We take the colony sim genre into the future, onto a lush planet where humans are making their foothold. Characters and alien wildlife are brought to life through a rigorous simulation, making the game a tug-of-war between humans and nature on an alien planet.
Análisis de usuarios:
Global:
Variados (73 análisis) - El 67% de los 73 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 26 mar. 2014

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Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

¿Por qué acceso anticipado?

“We launched the game on Early Access in March 2014 to help finance the game’s development and to involve players in the process. The time immediately after was spent on getting the core mechanics finished and stable, as well as developing better UI feedback to the player about what the simulation was doing. Basically improving usability and playability.

Now that we have this work mostly done, we focus on bringing many more interesting gameplay features in, and with the help of players we can make sure that the game realizes its full potential.”

¿Cuánto tiempo va a estar este juego en acceso anticipado aproximadamente?

“We aim to release the game from Early Access during 2016. After that we will sell the game as completed - however, we hope to continue improving and expanding the game with post-release updates long after it's been released.”

¿Cuán diferente será la versión completa de la versión de acceso anticipado?

“The full version will be a well rounded game offering even deeper gameplay and replayability. The scenarios will be more finely tuned to provide a suitable challenge at any selected difficulty level.

Early Access: Planned features


During the Early Access phase we wish to develop most of the following features. But our plans could change, depending on the feedback we get and the resources we have. (This list was updated June 19th 2016)

  • Save game functionality -DEPLOYED!
  • Trade / migration -DEPLOYED!
  • Happiness - DEPLOYED!
  • Democracy - DEPLOYED!
  • Research
  • Many more scenarios -SEVERAL ADDED!
  • Creatures can feed on food items and carcasses -DEPLOYED!
  • More animations / effects -DEPLOYED!
  • Interface graphics polished -DEPLOYED!

Possible features in the long term (after Early Access)


-Modding support (maps, scenarios, game data)
-Languages (community provided translations)
-Game feature: Medical treatment
-Game feature: Electrical power

NOTE (Jan 2016): We have decided NOT to aim for making a Mac/Linux port because of the cost. Sorry!

See our website for the list of current features and what we might develop in the future:
http://unclaimedworld-game.com/the-game/features/

¿Cuál es el estado actual de la versión de acceso anticipado?

“The game is fully playable and can offer 50-100 hours of gameplay in scenarios, sandbox maps and tutorial. It has a polished UI, a robust AI, a functioning alien ecology system, lots of crafting, trade, migration and a sturdy combat system.”

¿Variará el precio del juego durante el periodo previo y posterior al acceso anticipado?

“Yes, the price of the full game will be higher and we will also raise the price during EA as more features are added. So jump in now!”

¿Cómo tienes planeado involucrar a la comunidad en tu proceso de desarrollo?

“We regularly visit our forum to read and comment on feedback from players, and many times it influences the development path. Feedback is valuable for us when we discuss which road to take in the dev team.”
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¡REBAJAS VERANIEGAS! La oferta finaliza el 4 de julio

-25%
$15.99
$11.99
 

Actualizaciones recientes Ver todos (60)

24 de junio

Working on: Cookhouse. Continuous farming/hunting. (June 24, 2016)

We are preparing the next features for the upcoming update 0.8.1.0. We also have an updated roadmap which you can see at the bottom of this text.
This is what we're working on:

Cookhouse
This is the customizable kitchen building that you will build on the Basic tier. It has many 'slots' which can be upgraded with oven, smoke oven and drying shed. Since the cookhouse will be a meeting site for the whole colony, it can also be expanded with a community building which can provide entertainment (the 'need' for entertainment is a planned feature).



Automated farming and hunting
We are adding the 'standing order' functionality to these actions also.
FARMING: Instead of planting and harvesting manually, there is now a toggle action that sets the crop type to grow. After selecting it, planting, tending and harvesting will happen in a continuous cycle.
HUNTING: Permanent hunt zones (set with padlock) - same principle as for gather, with a slider for the number of carcasses of each type to keep in stock. Either direct order or standing order. Each failed hunt attempt increases the time before next hunt is attempted.

UI: Place Structures - visual guide
We're making an overlay which will make it easier to place structures by showing which areas are blocked.

