Medieval Dynasty
I told @Nightgaunt I’d play this a bit today and report back on it. Here goes!
This game feels sort of as though Kingdom Come: Deliverance and Stardew Valley had a baby.
I played for a few hours. Though it’s in Early Access I did not encounter any bugs, and it felt like any performance issues were pretty much because of my machine! I’m using a Radeon RX 480 from 3+ years ago so I had to turn the graphics down from Ultra to High to Medium/Low but the game still looks great. According to my Radeon software panel the game was getting 30/35 ish FPS on my rig.
This is a survival/crafting game where the overarching goal is to found a settlement by recruiting followers, get a wife and produce some offspring. Your character ages so eventually you’ll die off and I guess if you don’t have an heir it’s game over.
You can craft the standard types of things as in axes, knives, spears, etc. You chop down trees and pick up branches and rocks (and eventually you can learn to make such advanced things as shovels and picks!). You get XP in a number of different areas by performing actions in those areas (harvesting, farming, building, etc). That XP gives you something called Technology Points you can use to buy blueprints for more items. You also are earning Dynasty Points which is a separate track used for establishing and expanding your settlement. I didn’t get a lot accomplished in any particular area.
The game seems to follow a pretty realistic ruleset. You can die from hunger or thirst if you ignore them too long. You can definitely get killed fighting things like wolves and boars.
There are quests, which show up as exclamation points on the map but not in the game world itself. The game uses a HUD compass like Skyrim to show you POIs and quests on the top of the screen. For instance, here’s what you see when you first come out of the woods at the start of the game:
The game is gorgeous.
Here’s a view from my front door at night. It gets really dark at night!
NPCs have their own schedules (though there is a lot of aimless walking also). For instance, I was trying to find one NPC to give him a stick, since he complained his hoe was broken. I could never find him until I figured he would be out in a field. Sure enough, in the middle of the day he was out working in a wheat field!
At night many of the NPCs gather around a fire in the village:
The building interface is pretty nicely done. When you plop down a structure, the foundation is created along with some ghost images of the walls. You then have to construct each wall and as you do so, it turns greener and greener as more ingredients are added to it. When you’ve used the last ingredient it pops into existence. One of the nicest parts about this interface is that you can ‘Edit’ the wall to change it from a blank wall to a doorway, or to a wall with a window. You can even change it from a wattle wall (sticks) to a wooden wall to a stone wall. So you have a lot of flexibility in how your dwelling looks. Plus, when you complete the house, it comes prepopulated with two beds, a cooking pot and a storage chest (don’t worry, there is still plenty of things to construct).
The passage of time is modeled as passage through the seasons of the year. Each season is 3 days of in-game time (which is maybe an hour of real time? Not sure). The game does a pretty good tension between you things and you also feeling like there isn’t quite enough time to do all the things you really want to do. I have stayed up “late” most days trying to cram in those last few things I wanted to accomplish (find a quest giver, cook some meat, etc).
It just came out in early access but I’ve seen a couple of hotfix patches so the dev is still working it (actually it seems they have put out three hotfix patches just today). Right now progression feels a bit slow but not sure if it’s due to the game or due to me not really knowing what I’m doing.