Build a City On a Colossal Dinosaur and Outrun the Apocalypse | First Look at The Wandering Village



The Wandering Village is a city-building simulation game on the back of a giant, wandering creature. Build your settlement and form a symbiotic relationship with the colossus. Will you survive together in this hostile, yet beautiful post-apocalyptic world, contaminated by poisonous plants?

Available on Steam:
https://store.steampowered.com/app/1121640/The_Wandering_Village/

SOCIAL:
Patreon: https://www.patreon.com/Nilaus
Twitch: https://www.twitch.tv/nilaus
Discord: http://discord.gg/nilaus
Twitter: https://twitter.com/ChristianNilaus
Website: http://nilaus.tv
Tips: https://streamlabs.com/nilaus

Livestream VODs:
All livestream VODs are available on my second YouTube Channel: @NilausTV

#WanderingVillage #StayEffective #LetsTry

source

19 thoughts on “Build a City On a Colossal Dinosaur and Outrun the Apocalypse | First Look at The Wandering Village”

  1. Good to see you playing this Nilaus.

    A word of advice: Build the Burn huts before you think you will need them. You can always take staff out but the building time once you have blight will kill you.

    Reply
  2. This is not a game for me. Captain of Industry, Cult of the Lamb, Oxygen Not Included, Timberborn, even Satisfactory all had too small maps for my liking. I do not understand why Factorio (and maybe DSP) are the only games that did it right. It does not have to be Perlin Noise, just humongous maps.

    Reply
  3. For now it looks way too much like a generic city builder survive game, I would even say it's just Banished with some random event by the look of it. Considering the biggest selling point is the interaction with the giant beast, I don't see any interesting mechanic around this topic, it's more like a checklist to reach some numberic goal, rather than feeling like an acutal interaction.
    How about some love-hate relationship system, like if it don't like you it shake some of your building down, if it loves you it pick up some valueables for you, etc. Those may sounds like too big of a demand, but if your game really only differences from other city builder games with this one point, maybe makes it more important and relavent for your game's experience?

    Reply
  4. I always look forward to the first taste videos – seems like everyone else hits the first 30-45m of gameplay and I don't see anything new. I appreciate the time you spend editing because I always get to see a bit farther into the game. This one will stay on my wishlist for now – to be watched but not purchased yet.

    Reply
  5. "This video will be condensing 3-4 hours of gameplay into 25 minutes…"

    *immediately looks a time bar*

    "LIES!" XD

    But for real I love these videos, you've encouraged me to get hold of like 4-5 games now

    Reply
  6. They've got a good idea with not only having a village that can move through the world and so have to deal with different environments throughout the gameplay. But also in having your transport be something not totally under your control so you have to make decisions that will cost resources and affect that relationship. Like you I'd rather see a smaller stable game than a buggy attempt to throw everything into an early access game. So I'm happy with what I see. I hope though as the game is filled out they do more with those concepts because what will make this a good game is the things we're not yet seeing.

    Reply
  7. After the scav hut, I personally found Pet Onbu to be invaluable for the early relationship building with Onbu. There seem to be a few thresholds for trust, with crossroads being the lowest (easiest), occasional commands next, and Onbu's interval to take new commands gets shorter from there.

    Reply
  8. I cannot help but feel that The Wandering Village was inspired in some way by the RPG Xenonblade Chronicals 2. A large part of that game was that most life lived on large animal like creatures that walked or swam around on a cloud sea and that the races that lived on those creatures had to look after them and could guide them in a symbiotic relationship. Being an RPG that aspect of the world was only in lore though.

    The Wandering Village seems to have borrowed a lot from that fantasy including concepts such as the creature getting sick or being able to be poisoned, the creature needing to sleep, being able to extract internal fluids from the creature for various purposes at the cost of its well-being, being able to guide the creature, the creature being able to die and that dying means the end/death of the civilization, rocks being part of the creature, plants and food able to be grown on creature, e.t.c.

    Reply
  9. Thanks for playing this game. I ended up using a 6×6 grid too. Houses don’t need to be close to anything as far I can tell, so I stash them in a corner because they reduce efficiency in the town.

    Reply

Leave a Comment