ROADMAP
We are nearing release from Early access and as you can see from the Store page, there is now only one remaining feature on the list: Research.
We have decided to postpone this feature post-release because we would rather polish the existing features instead of opening a new area.
These are the areas we intend to finish before release:

-Randomized off-map sites. There will be differences in the goods and people offered for each playthrough. The sites will have profiles that describe them.
-New people and goods should appear gradually in the neighbor sites that you trade with.
-Market responds to you buying and selling. Demand goes down as you sell a big amount of goods.
(Possibly: 'Off-map' events such as natural disasters etc. which affect prices and availability of goods and cause influx of immigrants)
-Natural death of characters.
-More buildings and items which can contribute to comfort by satisfying needs for hygiene, entertainment, clothing etc.

-Improvements to the interface as we get feedback and suggestions.

Hope you like this plan!

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17 de junio

0.8.0.0: Democracy. Continuous production.

Hi, we have a big update available now - these are the new additions:



FEATURES///////////////////////////////

Upgrades/customization of buildings
Some buildings can now be upgraded and customized. You select the upgrade from a new window that appears by selecting the structure.
An empty workshop (seen in the middle of the image) can be outfitted with machines, turning it into either a textile, polymer, carpenter's or machinist's workshop.
In the same way, you can furnish houses, increasing their comfort rating. Huts and shelters can be furnished with wingweed mats and houses in the 'Basic tier' can have beds added, which are made in the textile and carpentry workshops.
(Textile is made from cotton, which is a new crop available to grow. Also added the skills 'weaving' and 'carpentry')

Continuous production
You can now automate production and gathering by clicking the 'padlock' button that appears next to the order controls when moving the cursor there (see image). This allows you to give a standing order. You specify an amount of items to be stored - whenever the inventory is below this amount, the colonists will automatically gather or produce up to the specified amount (if the needed inputs are available).
This feature drastically reduces the needed micromanagement and changes the way you can play the game.



Clay pit, salt mine and bog ore pit
These are new structures that you can set up on certain locations (found by using EXAMINE). When established, they will give a limitless supply of materials that you order from the Production Manager panel.

Democracy/tech tiers
Your colonists' principles will now determine what structures and items you can make or buy. To acquire more advanced technology, your colonists need to vote in favor of 'raising the tech tier'. For example, if everyone is happy living in a simple hunter/gatherer camp, they will not want to establish farm plots. To do this, they must be unhappy with the present food conditions and vote for advancing from the 'Survival Food' tier to 'Basic Food'. The required tech tier for items is now displayed on their production tooltip.
You raise the tech tier using the new Policy panel, seen below. There are certain requirements and consequences of doing so, which are explained in the tooltips.



GUI
-Resources on blocked areas will no longer appear in the Gather window.
-Entity data tooltip now contains information about Effects.
-Personnel roster now has a column for character status, telling what they are doing.
-Tooltip window will now place itself down and to the right of the mouse cursor if possible. This should make it stay out of the way.

BUGS AND FIXES
-Memory leak fixed, which would cause an out of memory crash after a few saves or loads.
-Cancelling a gather task will now destroy the incomplete output right away. It was not possible to resume interrupted gather tasks anyway. This will get rid of many 'progress' indicators that could clutter the map.
-Characters will now move to a dwelling if they consider it better than their current one without the player needing to abandon/salvage the old residence.
-Corrected an issue where degraded parts would appear outside the structure.
-Fixed a crash that would happen when the game resolution was bigger than the game map itself.
-Colonists will now say goodnight.

NEW TRAILER
In case you haven't seen it already, this is our new trailer which we made recently:
https://youtu.be/aZKO57dd4wo

Hope you like this new update and talk to you soon!

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Ver todas las discusiones

Informa de errores y deja opiniones sobre este juego en los foros de discusión.

Críticas

“What I most like so far is that the survivors chat to each other, quipping or showing agitation...”
Rock, Paper, Shotgun

“I. Want. This!”
Rock, Paper, Shotgun

“...an interesting and novel game that aims to make you think and often succeeds.”
Ergohacks

Acerca de este juego

We take the colony sim genre into the future, onto a lush planet where humans are making their foothold. Characters and alien wildlife are brought to life through a rigorous simulation and the game plays out as a tug-of-war between humans and nature on a planet full of opportunities and dangers.



Features
Indirect control -- the colonists are free and have a democratic society. Dissatisfied people can either leave or vote for improving their colony: Only if you have ambitious inhabitants will you be able to unlock more advanced technology and develop a colony from the survival stage to a comfortable town.

