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