Game is very fun initially, until it is not.
Once you get to situations where AI is absolutely terrible and do exact the opposite of what you expect and it feels like you're wasting your time, you won't feel like playing this anymore. Here is a compact list of the things/situations I came across that made me stop playing after a few days:
- the travel time balance with the work time/time to do some chores is unbalanced and makes no sense. If I put my shelter nearby a pod, let's say 10 tiles away, it takes the survivors about 2 hours (Stranded time) to go back and forth from it more or less, but then it takes them about 5 seconds (real time) to chop down a tree. A day has 24 hours and a year has 48 days. Once you do the math, you see it makes no sense in regards how much travelling time they do in an year when put together with the visuals on what it is the perceived distance they are covering in this travelling. This means you can't really aim at building a nice well organized base. Instead in order to succeed, you need to crump together everything super close to avoid walking. This is worsened if you don't get electric and lightning pod done before a storm comes and a lightning strike hits your survivor, decreasing its movement down to 50%
- AI is TERRIBLE. Stupid logistic problems and priority selection. Even though you have a list of activities to each survivor to control their priority, some things should be basic and no need to have your custom input to it. For example, a hunter will go out hunt an animal, likely making it go far from the base in the chase of an animal. Then after they kill the animal, instead of going and butchering the animal right away they go back all the way to the base wasting time to do some random chore or play darts or read lol (and letting the meat decompose where it stands meanwhile). Then he will (maybe) come back to haul the meat after adding this unnecessary trips to the hunting chore. Sometimes they might not even come back quickly, letting the meat waste away until they do. So you need to micromanage and watch the hunt to make sure your hunter does not go back without the meat
- Some food, lets say meat is rotting away because it is stored in the shelf, so you quickly mark the shelf to not accept meat because you have a fridge. Well, your survivors won't come and pick it up and put in the fridge. They might be doing other random things, maybe because on how you settled your list of priorities, but if the devs are expecting me to be changing my list of priorities every 3 minutes according to the game situation because they cant properly program some intelligent mechanics then I won't play this game. I don't want to be handling an excel sheet when Im supposed to be having fun. With that said, your meat will go rotten. Similar situation when you have some cooked meal going to rot soon and your survivors prefer to go eat the delicious syrup or the dried meat. Common sense: this is a survival situation, they should prioritize not waste anything. This shouldn't be micromanaged by the players
- no feature like a backpack or something so the survivors can go perhaps some longer distance (for hunting or scavenge) and then camp through the night, make a campfire to eat some meal while away from the base. No...they NEED to sleep every day in their comfy bed, so back and forth all the time, wasting time. Only travel you do is when you have the hot air balloon researched, but then it requires fuel. Unrealistic
- you have wine, beer, moonshine, rain...but no WATER mechanics to your SURVIVAL game? Really? People can starve to death or die from hypothermia, but they seem to drink water out of thin air. Some scenarios are beautifully crafted with lakes in it, but what's the point if you can't even see your colonists enjoying swimming or taking a bath there? Wasted opportunity
- some parts of the UX are really counter intuitive and unnecessarily confusing. Example: You have an option in your survivor with the title saying "Other restrictions" and a checkbox unmarked by default below saying "Fight back enemies" or something like that. So, if I check that box does it mean that I'm adding "Fight back" as a restriction , meaning the survivor won't fight back? Answer: no, you check the box if you want your survivor to fight back! So you're NOT restricting them to fight back. Why adding the word "restriction" there to cause a double negative and confuse the player. Simple write: "Other options:" , Another example, is trying to haul a specific resource you have in your base or that is perhaps scattered around in the ground somewhere. You need to mouse over the menu that contain that resource, click so it flies to where it is, but then once there you don't have a menu from the resource itself like "Ask a survivor to collect this" or something. Instead the action has to come from the survivor. So you need to fly out from the resource , memorize where it was (if it is a manure in the middle of a pine forest, good luck! ) , then go to your survivor to click on them and then fly back yourself manually to the resource to instruct them to collect it. Painful!
I could go on and on, but you got the picture. I think this was such a wasted potential good game. It looks beautiful, but unfortunately gameplay-wise, it still needs work on the common-sense department