-Realistic sci-fi, pioneer setting
-Simulation of alien nature, human needs and frontier community
-Detailed, flexible crafting
...We draw inspiration from ‘The Settlers’, ‘Dwarf Fortress’ and Paradox games.

Setting
The game takes place in a realistic sci-fi setting, in a plausible future without Faster-than-Light travel. Humans landed on a Tau Ceti planet in 2238 after a 100 year journey. Over the generations, the Tau Ceti colonists lost the advanced equipment which was brought to the planet and the descendants formed simple frontier societies based on farming, fishing and trade.

----------------------------------------

Sandbox maps and scenarios
In various scenarios and maps we explore the history of the planet's colonization. We continually develop new scenarios with different objectives and features.

Fields of Tau Ceti is a sandbox map that takes place in a primitive future centuries after planetfall. You begin with a community equipped for either hunting, farming or fishing and work off the land. Apart from an old robot, the people use predominantly simple technology, such as smithing, small scale farming and black powder.


Twinkler Island is a scenario with a team of planet explorers that have crash-landed on an island. There will be attacks by pack predators, the so-called “twinklers” which emerge from the caves littering the island. To repel them you can construct ranged weapons and build fences, but to permanently end the threat you must locate their nests and come up with a way to clear them out.


Making Headway is a scenario where you grow a small farm community by expanding into rubber production, extracting sap from a dangerous swamp.


Muckroot Research Station is a sandbox map where a group of scientists explore an unknown biome. (Work in progress)


Castaways is a tutorial scenario that teaches you the game as you guide a group of stranded sailors to find food, fight 'bush dragons' and build a signal pyre on top of an island.


-The maps and scenarios are hand-made with randomization of starting location, number of resources, camp members, animals etc.



-------------------------------------

Requisitos del sistema

    Mínimo:
    • SO: Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10
    • Gráficos: DirectX 10 capable graphics card
    • DirectX: Versión 10
    • Almacenamiento: 280 MB de espacio disponible
Análisis de usuarios
Se ha actualizado el sistema de análisis de usuarios. Más información
Global:
Variados (73 análisis)
Publicados recientemente
Lesnoj
( 35.9 h registradas )
Análisis de acceso anticipado
Publicado el 8 de junio
This game is just awsome, really like it and there is no other game like that.
Its in early stage and even now I am having lots of fun - BUY IT ! :)
¿Es útil? No Divertido
Indiekid
( 63.6 h registradas )
Análisis de acceso anticipado
Publicado el 29 de mayo
This game is an absolutely amazing concept for an economic/town management type simulator. I love how the game combines advanced technologies with very low level primitive technologies to give an exciting twist on economic and town management in a futuristic sci-fi setting.

If you enjoyed playing the old Caesar 3, Emperor and Pharoah games then then this is your type of simulation game but it is however much more than these games because it combines other aspects into the settlement running that make it a lot less mechanical and requires a lot more input from the player, it really pulls the aspects of building a town that will thrive while ensuring that you survive together into one continuous journey. You will constantly be tested by dangerous beasts that try to eat your settlers and plagued by vermin who steal your food stores.

I bought this game at a very early stage of development and was very disappointed with the lack of features in the game but since the release of a lot more content it has started to become the simulator/town management game that I have dreamed of playing for so long and has really in my opinion become money well spent on a game under development even though I didn't initially feel this way.

Be advised that the game is still in a very early stage of development and there does tend to be a long wait time on updates to the game but when an update is released it tends to add a whole new level of depth to the game which really makes it worth playing which is why I have recently logged so many hours playing this game.

I would like to see a lot more content added to this game both in the world variety (fauna, flora and environment) as well as different scenario types each with their own unique challenges. Unfortunately there is only a single player mode so there is no intertribal warring and there is currently no sandbox mode.
¿Es útil? No Divertido
Boulvai
( 69.0 h registradas )
Análisis de acceso anticipado
Publicado el 27 de mayo
Well, I can honestly say this one is starting to grow up. The last few patches have taken this one from hard to play, to you can honestly build a settlement. The game mechanics are pretty straight forward, not that difficult to master, and a lot of fun.

The developers on this one I can say honestly care. If you watch the forums, they listen closely to player feedback and do what they can to get it in the game.

