
Care for a miniature ecosystem in a strange world, exert limited influence to encourage the growth of different fungi and bugs and try to maintain the balance of life.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Earthtongue is a curious little beast, and the glowing satisfaction of seeing a stable ecosystem take shape is matched only by the complete vexation when starting your first world and not understanding how anything does anything. This isn't strictly a game, per se... Yes, there are achievements both ingame and on Steam, and some of them are even remarkably difficult to get and will require a fair amount of either tactical thinking or dumb luck (although it doesn't hurt to have both), but Earthtongue is by and large what you might call an "interactive screensaver". You make a few small adjustments, attempt to nurture a balanced world, and mostly just sit back and watch everything interact. It's fairly simple; there aren't very many special interactions between species... There's one beetle that's immune to the grasping tendrils of a particular carnivorous mold, there's a moth that acts as a pollinator by spreading the spores of whatever plant it's just eaten, and there is of course an implementation of the horrifying Cordyceps fungus. For the most part, everything else reacts by either eating or ignoring whatever it comes across. But even with these simple functions, remarkably complex ecosystems can arise and thrive. The wasp eats the fly and its body is turned into nutrients for the soil, the fungus consumes the nutrients and grows full stalks, the beetle eats the stalks and attacks the snail to defend its territory, and the body of the snail is eaten by a fly. All for your viewing pleasure! The actual life cycle is a teensy bit bizarre (nutrient dust falls from the sky? What is this, a fish tank?), and by no means are all the basic lifeforms balanced properly (locusts... Oh god, locusts), but that's part of the appeal! You don't just come in with a cosmic blueprint and know exactly how an ecosystem works and how to put it together, you need to see the creatures and plants for yourself and watch how they interact and how they survive in different circumstances. Observe, experiment, observe again... Or just let nature run its course through random events and see if something sticks! It's definitely "zen", and despite its small annoyances I found it to be a remarkably compelling experience. It's not for everyone, but if you've been looking for an ecosystem simulator to poke and look at... This is exactly it. An extra bonus is the developer, who added a couple brand new modules (thus introducing entirely new ecosystems that you need to learn and understand in order to make them bloom) as well as workshop support for community-made modules that extend the game's lifespan immensely. And that's all after having said "I probably won't be working much on this anymore, so don't expect any big updates"! Now excuse me while I add on a couple more worlds from the workshop and chill out while poking at the natural economics of alien plants and animals...
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a WONDERFUL game for everyone who was obsessed with coding little procedural life sims while learning programming. It scratches the same itch of watching predator-prey simulations play out, but with so much added depth and so many variables! I could watch ecosystems evolve and collapse and reform for hours. The enthusiastic mod support is also wonderful - this dev didn't just create a game, they created a framework that they want other people to make their own games in! Overall this game has a lot of heart and will make you obsessed with mold reproduction like nothing else.
when i was a kid i was obsessed with "virtual aquarium" screensavers; the idea of being able to simulate an environment in my computer that i could watch and share the room with felt very tranquil and even a little festive. earthtongue perfectly captures that same childhood magic for me and expands on it. June's ability to breathe life into pixel critters is on full display here and it's mesmerizing to give the ecosystem the gentlest of nudges and watch the way that ripples out overtime. easy recommendation for anyone who's ever cared about a virtual pet or just likes to think about how everything is linked to its environment.
Still waiting for an update since 2019
i have no clue wether at any given moment in this game i am succeeding or failing but i am stressed about it
Its the game I leave on in the background while I do other things. I've seen life come and go. Many lifeforms have become fossils on this ancient planet. Currently it is 607,000 years worth of evolution on my little rock in space. I've bombarded the earth with thousands of meteors trying to kill off those pesky locusts. They are a cancer to your world. Sundew mold = death to your rock avoid it at all costs. It idles itself. Sometimes I intervene and try and cultivate life. Other times I simply just let it run in the background and check in every once in a while to see what new forms of life have arrived on my planet. If you love simulators, or keep insects in real life as I do, you will love to watch your own little ecosystem come alive.
