
Settler's Domain is a strategy game about building a new settlement in unknown lands. Grow your population, explore the map, and contend with other settlements while keeping your settlers alive.
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About
Disclaimer: This game does NOT have deep simulation like Dwarf Fortress or Rimworld. It's similar, but the simulated elements are very simple in comparison. It's a survival settlement-builder with the goal of "beating" an individual world in 8-12 hours of gameplay.
Manage your ever-growing settlement! Use the resources at your disposal to build structures necessary for survival. Research new structures with a variety of functionalities. When resources grow scarce, explore your surroundings for more. Encounter other settlements and deal with them using diplomacy or hostility.
Collect resources to build new structures and keep your settlers alive. Resource management is essential for a thriving settlement.
Use resources to build structures with a variety of uses.
Clear away the unknown to discover more resources and and other settlements in a procedural world.
Use Influence to recruit new settlers to your cause. Larger populations can produce more resources, but need more food, medicine, and housing to survive.
Research new structures from a large tech tree.
Interact with other settlements in a variety of ways. Figure out a way to deal with them without losing your settlers- or your settlement- in the process.
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Engagement
Reviews
Themes across 87 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Vale, por partes, es un juegazo, llevo 4 horas y aun no estoy ni cerca de crear la ciudad que quiero, siempre tienes algo que hacer y pensar, a lo mejor tienes que esperar 20 segundos, pero como en cualquier citybuilder, la diplomacia, igual es un poco facil, mas que facil, sencilla, el tema construccion y apartado grafico, tiene mucho potencial, a lo unico que le pondria pega seria a que no puedes eliminar recursos del suelo, implica que crecen arboles en tus carreteras, lo cual queda muy feo, o por lo menos no he visto la opcion de hacerlo, es lo unico negativo por ahora que pondria, un parche urgente a eso, por el resto, tiene muchisimo potencial, enhorabuena a los creadores.
I'm really unsure about this one ... I've restarted a dozen times, as I've tried a few things, failed, and then started over to try again ... got a little further. Failed again, started over ... So like, it definitely feels really easy to start from scratch and jump in - I'm not being sarcastic at all - it's a pretty straight-forward ordeal. But then (and this is where I'm getting really stuck and unsure) there's sort of a "wall" or "skill check" or w/e you wanna call it, where advancing past 5 population causes a death spiral with neighboring settlements (and in all my restarts, there are always 2 settlements right next to you, so I get the feeling you're meant to deal with them somehow before you can advance in the game.) I suppose one way to deal with them is to just throw resources at them day after day until you can annex them ... but that's kinda boring. I'd love to be able to pump-up my pop and steam roll 'em, but the second you get to 5 pop they start demanding stuff day after day until it's war. And besides: population growth depends on "influence" in the early game, and that stuff gets sparse real quick ... ok, so war isn't super duper viable at first. PS: war boils down to numbers. Whoever has more population is most likely to win - there are no combat dynamics whatsoever. The villagers hack at each other with axes until someone wins. Again - straight forward. The other option is to pursue research and try different strategies, but that requires resources, and when you're penned-in by your neighbors, resources aren't easy to come by. So: you trade! But to trade, you get stuck in a waiting loop. Wait for the day to end. Trade. Wait for the day to end. Trade. Purchase new building. Now wait and trade a little more. Now purchase another building. Etc etc ... it's boring. I feel there really aren't a lot of different ways to play the game. Every playthrough sorta looks-and-feels like the same sequence of steps, and there isn't a ton of incentive or reward for trying to do things differently. I mean ... you sorta can't. Maybe that's a good thing ..? Maybe you just call the game "cozy" and that makes it kinda ok for it to be a little 1-dimensional ..? I dunno ... take it as you will. I think I'm gonna put it down for a bit and reconsider.