At this stage, I would definately suggest giving it a try. it's worth it :)
¿Es útil? No Divertido
Jywert3
( 3.6 h registradas )
Análisis de acceso anticipado
Publicado el 27 de abril
This is a beautiful and complex management/survival/crafting/Sim game that has a ton of potential
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leeroy jenkemmms
( 3.7 h registradas )
Análisis de acceso anticipado
Publicado el 20 de marzo
I write reviews as if I could go back in time and tell myself if I should get it or not.

Currently I dont find the game fun. I thought the art itself is pretty cool, but the game just doesnt interest me. I cant really describe it. Things just are akward, self. I dont feel in control, even though I really am. I know this is in early access so I wont ask for a refund..
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Hillius
( 7.1 h registradas )
Análisis de acceso anticipado
Publicado el 8 de marzo
This is a beautiful and complex management/survival/crafting/Sim game that has a ton of potential. The developers seem to be updating on a pretty regular basis and if this type of game appeals to you then I'd say support it with your dollars! Is it 100% fleshed out yet? Nope, but I'll say that it has about 2-3x's more gameplay and polish than it did 6-10 months ago (when I played it last).

One thing I like about it is that the developers aren't afraid to build a good bit of complexity into the game. While it's no "Dwarf Fortress", it has some depth (and more to come from what I've been reading). I think this has potential to be a great little gem.
¿Es útil? No Divertido
Hydrofoil
( 63.5 h registradas )
Análisis de acceso anticipado
Publicado el 8 de marzo
So Ive watched this game develop for some time now, and for two guys in norway this game is utter gold. Yes its no Triple A title but it is a great game by two guys with a vision, visually this game is stunning and its only going to get better with time. It is at a place where the game is largely playable and the devs have some great ideas for the future.

Give it a try
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Tool Fan
( 93.8 h registradas )
Análisis de acceso anticipado
Publicado el 6 de marzo
This game is one of the best upcoming space-colony sim iv played yet. the planet looks realy cool. this is becoming one of my favorite games
¿Es útil? No Divertido
krtjensvoll
( 62.6 h registradas )
Análisis de acceso anticipado
Publicado el 1 de febrero
I have to admit, i love this game.

Its taken a while to develop, im constantly waiting for new updates, and they are a bit slow.

But i absolutely love the game non the less.

The combination of ambiance, level of depth and what you can accomplish is great, and I am so looking forward to its future.

There are always several ways to get ahead, and you can focus on different ways to survice each time, making for replayability even for such an unfinished game.

Take your time, restart several times, and you'll get the hang of it.
¿Es útil? No Divertido
kidlee12
( 8.3 h registradas )
Análisis de acceso anticipado
Publicado el 30 de enero
I like the game and it thinks it has alot of potential. I have high hopes for it and its good to know the staff is still working on making the game better.
¿Es útil? No Divertido
Análisis más útiles  En los últimos 30 días
A 8 de 8 personas (100%) les ha sido útil este análisis
Recomendado
63.6 h registradas
Análisis de acceso anticipado
Publicado el 29 de mayo
This game is an absolutely amazing concept for an economic/town management type simulator. I love how the game combines advanced technologies with very low level primitive technologies to give an exciting twist on economic and town management in a futuristic sci-fi setting.

If you enjoyed playing the old Caesar 3, Emperor and Pharoah games then then this is your type of simulation game but it is however much more than these games because it combines other aspects into the settlement running that make it a lot less mechanical and requires a lot more input from the player, it really pulls the aspects of building a town that will thrive while ensuring that you survive together into one continuous journey. You will constantly be tested by dangerous beasts that try to eat your settlers and plagued by vermin who steal your food stores.

I bought this game at a very early stage of development and was very disappointed with the lack of features in the game but since the release of a lot more content it has started to become the simulator/town management game that I have dreamed of playing for so long and has really in my opinion become money well spent on a game under development even though I didn't initially feel this way.

Be advised that the game is still in a very early stage of development and there does tend to be a long wait time on updates to the game but when an update is released it tends to add a whole new level of depth to the game which really makes it worth playing which is why I have recently logged so many hours playing this game.

