This game is striking in its own, on the one hand – simplicity, and on the other – extraordinary attractiveness. The game makes you plunge into yourself with your head, plunge into the atmosphere of some hopelessness and people who fiercely fight this hopelessness. Why does she make it do? Read below.

The story plot here is an armed local conflict, in other words – a civil war. And the heroes subject to us – ordinary residents of the city, who survived the bombing, gathered together and settled in one of the dilapidated houses.

House and is the basis of the whole game. In the house you get control of the first characters, get the first supplies, collect primitive tools from them on the proposed workout, prepare food, medicines, follow hard -wounded characters, and much more. In the course of the game, you can modernize your refuge by closing the windows, for example, or build a stove so as not to die from the cold.

Other survivors can also visit you. They are divided into three types:
1) merchant – whose name speaks for itself. It comes once every few days and offers a choice of arsenal of various devices starting from simple boards, ending with medicines and weapons.
2) Potential residents – characters that come in the hope of finding a shelter. There is a moral choice in front of you: take them to your house or not. The bottom line is that you need to select your team according to the characteristics you need, that is, if you specialize in robberies and theft, the teacher is useless.
3) beggars – people that come for help. Usually this is either a request for food or medicines, or a request for direct assistance: for example, to save the father from under the blockage. There is also a moral choice that can affect the well -being of your characters. It is worth noting that the sent character may not return. It can be shot or initially driven into a trap.

But besides the house, there are many interesting locations. On these same locations, you will look for a provisions, building materials, medicines, etc.D., to trade and communicate (rather conditionally) with NPC, steal, receive Lule from snipers, or these same snipers (and not only) kill. In the first pairs, only a couple of locations will be opened, but in the course of the game you can visit a much larger number of them. For example, there are trading locations, and there are fully controlled by the military.

The characters also have their unique qualities https://instaspincasino.uk/ as positive: fast runner, collector, cook, etc.D., and negative: smoker, coffee machine. These qualities directly affect your gameplay, for example, it is worth sending a collector to a safe raid, and for working with children (yes, they are here) – teachers.

All these roles are distributed at the two times of the day:
During the day the house is arranged, crafting, cooking, treatment, etc.D.
And at night you choose whether to go to a raid or not. And if you go, then who will go? And where? And who will guard? And who will sleep at this time? You have to solve all these issues in a certain briefing before the beginning of the night.

The game just ends after a certain number of days, this is about a year of playing time. It is indicated by the end of the cordon and in the credits we are told the story of our survival and what happened to the characters after the game. But no one forbids you to go through it again and again, knowing all those nuances that you understood from the previous passage. Avoiding the mistakes that were made earlier. After the next game, other starting characters will be available to you, which adds variability of passage.

It is also worth noting the amazing sound accompaniment from Peter Musser that he had his hand to the Soundtrek of the Third Witcher. Music here creates most of the atmosphere, and literally dips you into those events that occur on the screen. Always a suitable OST forces to sympathize and rejoice at your characters, which is certainly worthy of the highest praise.

As a result, we have:
A) the atmospheric story about how ordinary people try to survive the war unnecessary to them, without losing moral principles.
B) a simple game mechanics, which provides a low entry threshold that allows you to try this game to absolutely every modern player.
C) original graphic style. The dark environment, rare neon signs, all this creates an extraordinary atmosphere and the possibility of a complete immersion in what is happening.
D) an amazing soundtrack, which is an integral part of the local atmosphere.

It is not difficult to put an assessment of the game, because it really is worth it. 10/10.

The best comments

The tongue is incredibly curved, the editing is very necessary.

Game just ends after a certain number of days, this is about a year of playing time.

What will change if you throw out the selected? Nothing. And it sounds more pleasant. And there is a lot of this in the text.

Yes, and in general: ok, you described the mechanics of the game, but you left it, so to speak, left overboard. But just about the mechanics and everyone knows, the game is not the first day or even a year.

= _O for starters, it is worth indicating that in most scenarios, winter will be and should be prepared for it. Build radio, monitor the weather, build heaters and stock up on medicines and water.
It would be worth attributing to the merchant “since there is no money in principle, trade is carried out according to the barter means” (just the latest games are often not bothering and introduce a product exchange of money exchange. Personally, I was surprised at the first passage,.)
To the collection of the team, I would like to clarify “each of the characters has its own characteristic features, about which the game only hints superficially”.
I do not remember that at least once in 5 games, helping needy turned into a detrimental. On the contrary, I complained that it was too positive, in reality not everything is so rosy, it turns out to me stupidly lucky. (By the way, I remember when the game only came out, it was very inferior that the refusal to help the beggars due to the impossibility of giving supplies, which were trumped, enthralled to a decrease in the mood of the residents, with patches they more adequately respond to this situation.)
At the expense of locations, it would be worthwhile to tell that the game is divided into the daytime part and night. That the night half of the game, where you have to plan even more, where to go, whom to leave on guard, what to give out and how to act depending on the level of the threat. (You show the interface in the picture, and the explanation is much lower, the course of thought is lost, this is wrong).
I also missed a number of details that saving is carried out every morning, and not at any time at the request of the player, in order to replay a failed raid) that any character can die/freak out, stop listening and harm others/leave the shelter and the game will not stop, but will continue to count the days until the end of the war.
Specifically about night sorties, it is said very little and only superficial. (There are different places, different situations and the game can throw a different scenario of events with repeated passage. The same supermarket can be like a bunch of neutral people and it will be possible to get a calmly necessary, so the situation where you have to choose, take a chance to save a person, but cross the line or pass by without risking the game character. It would be possible to give a couple of practical tips, for example, “take scrap”, it is useful and as a means for opening the locked doors and as a weapon of close combat, it is preferable to attack secretly in order to apply the most possible damage. Again, different styles of passage, go on the forehead if we dofiga weapons (it makes sense to hide from bandits with pistols when you have armor and automatic?), quietly kill everyone (if the enemies are armed and protected clearly stronger) or sneak up unnoticed (there are a number of cases where you can penetrate and steal things without giving your presence at all)
Well, the rating 10z10 is clearly not about this game.
The game has flaws that can be presented with quite reasonable claims.
1) why there is no way to increase the inventory of characters? Find a backpack/sewing a bag is not the most difficult thing in wartime, let.
2) the need to visit 1 place several times. When the character 1-2 of the character is understandable, but when 3-4 people live in the house, it would be logical to send not 1 to a sortie, but 2 people in order to double the booty, and not run 3-4 times. Suppose to go to the danger zone is risky, and managing 2 characters in a battle without a strategic pause is simply inconvenient, but what prevents the already cleaned or simply empty house from going? This is a real problem that stupidly slows down the game process.
3) the situation when there is nothing to heat. Suppose that everything that could be broken on firewood went into the furnace, but still, cold. You look that you still put on firewood, here is a wooden cabinet, here is a nightstand, here are the doors between the rooms, at worst the house is on a tree. But the game simply does not allow it to chop it into firewood, although it would seem that other cabinets and bedside tables were calmly broke.
I do not like to give grades, because this is not summarizing, but canceling the arguments given, but since you have an assessment, I would like this game for 8.9 out of 10.
I am very pleased with this game and the feeling that it gives is difficult to convey to other games/films/books. (Film and book you are only an observer, and in games often, you are a Uberger with a gun, without moral principles. In the same Dayz/Rust and the like, everyone kills each other without hesitation, although it would seem that on Twom you kill game bots, and in other ordinary players. It’s just that Twom shows all the pain that any ordinary person who has fallen in a similar situation can experience, while in newfangled games, you are a dull murder machine, not a person.)