The Alters artwork$15.74 (−55%)90%Very Positive

The Alters Outrun the sun, meet yourself

Run a mobile base across a deadly planet and staff it with alternate versions of you, each with their own past and opinions of you.

Is The Alters worth it?

The Alters is worth it if…

  • you want a sci-fi story that carries the whole game, not just the cutscenes
  • you enjoy juggling base building, resource management and people management at once
  • you like games where choices shape relationships and lead to different endings
  • you can live with a deadline hanging over your playthrough, even a forgiving one
  • you would like to argue with five versions of yourself about whose life went better

Screenshots

A crew made of one man

The base needs more hands than you have, so you use its quantum technology to create Alters: versions of Jan Dolski who made different choices. One studied abroad, one stood up to his father, one took a path you never did. Each arrives with real skills you desperately need, and with the memories and regrets that came with those choices. You are not hiring a crew, you are meeting the people you could have been, and they all have opinions. Keeping this unlikely household fed, sane and talking to each other is half the game, and it is where the story lives.

The sun is coming

The planet is soaked in radiation and its scorching sun burns everything in its path. Your base is a massive rolling vehicle, and it has to keep moving or everyone dies. That turns every day into a race: mine enough to fuel the base, research enough to keep it running, and never linger. Standing still is the one thing you cannot afford. The pressure builds steadily, and the music and bleak landscapes do their part to remind you that every second spent not moving brings the sunrise closer.

Out on the surface

You cannot hide inside the hull forever. To fuel the base and push research forward, you suit up and head out into a hostile, barren world of unpredictable anomalies and heavy radiation to mine what you need. Every expedition is a gamble against the oncoming sunrise: the further you push for resources, the less time you have to get back. The planet is lifeless and openly hostile, and the scenery can still be striking, from strange anomalies to a lava river, in a bleak, otherworldly way.

A home that rolls

The base is your lifeline, your factory and your home, and you reshape it as the crew grows. Rooms fit together in a wheel of tight, awkward spaces, so placing everything is a puzzle in itself. Research often demands planetary samples that are always in short supply, so you pick the breakthroughs that matter most to you and let the rest wait.

Survival with a deadline

This is survival crafting with a clock over it. You gather resources, craft tools and gear, keep the base powered and the crew fed, and every one of those chores competes with the sun for your hours. The good news: the timer is more forgiving than it feels. There is room to stock up, do side tasks and build most of what you want, as long as you keep moving. The tension comes from the atmosphere, the music and the story, not from being starved of time.

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