I would like to see a lot more content added to this game both in the world variety (fauna, flora and environment) as well as different scenario types each with their own unique challenges. Unfortunately there is only a single player mode so there is no intertribal warring and there is currently no sandbox mode.
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Análisis más útiles  Global
A 9 de 9 personas (100%) les ha sido útil este análisis
Recomendado
1.1 h registradas
Análisis de acceso anticipado
Publicado el 13 de junio de 2014
http://niveloculto.com/primeras-impresiones-unclaimed-world/

La humanidad ya no es lo que era. El miedo a la extinción la llevó a lanzarse en busca de nuevos planetas habitables, enviando naves en viajes de siglos de duración para alcanzar un nuevo Edén. Desaparecido el riesgo de aniquilación, olvidaron pronto sus juguetes espaciales y habitaron realidades virtuales, lejos de las estrellas y del mundo real. Así llegan, siglos después, los colononos a Antheia. Nadie los recuerda y no lo tienen nada fácil para empezar.

Bajo esa premisa parte Unclaimed World, con una desastrosa misión de colonización y un grupo de personas azotados por el más absoluto aislamiento. El juego de Refactored Games nos propone una mezcla de citybuilder y de juego de supervivencia que recuerda en momentos a Don’t Starve, aunque realmente su entidad es tan propia que olvidaremos pronto la comparación. Todavía está en estado inicial, financiándose gracias al Early Access de Steam, así que seguramente el juego cambie mucho con las aportaciones de la comunidad y el trabajo de los desarrolladores. Por tanto, entended que estas impresiones son muy primerizas y son provisionales.

Nada más comenzar llama la atención lo cuidada que está la puesta en escena. Los menús nos cuentan la historia del mundo en el que nos vamos a sumergir, que es accesoria pero ayuda a situarse mentalmente en la fracasada expedición. El concept art que acompaña la primera misión es bellísimo, y cada personaje tiene un retrato propio en el interfaz, desarrollado con muy buen gusto. La música, una electrónica tranquila y “espacial” acompaña nuestras primeras incursiones. Refactored Games están haciendo algo serio, y se nota en ese mimo puesto en el juego.

De momento está disponible sólo el primer escenario de supervivencia, en el que encarnamos a un grupo de científicos que han sobrevivido a un ataque y están aislados de la colonia principal. Ya jugando tendremos que armarnos de paciencia y dejarnos el orgullo en casa. De nada servirá volverse loco y lanzarse a la acción, salvo para conseguir que nuestros personajes acaben muertos de hambre y tirados en el suelo exhaustos. Unclaimed World, de momento, no tiene opción de guardado. No la tiene porque está en fase temprana, pero también como decisión en su diseño: la idea es generar pequeños escenarios autoconclusivos, con una serie de tareas a salvar y una duración corta (hora, hora y media). Precisamente, como esa opción de salvar partida no existe, tendremos que pensar mucho lo que vamos a hacer y elaborar un plan de acción para nuestros personajes. Vamos, tendremos que actuar como si de verdad nos estuviéramos jugando la vida de nuestra tripulación.

Probablemente la dinámica diferenciadora más importante que aporta el título es que en ningún momento controlaremos a nuestros personajes. Están ahí y pueden tomar decisiones propias, y nuestra manera de influirles será emitiendo órdenes para que las vayan cumpliendo. Podemos darles más o menos prioridad para enfatizar cuáles queremos que hagan antes, pero ahí escapa nuestro control. En general funciona bien, aunque hay veces en las que nos frustraremos viendo cómo hay órdenes que no se cumplen porque los supervivientes andan mirando al cielo, cosa que imagino es achacable al estado de desarrollo.

Básicamente, tenemos que encargarnos de todo lo relacionado con sobrevivir. Por un lado podemos ir fabricando elementos a medida que recolectemos material, igual que podremos improvisar cosas como un refugio con las partes rescatadas de nuestra nave rota. Si queremos tener éxito, tendremos que explorar el mapa como si no hubiera mañana en busca de nuevos recursos y siempre hacer algo. Y hacerlo, como ya he dicho, con un plan de acción en mente. De nada vale recolectar como locos ni explorar el escenario sin ningún tipo de fin. No, tendremos que estar todo el rato pendientes de lo que tenemos y de lo que necesitamos. Por ejemplo, nada más empezar nos va a tocar conseguir rocas y leños para preparar una hoguera, a la vez que buscamos comida para poderla asar en ella. Si nos desviamos un poco de ese objetivo ya podemos ir diciendo adiós.

