
A post-apocalyptic roguelike set in modern-day New England. Scavenge tools to craft an arsenal capable of dealing with the ever-evolving hordes of zombies, mutants, aliens, and robots in one of the deepest survival sims around.
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About
Cataclysm: The Last Generation is a single-player turn-based post-apocalyptic survival game. Based on the all-time classic Cataclysm: Dark Days Ahead, The Last Generation tells the story of a world where the dead walk, alien horrors stalk the land, and the fabric of reality as we know it has come undone. Despite all this, a few unlucky souls yet survive, and whether the last generation of humanity is destined to die off, or to become something fit to survive in this brave new world is up to you.
TLG's primary aim is to preserve Cataclysm's depth and respect for plausibility while refining what it has always done best as a game, foregrounding character progression and immersive life sim elements in a world that will put your survival skills to the test. Dig through the wreckage of shadowy government conspiracies to uncover the truth about the Cataclysm, form your own band of survivors, and adapt to the myriad threats by expanding your arsenal, installing military-grade bionics, or mutating into your own kind of monster.
Trailer music "Splatterpunk" provided by Karl Casey @ White Bat Audio.
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Reviews
Themes across 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
サバイバル要素強めと聞いて期待したのですが、サバイバルの方向性が私の好みとは違っている感じでした。 が、開発を応援する意味でおすすめとしておきます。 まず日本語版でプレイする方のみの問題として誤訳(未翻訳ではない)がひどく、精神系のデバフを受けているかの如く混乱させられますw (最近のAIなどでもなく旧来式の機械翻訳と思われ、語彙数が少ない英語によくある同じ単語を文脈によって全く違う意味で使うケースにことごとく引っかかっている) CDDAはアイテム豊富過ぎて再序盤を乗り越えると食料にも衣料品にも車に積みきれないほどでしたが、こちらは本当に少なく、初日から飢えと渇きと付き合う必要があります。 増えすぎたアイテムの整理や初回のドキドキを超えたら面倒になるだけの要素の削除は英断だと感じます。 ただ戦闘に関しては制限が強すぎて序盤にとれる択がほとんどないように感じました。 近接戦闘があまりにも弱体化されていて、ポイントシステム内だと武術覚えて近接戦闘と回避に全ぶりした@さんでもノーマルゾンビ1体とも死闘になり、まともに回避上げもできません。 ゾンビというより何かしらの超生物を相手にしているかのようです。 逆に自由ポイントで筋力MAX@さん作るとゾンビをぶんぶん投げて無双できます。(すぐ飽きる) 総じてCDDAの難易度では満足できなくなった玄人向けと感じます。
I'm a huge fan of what Worm Girl is doing here, I love Cataclysm and played the free version for years and I bought this to show support but found a really nice tuning of an awesome game. A version worthy of distinction and worth the asking price, I've never had a dull game of cataclysm no matter which version and this version seems especially challenging as well as aesthetically complete with it's own look. I recommend it without hesitation
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Languages: English, French, Italian, German, Japanese, Korean, Polish, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese
Hours played at review time, across 85 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I usually get the game from Github, but since I've had lots of fun, I decided to get the Steam version and leave a review. I originally heard about CDDA in a discussion from Project Zomboid, and was surprised to find how many similarities they had in terms of core design. I ended up gravitating towards CTLG because I heard it was more focused on the survival elements and difficulty, which is also what made me interested in Project Zomboid in the first place. Though since I haven't played much on CDDA I can't personally comment much on which elements are similar to or diverge from CDDA, though from what I've followed on the changelogs there are a ton of differences. Both Project Zomboid and CTLG require being careful and methodical, as combat is risky and there are a number of factors and status effects you want to tilt in your favor, and both reward resourcefulness and knowledge of the game. Like it's often prudent to know when you're too injured and pain and better off going home, or running away from an encounter, while it's still an option. If you don't know wtf something is, since the Cataclysm games have a wider variety of enemies (and I think both games do their own thing pretty well), then consider carefully whether you want to try and mess with it. Though in some cases the graphics do a decent job of portraying danger. And if you do die, that's sort of part of the game? It's a roguelike. I personally think it's fine if you want to make backups once in a while to load, but even if I make a bunch of progress, when I die, I find the game very replayable with how you get placed into new circumstances with different nearby enemies and locations. As for resourcefulness and knowledge of the game, I've found it overwhelming at times, like looking at the crafting menus and seeing all the different options. I've found that I've learned about more mechanics and useful items to loot/craft over time, though looking up resources and guides are also very helpful. I dunno if some people would consider playing it blind to be more authentic or something, but do what you prefer. There are a lot of nuances to the game that would be beyond the ability of a single tutorial to convey. Btw one thing I've observed is that this isn't an RPG where there all approaches are equally valid in all scenarios? You shouldn't fight all enemies with melee combat. You shouldn't fight all enemies with guns. You may want to use different melee weapons in different scenarios. Some things aren't craftable, or aren't worth crafting if it can be looted based on what's nearby. Rather than go on and on, I'll just say that, there's nothing wrong with downloading it for free from Github to see if it's the sort of thing you enjoy. And while there are some options to modify the difficulty by modifying the rate at which monsters evolve, or doing freeform character creation to give yourself extra traits or such, I personally found it pretty fun to take the game's difficulty head on and to struggle with limited resources and risky combat, figuring out better ways to get things done, and occasionally looking up how other people do things to figure out what I missed.
