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Crest - An Indirect God Sim Ativador Download [addons]

Crest - An Indirect God Sim Ativador Download [addons]


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About This Game

Welcome to Crest, a unique take on the traditional god sim, where your word is gospel. Control and guide your followers by issuing commandments written in an evolving pictographic language.

How these commandments are interpreted and remembered is not set in stone. What you communicate and what experiences your followers have with the environment is the basis for their religion. Over time, commandments can develop different associations and completely change their meaning. After all, your followers still have free will and will sometimes do what they think is best for them, regardless of what you had in mind.

The consequences of your actions may not always be clear and you will need to be aware of the ever-changing environment, your people's beliefs and their feelings about you.

Will they love, respect or fear you?

Key Features

  • Create your own religion, nurture your followers and observe how they evolve, or die, as a result of your decisions - including the unintended consequences of your commands!

  • Sandbox-style gameplay: Oversee a world where weather, vegetation, mineral deposits, drought and animal behavior will create surprises

  • Weave your own stories through trial and error. The history of your people will be chronicled and presented to you at the end of your vigil using the in-game storybuilder.

  • Progress by unlocking new words, increasing the complexity of your commandments

  • Customize the difficulty of your games with various amounts of resources, animals, islands and overall island quality

  • Built-in Twitch support: When you live-stream the game on Twitch, your viewers can join your cities and vote on commandments to help or disrupt your godly plans

Setting

Crest is an Afrofuturist game that re-imagines how humanity arose in the cradle of humankind on the African continent. It's a historical themed game that tries to emulate an advanced iron age civilization that could have existed a few thousand years ago. The setting for the game world, its flora and fauna is based on African biomes, with rainfall determining the tug-of-war between desert, savanna and jungle.

Progression and Losing

Crest is a game about surviving and you can never win the game, only survive and experience an interesting journey. Its focus is on replayability. Every new world you start is unique and will write its own stories. If all your followers die, that world is gone forever. However, you will still be able to view the legacy of your previous worlds. As long as your people live you can continue playing and further shape your own history by creating more and more complex commandments with newly unlocked words.
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Title: Crest - an indirect god sim
Genre: Casual, Indie, Simulation, Strategy
Developer:
Eat Create Sleep
Publisher:
Eat Create Sleep
Release Date: 8 Mar, 2018


Minimum:

  • OS: Windows Vista SP1 or newer
  • Processor: 3 GHz
  • Memory: 8 GB RAM
  • Graphics: 1 GB VRAM and shader model 4.0 compatible
  • DirectX: Version 10
  • Storage: 1 GB available space

English



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TLDR; the design leads to a frustrating and disheartening experience despite the interesting ideas.

I only played the game for 2 hours, so perhaps some of these problems aren't as bad later on or in a different mode, but here's what made me stop enjoying it:

First problem: The events of the game are very divorced from the actions the player takes, meaning there is no feeling of satisfaction from making a good choice. On top of that, the clear, quest-style method for gaining research points really doesn't mesh well with that indirect nature - it took me over half an hour to go from 7\/8 to 8\/8 bushes planted, with most of my commandments going into 'pick berries'.

Second problem: There are really only 4 different types of 'nouns' - food, terrain, ores and people - and only 2-3 of the verbs are relevant to the groups other than people (why would people near lions specifically attack\/not-attack people near hyenas?), meaning the core gameplay gets boring pretty fast.

Third problem: it really sucks to be put into a perfect, beautiful world with no war and no problems, be given the task of keeping people with emotions and needs and autonomy safe and happy, and then slowly see the resources stripped bare, people hating and destroying things and eventually fighting among themselves, while feeling like it's both your fault and the nature of the game.

The core idea is interesting, but it doesn't fit with the game it's in, like bacon in a cake. I think if perhaps it was set up more like a puzzle game - with a dysfunctional country that you have to 'fix' through the commands - it would work a lot better.. unless the dev pulls off a miracle before they abandon it then its not worth your time.


Exploration Module now live!:


After seven months in the works, the Exploration Module is now finally here! Now you'll be able to explore other islands as well and grow your civilization even bigger. The update includes hippos, islands, terraforming and much more. The very long list of all changes can be found below.

To celebrate the release of the Exploration Module we made a special trailer for it:

https://youtu.be/9c9xd4jyJCE

Here's a list of all the changes, additions & improvements:

New words. Dev Blog #160 - Uphill Battle:


Many battles have been won this week and an immense progress was made in tackling some of the very difficult to solve issues.

Community. Dev Blog #124 - Unstable Waters:


A version of our current game is soon live on our “Unstable” branch on steam, go and check it out! This week we have been working on the new water system, running animations, dangerous waters and the terraformer.


Read all about it on our dev blog[eatcreatesleep.net].. Dev Blog #151 - Brushing Up:


Most of the work this week has been around improving usability and user experience based on all the feedback we got from you in the recent weeks.


Community. Relaunch in December, 2018:


Hey everyone!


Crest relaunch date pushed to December, 2018. The reason is that too many cool games are coming out during the autumn. Sorry for the extra wait, but the good news; more time to polish the game (for example we'll take a look at improving save stability and speed).

The image above is concept art for the new trailer by the way. As you can see we're still working hard to make the relaunch worthwhile. In the interim we really need your help with feedback, reviews and just spreading the word.


We will give you updates on the progress of the build as soon as we've enough information. There will be more public tests as well. Stay tuned!


//Martin and Eat Create Sleep. Dev Blog #125 - A Stable Unstable:


Today we’re leaving for our Easter holiday which means that the dev blog is a day early! This week we worked on making the unstable more stable so you can play the unstable a little bit better. We’ve also continued working on the water system, UI, running animations and started work on the advisors again.


Read all about it on our dev blog[eatcreatesleep.net].. Dev Blog #145 - Something is Rotten…:




In the community module! This week we posted on steam what the community module is going to be about and we’ve been working hard on advisors, monuments, remnants of the world and more. We’ve also moved in to a new office space. Oh, if you want to find out what is rotten, read more about what we’ve been doing on the blog[eatcreatesleep.net].


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