Las opciones son muchas: desde fabricarnos un refugio donde pasar la noche a un sitio donde conservar la comida, una alambrada para que no nos ataque la (peligrosa y cabrona) fauna local, armas con las que defendernos y cazar (empezamos con un triste rifle a repartir entre cuatro)…Y la continua obligación, la interminable búsqueda por sobrevivir un rato más. Decía que con Unclaimed World hay que tragarse el orgullo porque yo mismo he tenido que hacerlo. Las ganas de probarlo me han podido hasta que, tras una decena de fracasos, me he dignado a abrir la pestañita de tutorial para ver qué pasos me recomendaba y cómo debía empezar. Hacía años que no hacía eso con un videojuego…

Eso sí, la satisfacción es inmensa cuando por fin consigues que el campamento funcione medio decentemente. Ésa tiene pinta que va a ser la dinámica con la que funcione el juego: ratos y ratos de estar amargado porque no consigues que las cosas salgan y otros momentos en los que la alegría te desborde porque consigues que la vida salga adelante en las peores condiciones. Supervivencia, tal y como debe funcionar.

Poco más que decir sobre Unclaimed World ahora mismo. Tiene muy buena pinta, es bellísimo estéticamente y se nota el esfuerzo que está poniendo el equipo en sacarlo adelante como experiencia única. Es sólo un estado temprano de desarrollo, pero ya demuestra haber elegido un muy buen camino.
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A 65 de 82 personas (79%) les ha sido útil este análisis
3 personas han encontrado divertido este análisis
No recomendado
4.5 h registradas
Análisis de acceso anticipado
Publicado el 24 de enero de 2015
Unclaimed World has oodles of potential oozing out from between the flaws. But don't be tempted, the flaws are terrible and many. After playing 0.1.2.1 in January 2015. I'm going to probably give this game a year or more before trying again. And now I have given it a year - it's January 2016 - and things have changed but not drastically.

First off, the good stuff. Unclaimed World is like Majesty and Dwarf Fortress at it's core. You designate tasks and one or more of your free-willed plebs will undertake them. There is no mico-managing workers. The banter between the various colonists is the perfect way to introduce the new world. The scenarios are not random so after a couple of tries you'll know which colonists you get and what their skills are.

I like the graphical style and the smooth character animations, they give a good sense of pioneering on an alien planet. The character portraits, whilst somewhat caricatured, make knowing and empathising with said characters much easier.

But.

That's where the good stops.

There are currently only three stages, the tutorial which is so hand-holdy it's a chore; and not one I've forced myself to complete. The first stage which is impossible to lose unless you try really, really had to get your colonists killed. And lastly the second stage which crashes fairly early in. Don't expect content, it's not here.

The user interface is bad - but vastly impoved from when it was first released. And as things start to take shape it's now possible to see higher level issues with interface. Right click context sensitive menus have been a 'thing' for a very, very long time now. Unfortunately the devs have ignored years of progress and have a wierd left click, bring up a small box with an arrow, left click the arrow, bring up the context sensitive menu. Right clicking hides the interface but doesn't close anything. Left clicking brings back all the menus as they were.

Unclaimed World is SLOW. The characters idle along at maybe 5 to 10 pixels a seond but have to traverse areas that are thousands of pixels across. Leaving the game to run whilst doing other things seems to be the only meaningful way to play. Even after three version bumps this is still a problem and I suspect it's a fatal one. I've added more detail in my first comment.

And the speed gets worse on the (previously mentioned) second stage. The characters still move at about the same rate but the screen refreshes at less than a frame a second until eventually it becomes a slide show and crashes. I'm sure a simple 2D game should run better than this.

The artificial intelligence in a game where units can't be directly controlled has to be good. But in Unclaimed World it's not. It's awful. I can't seem to prioritise tasks. Gathering seems to take precedence over everything. So if there are a couple of construction projects going on and I set a new gather task then everyone drops what they're doing and rushes (relatively) to all gather the same stick of firewood. Practicaly this means as long as there are gather tasks construcion tasks will not finish.

Furthermore the AI in combat is even more deficient, with the characters commenting that they must attack as a group and then walking in one at a time; and only after the previous character has been killed. It's horrible. They also seem to get lost and will wander backwards and forwards through an enemy nest despite there not being any tasks near it. I still haven't found a good way to get the colonist to move and work as a unit.

