Cliff Empire (Review)
Source: Cashmoneys
Price: £8.99
Where To Get It: Steam
Other Reviews: Early Access
Last time I looked at Cliff Empire, it was aesthetically pleasing, with some exceptions, but, honestly, a god-damn mess to actually play. There was a lot of waiting, unclear resource imbalances, poor tutorialisation, and a trading UI that was as clear as mud, with Dead Man Walking scenarios everywhere.
Oh, and let’s not forget that the implicit subtext, with only decades passed since nuclear disaster, the survivors on a space station recolonising, and them recolonising literal ivory towers (Well, okay, some sort of white stone, but still) with the power of actually working for once, and bitcoin as currency… Well, suffice to say, despite the criticisms of the game being legitimate ones, I am much less sympathetic to the colonists in this game than I have been for many others. I have more sympathies for the marauders who occasionally crop up, even if they make my teeth grind, gameplay wise.
So yes, Cliff Empire is one of those colonisation survival games, where you start with limited resources, that you have to use efficiently, because getting more is dependent on several things, not all of which you know beforehand. Is this the tower you start on with 100% Uranium yield, 40% Uranium yield, or precisely fuck all? You don’t know. Is the soil fertile enough for crops to do well? You don’t know until much later on. Can you afford the Uranium from your somewhat richer masters up top, or will you just have to cope with what you can eke out? You don’t know.
What you do know is how much groundwater there is in each tower, how well wind or solar power works there, and, the most obvious, if there’s a big honking pool of water that may contain enough fish worth harvesting, but definitely takes up valuable space which you could have used for one more maintennance panel.
Okay, so let’s briefly take a trip into “This is nice” town. The aesthetic is pretty cool. The music is chill and relaxing, the cities are neofuturist, and the inclusion of a tourist mode, where you can spend your spare time wandering around the city (sort of) is nice. On the downside, the trade UX still has that trap of “No clear input fields, so you butt your head against the lack of buttonage, when you’re actually meant to put numbers in the ‘sell if more’ and ‘buy if less’ fields” I complained about last time. But mechanically, it’s slow, it can be very trying, it has several Dead Man Walking scenarios, even in the early game, and then… There are the quests.
The bougie masters up top demand resources. And if they do not get those resources in time, you will lose some of the money you desperately need, and only have limited means of generating for yourself. Oh, and your colonists, if unemployed, despite being fed, given furniture (never enough), gadgets (never enough), appliances (never enough), and parks and other nice little perks, will steal from your coffers. Hell, sometimes, if you haven’t provided enough for the pampered little darlings, they’ll steal from your coffers anyway.
There is definitely potential in Cliff Empire, and maybe, one day, that potential will turn up, subtext of the narrative aside (Honestly, there’s not really any redemption on that front, especially in the current climate.) But it’s such a frustrating grind of a city builder, that I’m not having a good time, even with the relaxing music and nice aesthetic.
The Mad Welshman’s stance remains the same as it has been for quite a while: Eat the rich. Well, eat the rich who fertilise plants, the rich are quite unhealthy meals.