
A calm creative experience where you guide the development of an alien ecosystem. Study the environment and discover what drives it, or just sit back, relax, and see what happens!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
why the ♥♥♥♥ would this have co-op lmao
TLDR; cool game, would recommend, a little confusing with lack of explination. its a very interesting game. you never intend to spend lots of time on it, but time flys. im actually left hoping the dev continues to update the game and adds some more to it. i do really appreciate the minimalist approach (atleast thats how i feel its taken) the only real critisism i have for the game is the lack of detail on contextual menues. example, there are different behaivors for your plants, friendly, hearty, and solitary, and im not too certain what each one means for each plant, or some form of explination as to what radiation or carbon or nitrogen do for you.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Xenobloom is an interesting, slow-paced ecology simulator. [/h1] It's less of a game and more of a "fish tank". You have some tools with which to affect an environment, and you use them to help various organisms grow and thrive. Some organisms have different unchangeable rules than others (ex: trees can grow up or down, but never underground or sideways, while worms and bacteria can only grow in soil), but all can be tweaked in one way or another. There are various soil/environmental conditions and nutrients that affect everything on the screen. Xenobloom has various modes that provide different game rules. Normal mode is almost a clicker-genre game— you harvest plants for "power" (basic points with which to influence growth and organism environmental preferences), modify the environment by adding or removing soil, and slowly unlock more organisms. The goal is to grow as much stuff as possible all over your screen. Environment-wide tweaks are just something to spend points on to keep them turned on— random events will raise and lower them, among other things (such as adding/removing soil). Experimental mode is normal mode, but without resource (power) restrictions. Observation mode plays the game for you. It would make a great screensaver. Ecology mode is the most realistic, though it's far from accurate to reality. Environmental settings (water, wind, phosphorus, nitrogen, oxygen, carbon, sunlight, etc.) can't be directly affected, and organisms are changed to produce an excess of one thing while consuming a smaller amount of something else (ex: tall grass produces oxygen while consuming nitrogen). The player no longer has power restrictions for changing plant variables and terrain; the objective is to balance the various organisms so that every environmental variable reaches its maximum. If an environmental variable gets low, organisms that depend on it will struggle to survive. Xenobloom isn't for everyone, but it's cheap and well-designed. I haven't encountered any bugs, and I love seeing systems like these at work. I'd love to see more sandbox games focused around restricted manipulation of an environment and its inhabitants.
Dont buy it. i really wanted to like this game, but there is really nothing there. gets boring so fast that can be hardly a game itself. it can be a bit fun if you are under some mind altering drug effect, i suppose... but, eh... 03/10
Great game to burn a good 40 mins on at a time.
Too linear and grindy. The plants evolve in a linear fasion when the DNA meter is full, so you just hace a clickfest of harvesting.
評価が悪いゲームだけど、俺は割と好き。
Eh, bougth, spent about half an hour, refunded. Nice and good looking, but useless. I'll buy something better for that price.
This is not a game so much as it is a convoluted paint program. It's weird and fun
The first idea a prospective buyer of this game needs to be disabused of is that this is some sort of Biology Simulator, worried with replicating some set of mechanics relevant to organic life as we know it here in the real world. It isn't. The core of the engine uses Cellular Automata (Google it) to determine which squares "support life", and then for some obtuse, bizarre, misguided reason, it names the various rules of its automaton after more mundane things that would actually make sense in an actual Life Simulator. So, for instance, the rule that determines whether a square with exactly 4 life supporting neighbors becomes itself life supporting, non life supporting, or suffers no change from its original state could be called "Water", "Sunlight", "Nitrogen", or even "Love" (don't ask me). How having exactly 4 neighbors maps back to anything regarding how these things work in real life is beyond me. Some might say this is a VERY high level, VERY abstract representation of the concepts; I will be bold and call that pretentious nonsense. So, what do you actually DO in this "game", you ask? Random ♥♥♥♥ spontaneously spawns in squares the Cellular Automaton decided are "Life Supporting"; you click a scythe icon and you drag it across the screen to kill them and fill some meter so new types of pixelated ♥♥♥♥ start spontaneously spawning. You can fiddle with the rules so more or fewer squares are considered "Life Supporting". That's about it essentially, but perhaps the complete absence of any tutorial or guidance will fool you into thinking there's some sort of hidden depth to it. Look, I played the ♥♥♥♥ out of the original Sim Life from Maxis, so it's not like I was expecting Halo or God of War. Call it a failure of the imagination, but I cannot tell what demographic would derive entertainment from this product. This is the first game I will request a refund for.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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