4/5 Cautiously recommended
This game is a walking self-contradiction - it was supposed to be competitive idle
If you look at it from that point of view, many design choices become clear:
- it is online-only. It is run on some free server - you can't compete if all processing is done client-side
- it is knowledge-based. Like seriously - this game becomes 10x easier if you know all the points of interest. Exploration is much bigger part of this game than actual progression. Don't spoil yourself
- It has strange difficulty curve, it's hard at the beginning - and wide in the middlegame
Last point is perhaps the reason for many negative votes - you won't get your usual "sugar rush" beginning of "rapid progress and numbers going up, only to dwindle down as your go"
Here you'll need to prove your worth, understand the mechanics - how respawn works, how skills work, how to detect the inherent talent of each life, etc
And once you get that an discover better ways to survive - suddenly games becomes much more open and free... for the cost of you not knowing anything about where to go
I discovered Bronze by complete accident. I think I'll need 3-5 more discoveries like that to progress to endgame and I have nooo idea where to look
Cons of being "competitive idle game" - is that the multiplayer aspect of the game is dead
All the "first wins" have been taken, all the activity in chat has ceased
I wish the game transformed into normal local-first idle and got archived for prosterity