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Languages: English
Hours played at review time, across 87 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you're looking for a super complex game like Rimworld or Dwarf Fortress, this is not it. However, this game is very much a cozy game. Fairly chill game play loop with enough complexity to not make this a basic shovelware game but easy enough to pick up and put down throughout the day or after a long day of work.
Sorry, I really wanted to like this, but the progression path just *isn't fun* to get started with at all.
I like what is here and I like the art style, however, I think the game could use more in-depth mechanics. It is pretty basic for a colony/town simulator game. That said, I'm still going to upvote because it's reasonably priced at $10 and I've had fun with it as a kind of time waster while multi-tasking. I think that this game could do much better though with a bit more polish and expansion on mechanics. For instance, I shouldn't have to manually reassign settlers from more basic forms of housing to higher forms of housing and then delete the old forms of housing. Also, I feel like there is a bit of a disconnect in having to build structures for non-respawnable resources like ore nodes only to have to deconstruct them very shortly after. The entire flow of that mechanic seems poorly thought out in my opinion. The mechanic is fine and works well with respawning resources, but I think there should be something different for the ores. It makes very little sense to have to be building and deconstructing harvesting buildings for these all the time, especially higher tier ones. This game ultimately feels like an early access game that wasn't released as early access but probably should have been. However, what is here is enjoyable and isn't really bad by any stretch. So if you do enjoy these kinds of games you will probably like this, just temper your expectations because as of the time of writing this review it is not very complex or involved (that may be what you want).
As I like games where you manage cities, this is a fun a game, that i see myself coming to chill from time to time. I really like the trait mechanic, reminds me of Rimworld. To sum it up it's a nice game where you can micromanage your villagers.
A lot of the problems people mention in other reviews are just because they haven't cared to figure out how to solve them - like progression. I don't know why you'd like a game like that if you don't find solving those problems enjoyable. I was actually surprised at how easy it is to move forward once you take the time to read up on the research tree. I got stuck on my first world because I ran out of wood. So if you're the type of player who wants everything spoon fed to you, you may not enjoy this. But once the village is up and running, I had very few issues. What is a management game if you can't fail due to mismanagement? I'm finding this game very enjoyable. Best of the "sit and watch your villagers run about while planning your next moves" genre. Very pleasant way to waste day. I'm about half way through the progression. I honestly don't care much right now if it doesn't have a satisfying ending, it's already been worth the $10. Would I say it's worth $20? no. If the devs keep working on it, could be an excellent game. I like a lot of the choices they've made. Not having to worry about goods transportation. Awesome. Villager management without getting too into the weeds and complicated. Awesome. Novel management features. Awesome. Hidden research tree. Awesome. After a while the game gets seemingly so easy that I'd like some more challenges perhaps. Maybe optional raids (maybe that already happens?), incentive to explore (relics, treasure, etc?), a little more complex neighbor relationships (it's very simple right now, you can send an envoy, get neighbors to turn friendly in a week, and then ignore all their requests). Maybe some more challenge around getting all the various resources - a reason to create different settlements far away. More breadth, depth is perfect. No system is too complicated right now. Congrats and keep up the good work devs.
It's pretty good. A bit laggy when you get to the end of the game because of the amount of stuff going on. There are a few bugs, but I expect those to get fixed in future updates. If you enjoy a civilization simulation game, this is a fun time.
For now it seems like a cute little game with no hurry in it, if you get some basics right. However, researching takes too much time in my opinion and thus slows down gameplay unnecessarily.
It's a Rimworld-Lite so to speak, I actually really liked it because colony sims e.g. Dwarf fortress & Rimworld are usually over the top complicated whereas this was easily learnable. The one thing that really bothered me & made me refund the game is the settlers don't follow at all the 'work priorities' you set them e.g. needed them to mine stone around their house and set that on the option but instead they picked fruit, I don't know if this is an error that the dev needs to fix or that's just a mechanic of the game. But it was extremely irritating because it meant I couldn't build what I needed to build for my settlers to survive the winter. If that was fixed I'd definitely give it another go and give a positive review.
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