In closing, Unclaimed World has a lot of potential with a good exploration and command vibe but it is so far from being completed that it's barely even a tech demo - let alone a full game. Avoid.
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A 40 de 51 personas (78%) les ha sido útil este análisis
Recomendado
4.9 h registradas
Análisis de acceso anticipado
Publicado el 19 de abril de 2014
Still too early to buy, get a demo or wait for future developments.
The game is beautiful and is full of potential, definitely watchlist-worthy!
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A 71 de 106 personas (67%) les ha sido útil este análisis
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No recomendado
8.0 h registradas
Análisis de acceso anticipado
Publicado el 23 de julio de 2014
I do not recommend Unclaimed World.

First, the good: the game has a lot of charm. The soundtrack and graphics are very appealing, and the banter between your scientists really sets the mood for exploration of an unknown world, giving you a sense of possibility and adventure. You assign general tasks and priorities and your scientists go to work, constructing shelters and weapons, exploring their surroundings and gathering materials. The basic concept is fun and draws from fantastic games like Dwarf Fortress, and it shows a lot of potential.

However, the game is highly unfinished. The colonist AI is quite buggy despites multiple bugfixes and often they will stand there being slaughtered by enemies, refusing to attack, or fumbling with their hauling tasks. The UI is finicky. There is only one relatively small map and no sense of progression in terms of tech or anything of that sort.

And all of that would be forgivable if there was any sense that actual development was happening on the game, as it is in Early Access and is not a finished product. However, since its Early Access in March, there has been very little in the way of significant new gameplay features nor any communication from the developers as to the state of development. They have not updated their dev blog since release in March and a question asking about the state of development in their (very quiet) forum has gone unanswered for a week.

You could ask the question whether this game is abandoned. Don't buy expecting it to get better, because there is no reason to.
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A 21 de 29 personas (72%) les ha sido útil este análisis
No recomendado
1.0 h registradas
Análisis de acceso anticipado
Publicado el 12 de septiembre de 2015
It's a good game for what it has and a good idea, but it updates incredibly slowly and doesn't seems like it'll fulfill it's potential. Wouldn't recommend until and if it's more fleshed out.
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A 17 de 22 personas (77%) les ha sido útil este análisis
Recomendado
44.1 h registradas
Análisis de acceso anticipado
Publicado el 29 de junio de 2014
I've played this game so far for Hours and does crash from time to time which is to be expected with an early access game. I really like the concept of trying to survive in an unknown region then having the ability to control the outcome of each and every one of your people. Currently I own several early access games and Unclaimed World is deffinately at the top of my list. Patience is key with all early access games expect buggs. And talk about them. Creating games is a long process especially if the dev team is small. Overall the game has a great concept with unlimited possibilities and I like sim type games so I recommend this game. If any potential buyers of unclaimed world want more info please feel free to message me I will get back to you as soon as possible.
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A 16 de 21 personas (76%) les ha sido útil este análisis
Recomendado
3.2 h registradas
Análisis de acceso anticipado
Publicado el 26 de noviembre de 2014
Update: Might want to wait until this one is farther along or promised to be finished, as the development cycle isnt very fast.

Shows promise, not feature full yet, but does have good vision and a steady updates (Albeit slow, probably smaller team) .

The systems they have in place show some foresight, compared to other strategy sim games (Gnomaria, towns, etc) and I can see they had good systems from the start. It has been a while since early access started but it seems they have been adressing AI bugs and implementing systems over just raw content. I would wait for release or a sale if you like something feature complete, but if you are like me and just like to keep an eye on projects as they go grab it and suppourt them, as long as they don't abandon it like some other ones *cough spacebase cough* then it will prove to be a solid game
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A 24 de 36 personas (67%) les ha sido útil este análisis
No recomendado
1.1 h registradas
Análisis de acceso anticipado
Publicado el 15 de noviembre de 2015
super slow updates and communication with the community is minimum, sad really as the game looks nice, bugs from day one are still present, avoid until the devs sort there heads out.
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A 11 de 13 personas (85%) les ha sido útil este análisis
Recomendado
68.4 h registradas
Análisis de acceso anticipado
Publicado el 17 de agosto de 2015
Lovely, if you enjoy the feeling of surviving off the land and whatever resources it can give, coupled with some resource and personnel management. Currently in progress, but looking rather promising.
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