The game is a mix of post-apocalyptic survival and management, done in a simple yet fairly in-depth way. You manage sanity, lust, health, food, and water for the four characters you discover and rescue throughout your playthrough. You get all four relatively early, since the game gives you 45 days to clear all operations.
That said, it feels like the end of development was rushed. I completed everything—unlocked every scene and finished all operations—in about 25 days, well under the limit. This took me roughly 7 hours of playtime, and that was while taking my time to read logs and enjoy the experience.
The PC system is a really nice detail. From it, you can access information about all four survivors as well as the CG gallery. There’s also a minigame that lets you earn currency to buy missing CGs, but it’s very grindy. I would’ve much preferred clearer descriptions on how to unlock each scene. While the game does give hints, they weren’t enough for some CGs, and I ended up spending way more time unlocking scenes that shouldn’t have taken that long.
One thing I really liked is that the PC includes documents for each girl detailing their likes, dislikes, perks, and descriptions. This helps you assign them to activities they’re best suited for—or actually enjoy—which adds a nice layer of management depth.
The shelter management itself is pretty cool. Depending on the activities you assign, you’ll see different sprites and interactions between the girls, along with some nice dialogue recorded in their personal logs. It helps make the shelter feel alive.
For exploration, you send each girl out individually, and the outcome is determined by RNG after one or two time phases (day, evening, night). Explorations can fail—sometimes resulting in the girls being assaulted and unlocking a CG—or succeed, rewarding you with resources or equipment needed to complete operations. I didn’t really enjoy how dependent operations are on RNG, especially when it comes to triggering the right exploration events to obtain specific required items. Bad luck can slow your progress even if you’re managing everything correctly, making some operations feel more about luck than planning.
The story itself is fairly basic, but I really liked how it’s presented through text-based logs that describe the results of operations or assigned activities. The “sam” activities in particular were a good implementation. I see Sam as the closest thing to a male MC in the game. That said, the ending is very simple, and I would’ve enjoyed a more descriptive or in-depth conclusion. It also feels like a missed opportunity not to include a bad ending if you fail to complete the story within the 45-day limit, all u get is a game over screen.
That said, it feels like the end of development was rushed. I completed everything—unlocked every scene and finished all operations—in about 25 days, well under the limit. This took me roughly 7 hours of playtime, and that was while taking my time to read logs and enjoy the experience.
The PC system is a really nice detail. From it, you can access information about all four survivors as well as the CG gallery. There’s also a minigame that lets you earn currency to buy missing CGs, but it’s very grindy. I would’ve much preferred clearer descriptions on how to unlock each scene. While the game does give hints, they weren’t enough for some CGs, and I ended up spending way more time unlocking scenes that shouldn’t have taken that long.
One thing I really liked is that the PC includes documents for each girl detailing their likes, dislikes, perks, and descriptions. This helps you assign them to activities they’re best suited for—or actually enjoy—which adds a nice layer of management depth.
The shelter management itself is pretty cool. Depending on the activities you assign, you’ll see different sprites and interactions between the girls, along with some nice dialogue recorded in their personal logs. It helps make the shelter feel alive.
For exploration, you send each girl out individually, and the outcome is determined by RNG after one or two time phases (day, evening, night). Explorations can fail—sometimes resulting in the girls being assaulted and unlocking a CG—or succeed, rewarding you with resources or equipment needed to complete operations. I didn’t really enjoy how dependent operations are on RNG, especially when it comes to triggering the right exploration events to obtain specific required items. Bad luck can slow your progress even if you’re managing everything correctly, making some operations feel more about luck than planning.
The story itself is fairly basic, but I really liked how it’s presented through text-based logs that describe the results of operations or assigned activities. The “sam” activities in particular were a good implementation. I see Sam as the closest thing to a male MC in the game. That said, the ending is very simple, and I would’ve enjoyed a more descriptive or in-depth conclusion. It also feels like a missed opportunity not to include a bad ending if you fail to complete the story within the 45-day limit, all u get is a game over screen.