Interesting story to play. You play as a married couple of broadcasters, one of them, Malik, is disabled, and cannot go outside nor climb any stairs (but he can walk) so he stays only on one floor and basically has a role of a housekeeper/crafter (also he is bad at defending from raids and never guards). His wife, Esma, gathers relevant information when scavenging new areas and talk to different people, so she is basically your main character to play this story and her actions determine the fate of her family.
This scenario also adds a new type of debris in your shelter which is total bullsh*t since they are very hard to remove (read below) and they block your free greenhouse as well as more rooms to loot and build stuff in 'em. There are 2 debris in total and they can only be removed with new pickaxe tool, and only if you are not "tired". This pickaxe tool and debris type only exist in this scenario, never added into base game for some reason.
I want to point it out specifically on these new debris and being "tired" when interacting with them, and how much of an annoying nuisance it is. If you work on removing that debris you only make 25% progress and you instantly become tired. And when you are tired your character refuses to work on that debris anymore but you can work on any sort of rubble (which is removed by shovel) or locked door (crowbar) at any time. WTF? You can work as a slave and make million sigarettes/bullets/workshop items per day and work like crazy removing basic debris with shovel or open doors/locks with crowbar and you will never get tired, but 25% progress of just beating the crap out of this debris with pickaxe makes your character instantly tired and he refuses to work any further? I mean ofcource one debris can be removed with Marik on top floor since he is basically doing nothing in first days, but the second debris on the lower floors must be removed specifically with Esma which always runs on scavenge missions and comes home already "tired" and she can't work on it because of that? Right, brilliant and reliable logical idea. Maybe it adds realism but why the hell this feature is not affected on other types of obstacles and the main game as well? You gotta skip a few days and starve if you want to access this part of the house, but the good thing is the supplies there are worth it.
Since Malik can't scavenge and he never leave his floor i recommend building workshop, cooking stove and heater on his floor so while Esma sleeps he won't be a burden and do the basic housing stuff and sustain himself with food as well.
In this story, there's three major events happening where you get crucial infromation as Esma, and when you leave the area you get to choose whenever you want to tell your husband Malik the truth to broadcast it on a radio or lie about it for your own safety. Basically you are just choosing who do you want to side with and most importantly you think about safety of your family. Whatever the side you choose, the final ending would be almost the same but with slightly different outcomes.
And this is where the lack of logic kicks in in this story. When you play for second time to get different ending (liar path) you start to notice your lies doesn't actually sound like a lie (except from what happend in brewery). The first "lie" is basically just keeping silence about incoming raid attack in rebel hideout, which is not a crime nor a lie, i mean the guy knew everything and he could warn his people in the hideout all by himself since everyone got radio (and presumably phones?) intead of playing victim card and blaming you for their deaths lol. The second "lie" is just a warning for rebels about traitor among them without revealing his identity so the informant and his kid can escape safely and not getting killed, literally win-win scenario where you save two lifes and he stops his work. But somehow rebels still doesn't like that and visit your house later on anyways. . Whats even more illogical is Esma can build so much stuff and repair the radio broadcast station all by herself but for some reason after being randomly raided numerous times living in all exposed shelter with so many holes in the walls during winter season she never figured out to build barricades and reinforced door to keep her husband safe from danger or hire someone to look after him? lol what is that.
What's even worse is that Esma's mood can become depressed and even reach "broken" state. If that happens its GG. Basically if Esma or Marik are both very hungry/starving, sick or severely ill, getting constantly raided and god forbid you accidently stole something (hand icon and private property warning) or killed someone innocent you get sad mood, and this sad mood transfers and resonate withing your couple and makes them even more sadder, eventually they become depressed and they chaotically yell and stop working, and when they're broken they become unplayable and they do nothing but sleep. And the cherry on the top is that they both abstinent (they don't drink alcohol to boost mood) so they almost never cure from it. So if you get Esma depressed after brewery and after visiting rebels/military hideout and after you face "consequences", she becomes broken with possibility of suicide, and when that happens its game over.
Overall it's ok story.