Simple, stressful, fragile, and boring. However, It's cheap and good for a bit of fun. 7/10 DARN IT STAY ALIVE YOU DUMB BUG
Incredibly cute ecological sim with mod support. I love watching the precious little creatures <3.
A fun ecosystem simulator with mod support. Mods that are easy to make as well. You don't need to know how to code or anything. 8.5/10
Using old era bit style graphics, Earthtongue is a ecosystem simulator where you try to balance fungi and bugs who develop within an alien crater to create a self sustaining microcosm. You play as a non-physical consciousness who has limited ability to influence things using intervention points, which slowly accumulate over time as your micro world becomes more diverse. The end result is very interesting and reasonably enjoyable, but it can become frustrating at times. I definitely like the approach of this game. While there is a little micromanaging, your interventions are limited until the next allotment, so you'll spend a fair amount of time just watching things develop, which can be adjusted for speed. While you develop your world, you have a research page which tells you aspects of things you've learned about how these little creatures live and see insight about your true nature. As the name of the game is balance, you're going to find there's a rocky road to understanding what does what. You won't really be overwhelmed with choices for the most part, but if creatures don't live long enough (or don't develop at all), you can't really learn what you need to do. Because your interventions are limited and creating a lifeform creates a higher cost for a while if you want to do it again, it can become frustrating as some creatures are very hard to develop. Because some of them can die almost instantly, you don't get the opportunity to figure them out, and meanwhile, your world is developing, which can be inhospitable to certain things. This is something that galled me. I'm all for trial and error, but I'm several hours in at this point and I still don't know why certain creatures won't thrive, what they will or will not eat, how they behave, etc... because they die almost immediately. If you can't learn from a forced trial and error approach, you don't really have any options and there's not a lot in the way of out of game guides for Earthtongue. Why do my wasps keep dying? How do I make use of the red mantis? Where do I plant pitcher plants successfully? Almost six hours in and I have still have some fast dying creatures with little explanation, because the research won't update until they've lived for around 7500 time units. I would have preferred some kind of clue on how at least to start with some of these creatures and then learn more as time went on. Creatures aside, you must maintain a balance of nutrients in the soil versus that which is locked inside creatures/the air. I think this represents a type of carbon cycle. With your interventions, you can occasionally call down nutrients, rain to hydrate the land, wind to spread spores, etc. These things can happen without you, but they're very rare. One of the options feels a bit off putting however. The meteor option can be used to create ground based nutrients and break up piles of dead bodies/undesired creatures. Aesthetically, I feel like this is an odd method for adjusting balance however, since asteroids are more analgous to the evolutionary dominance and change of various creatures in real earth history, than anything to do with natural balance. Additionally, the meteor option either comes as a fiery ball which can be used to burn excess carcasses like an incinerator, or just a frozen iceball which creates a less ground impact to deliver nutrients. I didn't see any way to control the outcome of which type arrives, which was vexing. None of the other weather options have that issue. Lastly, and this could just be the result of the world I managed while trying to learn the game- the breakdown cycle of creatures doesn't keep up well. Detrivores are often sluggish in their work, and while my roaches reproduced reasonably fast, my flies barely did. That felt non-intuitive. In time, there were more dead bodies piling up than all the detrivores and meteor drops could keep up with. My advice? Avoid using locusts and sundew molds as long as possible. They get out of control rapidly and little seems to get them under control. I have the option to use an expensive meteor shower to wreck my world down a bit, but I feel like that's an unsatisfying answer to my dilemma. But I get it... balance is hard. I just wish I had the ability to come into this more equipped with information than just guessing at times. Some creatures also seem more effective at their 'jobs' than others. Generally, I liked the old school graphics and basic animations. The developments of the fungi were also very detailed as they grow and wither in a very telling way. You can also see the extent of water and nutrients in the soil with some subtle graphical touches. However, I would have changed the three fliers (wasps, locusts, and flies), as they use the same model with very small palette changes. The music is nice. Simple relaxing quasi-Metroid-like ditties although they can get a little tedious after a while. As a bonus, there's also mod support to try out new maps and designs, but know that there's only a few around. Still, it can keep things fresh. Aside from the frustrating inability to learn things in game at times, I like Earthtongue and I wouldn't mind seeing more of it.
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