These are procedurally generated so no two maps are going to be the same. Right away, Terra Nil throws you onto a desolate map. That said, it’s hard to complain when the gameplay managed to suck me in so completely. I would love to see some sort of story element combined with this game, if only for the lore aspect of WHY the world is so bad. The demo I played around with was very straightforward and dove me right into the action with a tutorial the held my hand just enough to get rolling without being obtrusive. I’m not sure if there’s any sort of story elements you’ll be given in Terra Nil when it fully launches. After all, whatever buildings you lay down will eventually have to be taken care of, so planning ahead is crucial. It’s just a neat concept, and while it uses much of the same concepts you’ve come to associate with the building genre (so it’s easy to pick up and play), the mindset is a bit different and forces you to think about your progress in a different way. You’re overall goal is to leave the land lush, vibrant, and healthy without a trace of your presence. So yeah, you’ll still have to place buildings in order to make progress, but ultimately, once you get your piece of the world to a point of being self-sustaining, you’ll also have to recycle those buildings you’ve placed. So yeah, it’s a “reverse city-builder” where you’ll have to strategically rebuild the natural world through soil purifiers, water stations to replenish rivers, and much more. From that, you must find a way to restore the world’s ecology and various biospheres. The world is a desolate place, with arid and harsh wastelands. Rather than working to build up a thriving civilization, your job is to RECOVER from it. ![]() I’m all about my city-building games and managing resources (boring dude, I know), but Terra Nil is set up a bit differently. First of all, I really love the idea behind the game.
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