There’s no tech tree to research, and every building is unlocked from the get go, ready for building, assuming you have the resources. It would make tons of sense to have all the speed directly bounded to keys, like how spacebar is default to pause.īanished focuses mainly on the ability to manage resources. Why is this a problem? To adjust game speed, it’s F1 then 4 to speed it up, 1 to slow it down. There’s no way to bind specific submenu function to a key, without having the proper main tab open. The main tab located in the lower right of the screen is selected with function keys, and submenus are selected with number keys. One point of nitpicking is how the UI handle key shortcuts. Handy for folks playing in larger resolutions, where the UI can get really tiny. Sadly, the UI cannot be dynamically resized, but it can be rescaled in the options menu. The flexibility provided works wonders, it’s easy to focus on the info you need at the moment. HUD elements can be toggled on and off, and stickied to any part of the screen. But nothing to really ruin much of the experience.įor a city builder with really strong needs to monitor all your resources and needs, it has a flexible UI. Nothing really jarring, except maybe the common instance where deer herds cross rivers, even going underwater and some clipping issues (animals phasing through pens to enter and exit them, boats phasing through some buildings along the river). The citizens do look low-poly, which is I assume why you cannot zoom in close to ground-level. However, not all parts of the game looks gorgeous. Likewise, the music and ambient sound accompanies the theme quite well, and a joy to listen to despite having only a few tracks of songs. The weather effects and season changes look good, although there’s no day-night cycle. The water reflection and ripples look amazing, as well as the designs of buildings, which gives a sort of medieval style of era.
I hope you like harsh difficulty spikes.īanished is a full 3D game, and can be quite a looker in some areas. What sets this game apart from other city builders, is how demanding the resource management. As you fire up a new game, after adjusting some settings, you’re off building your town. This backstory is only seen on the game’s Steam page and the in-game wiki. Your job is to slowly build the town, and manage resources as the seasons and years go by. You manage a few families who were banished from their previous home, and now decided to make a new one. Released in 2014, and developed by Shining Rock Studios (which comprises mainly of one dude, and his brother), this indie title is simple in its premise.