Tuesday, October 04, 2016

Unclaimed World Gameplay Review

I'm playing Unclaimed World, a space colony management simulation by Refactored Games.



The game features only a couple of maps and some bare tutorials; Unclaimed World would benefit greatly from randomly generated sandbox levels. The interface contains a lot of information, and the game struggles to show it in an efficient manner. The production list needs a search function (on top of the filters already present), though the task list is useful and clicking on an item clearly shows the components needed to produce it. Unclaimed World has very deep, multi-tiered production chains, but designating tasks could be easier: a square area must be defined first, then an order given (scout, gather, examine, attack, hunt), rather than simply saying to collect needed items from any location. Citizens will undertake tasks automatically, however. Goods can be traded with other towns, and additional technologies can be unlocked by a vote. Citizens need food, security, and shelter, and will leave the settlement if their desires are not met. While the mechanics of Unclaimed World are quite detailed, the feature set and general approachability could be improved.