The basic gameplay concept behind This War of Mine is that you control a small group of survivors in the middle of a war zone. You must scavenge to find items and build new items to help keep your group healthy....and alive. The game opens with your three survivors in the bombed out house that they have chosen as their shelter. There really isn't any tutorial, but the controls are simple and intuitive enough that you can figure out what to do. A brief journal-entry style page informs you about what your survivors are feeling and things that they would like to see improved. One of the first notes told me that building beds was a good idea so that people don't have to sleep on the floor. Your base has a small workshop where you can use scavenged materials to build items that are essential for survival, comfort, and eventually prosperity in the war economy.
Your home. Survival not included. |
Well, this seems easy! I assigned Marko, my good scavenger, to travel out to a nearby gas station that wasn't described as being dangerous. I commanded him to stealthily creep across the map and explore small areas to find any materials lying about. Marko's inventory can hold 15 items and it fills up very fast. I hadn't managed to loot every pile of rubble before his backpack was completely full. There is some inventory management involved as you really have to prioritize your needs. Being a total noob I didn't even pay attention to the fact that Marko had looted tons of parts and wood and no food. Each night cycle is on a timer so you only get a limited time to scavenge. It is important to get your scavenging character to the exit before the timer ends or else they have to return to your base in daylight which is much more dangerous.
Back at base during the day cycle I set my survivors to building new items from the parts that Marko had brought back. Survival basics seemed very important so I built some rainwater collectors and a stove....to cook all the food that I didn't have. My survivors all showed that they were hungry and they were starting to grumble about not having eaten. The limited supplies that Marko brought back only allowed for a few items to be built before they were exhausted. I sent Marko to bed to rest--your characters need to rest for at least a few hours every day or else they started to get really sluggish.
I decided to send Marko back out to scavenge and picked a different location with the hope that I could find some food. Again, this location didn't appear to have any food. I looted more parts including some electronic components and hustled Marko to the exit before the timer ran out. Upon my return to base I found out that my survivors had been attacked during the night. Bruno was severely wounded and needed some bandages. Pavle managed to avoid any injuries but I definitely needed to plug up the holes in the wall in my shelter to prevent further attacks. Besides getting attacked, my survivors were starting to move very slowly from lack of food--I absolutely needed to find some food! I attempted to use the materials I had found to fix up the holes but found out that I only had enough to fix one.
The food situation was getting desperate so I specifically picked a location that had food listed. The downside was that the location I picked was occupied and I would need to steal. I was amazed at how bad I felt about this. I really didn't want to steal but it was becoming obvious that if my survivors didn't get any food that they would probably starve. Marko slunk across the map towards the fridge (yeah, another noob move was not thinking logically about where to find items like food) and proceeded to steal all the food. It was very easy to avoid the occupants of the building so there were no physical conflicts.
I thought that returning to base with food, no matter how I actually acquired that food, would feel great. Instead, my characters all lamented the fact that I had to steal to acquire the food and about the consequences for the people who I had stolen from. I just fed you and you're complaining? It felt bad....so bad.
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