![]() ![]() On top of that, you can use Faith - a currency of sorts generated by having your villagers worship at a temple - to call on the gods to offer protective or offensive spells. And of course, all of this is being done to make it really devastating when they die. In the demo I watch, a baby is unexpectedly born as we play, giving a hint at how this isn’t just about helping a single set of villagers, but perhaps a whole lineage of them. They may also have personalities that mean they simply won’t do certain tasks, forcing you to be creative with how you assign the village’s many roles. Your villagers can be naturally gifted at certain things (building, using specific weaponry, and more), and they may bring with them unique items that will help them survive. Success is measured by the townsfolk’s sanity (happiness isn’t really measurable in a world as miserable as this) as well as how much progress you make in creating a functioning settlement. It’s a great set-up, building in elements of real-time strategy (on first glance, this presents itself like a classic top-down unit control game) and survival games to see you grow attached to your townsfolk over time as they build your village. And, like Rimworld, Gord wants to help turn tiny moments into unexpected, personal stories that emerge naturally. Like Rimworld, you task those villagers with building a colony from scratch, erecting a temple to their gods, building a palisade wall to keep out the various threats lurking in the dark, and collecting the resources needed to do so. Like Rimworld, Gord begins by giving you a smattering of generated villagers, each with individual personality traits that can affect their working and personal lives. ![]()
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