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Going to Medieval is the entrance to the Sim Colony

There is blasphemy fans use it to describe beekeeping games: complex. Not like a soft bed of fallen leaves. Crunchy like mouth stones. It always sounds beneficial — building, designing, and preparing the team so well that it can move — until you get frustrated with the biofuel control system when your stability is out of your ear. (Hello, Chimamanda.)

Released early June 1, Going to Medieval is a colony sim of people who always thought they might like them but are afraid of their infinite depth. It’s the first theme from Foxy Voxel, an independent studio, and available on PC on Steam and Epic Game Store.

The game originated in England in the 14th century after the plague devastated 95 percent of the population. Survivors must make a new development on their own, naturally. Players eliminate three colonists with randomly generated figures and other essentials: wood, cloth, a short bow, and more. The game is to keep them alive and, most of all, fun. First, under the grass beds and thatched roofs. Later, when collecting firewood or iron, you will find it in palaces and palaces. You expand the lake from a hunting group to a farm, and probably a large town.

It takes consistency and preparation, yes. The player gives the colonists work and prepares their days so that they can get enough sleep and rest to be healthy and happy. Once a home-built machine is installed, Going to Medieval it becomes a content machine. One of the colonists grows cabbage while the other draws it to the storage room; the third cooks hot food while the well-fed fourth goes to cut down trees. You can sit down and watch your colonists do well, and change the switches for a few minutes. The numbers are going up. Over time, you unlock new machines — sewing, food storage, sword drawers, and so on — all of which require new features and operating procedures.

Small or large disasters disrupt the fun cycle. At the beginning of my game, I neglected to harvest enough fruit to feed the villagers before their enemies arrived. And by the time the invaders were just a few days away, I didn’t have enough wood to cut down to make way for the site. I coveted a place where the villagers slept a little and did not have enough food for me to build a half-barrel to protect the camp. After a short struggle, my best man of books was assassinated, which led to the colonial team destroying the new profession.

Going to Medieval can create low stress which is not fun at all. Failure sounds brief. Soon they are replaced by things, then hope. There are definite answers to the obvious problems. When you play this game, new waves wash you away (as opposed to damage). The combination of psycheging psyches and a group of people doing great things is always difficult.

A small, but meaningful blessing in Going to Medieval and its fine lists. No digging through the pages for information or anything else, no UX type drowning. The game does not punish you severely for missing an important list (or system) in the first place, allowing you to overreact to the game loops. Only frustration comes from Going to MedievalIts appearance – the players can be inspiring. It is more difficult than it should be to change the bird’s eye view between the contents of the barn and the roof of the barn.

Going to Medieval not really necessary; it’s just a little bit smaller than that Chimamanda and other games of its kind. Eventually, the game has found other “shortcomings” as developers will achieve: dialogue, snow settlement, animal husbandry. Meanwhile, at its inception, it is a refreshing and easy to carry sim that throws Steam for good reason.


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