Cataclysm: The Last Generation is one of my favorite sandboxes. For those unfamiliar with the family of roguelikes descended from the original Cataclysm, they are traditional roguelikes with deep (if sometimes obtuse) systems. Item crafting and modification, maintaining your happiness, learning skills, creating custom vehicles, so many systems it would be absurd to list all of them in a steam review. The price of this is of course that you will need to learn to navigate the UI of the game to make use of all these features, and there is a lot of UI to navigate. Fortunately C:TLG is available for free, so you can go try it out, see if it's for you, then come back here and support the developer later (which is why I have a measly 1 hours of playtime listed. I still prefer to play off of steam). For people that are already familiar with Cataclysm (Dark Days Ahead in particular), I'd like to say that I think this is a good fork of the game. Worm Girl, the developer, has a solid vision of what she wants the game to be like and consistently works towards that. In the short time I've been following the game I've seen the surprise expansion of fungal monsters, adjustments to long standing systems for the better, and many many bug fixes. Compared to DDA I felt like the changes to the balance of armors, healing times, combat in general, food and tool scarcity, etc all led me to make more interesting choices during my playthroughs. I constantly had different needs I needed to address without being able to stock up on a massive supply of food and tools quickly, and had to make decisions over whether it was worth it to for example craft better armor to scavenge in or if I needed to go out there in what I had to secure a few more days of food. Of course like most games centered on survival you can eventually reach a place where your basic needs are functionally met, and at that point its up to you to explore the world in a self directed manner. Finally, I see a handful of negative reviews that boil down to people having a bad interaction with the developer on discord. I've been in the discord since I started playing, and while Worm Girl can be somewhat abrasive, I haven't seen anyone get banned that was not being fairly annoying and entitled. I've been annoying on accident without being banned. Some people though seem to feel very entitled to tell them what the correct way to develop a game is, or get mad about very minor changes. Buying a game that costs the same as a hot dog with fries and a large coke doesn't mean you become a game director. Worm Girl is actually very responsive to bug reports and suggestions (even if the answer is sometimes simply "Not doing that").
Have you been playing Project Zomboid and thought "this game is too straight forward"? Have I got the game for you. I have played several branches of Cataclysm this is currently my favorite. I like the Gradual Mutation perk and I appreciate that there is a dev who is still trying to support point buy, DDA gave up on that a long time ago. Some of the stuff I have seen the dev talk about sounds interesting though it's hard to know how far off that will be. If you are interested you can play the game for free by downloading on Github, but I liked this enough that it felt worth putting some money towards supporting the development of the game.
One of those classic "spray replay value all over your face and body" games, I have about 24 hours played and have yet to get past like the third day the entire world is made of rakes and you will step on every single one
非常好,希望常更新维护
i kill the zombie
Please add Tileset: The Ultimate Cataclysm
Cataclysm TLG has really stood out as a well thoughtout fork. It's a deviation done with genuine care and the focus is on building an immersive sim that emphasizes fun alongside its difficulty. Instead of difficulty for its own sake. That balance is where TLG wins me over. To me it better fits the vision of what this kind of survival experience should be: deep and challenging, but without getting bogged down in realism or over complication taken to the extreme, the way CDDA can. TLG keeps the depth that makes the genre great while staying focused on the actual experience of playing. Wormgirl has a great sense of direction on how this game should evolve and to me its the 'true' way forward with the series. If you want a survival roguelike with real teeth that still respects your time and your enjoyment, this is a great one to sink into.
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