You'll need to make a patch of 15 tilled tiles, plant the seeds on the soil, and water them. It contains 15 parsnip seeds, and this is a good opportunity to get to sowing. On your first day, when you wake up you'll find a box on the floor of your house. They will stack to a maximum of 999, so you don't have to worry about them taking up loads of inventory space. Hang onto these for as long as it takes until you're able to build a chest. Clearing the rocks will give you stone, trees and branches will give you wood, and clearing weeds and grass will give you mixed seeds and fibers. Your first task should really be clearing a patch in the awful mess that has grown in the time Grandpa has been "gone". Proficiency can have a number of different effects: it will mean you use less energy when you use a tool, you could hold a tool's action before releasing to have a larger area of effect, the green 'reel' bar in fishing becomes bigger, or you may be able to learn a new crafting recipe or pick a perk. More on these later!Īs you use your tools, they level up in Proficiency. Later you can also get a fishing pole and a sword. Pickaxe - breaking stones and boulders.Virtually every other gameplay element must be earned the old-fashioned mobile way - by just waiting around.When you're able to take control of your character and start your new life as a farmer, you'll notice you have some tools on your toolbar. You can buy packs of cards that supply a random assortment of special citizens, weapons, equipment, or resources, but it never feels essential or forced. Fallout Shelter also scores some bonus points for the gentle way it asks us to spend money. It’s still fun having a burgeoning fallout shelter in your pocket at all times to peek in on. The trade-off for this super-simple, never-evolving gameplay loop is that Fallout Shelter is extremely accessible. Any or all of these features would make Fallout Shelter a deeper and more rewarding game in the long term, as we see in similar mobile games, including very casual mobile hits like FarmVille 2: Country Escape and Township. There is no need to craft specific items or think about production lines. There is no need give any thought to the specific positioning of the rooms in your fault, beyond keeping your most essential buildings near your power plant in case of emergencies. No options to trade with other players or trade caravans. There are no vault decoration or customization options. Submerged Jared PettyThe experience feels like a solid and somewhat fun foundation for a deeper and better game that just isn’t here (yet). The cheesy lines couples say to one another before obediently heading off-camera to make a baby are a particular highlight. It kept me on my toes and kept me coming back, and so did the constant obscure references to Fallout Lore and amusing (albeit sparse) writing. Every time it feels like you might be getting ahead, a random raider attack, fire, or radroach invasion has the potential to knock your perfectly planned equilibrium out of whack. Do you want your shelter to have clean drinking water, or enough food to eat? Can you scrimp and save for another housing room? The catch is that for the first few days you never feel like you have enough people or enough resources to man every station you need manned, and that shortage creates the interesting decisions of Fallout Shelter. It’s satisfying to get everyone working in the perfect job and see your vault begin humming along. In fact, you can't.Ĭitizens, who are drawn in the signature Fallout Vault Boy art style, are assigned to work in specific factories via simple drag controls, and they earn resources more rapidly if you correctly match a citizen’s stats to the factory in which they work. Things build instantly, but you do have to wait to earn enough Caps to pay for construction - and Fallout Shelter commendably doesn't try to make us to pay to speed things up. The core gameplay loop is easy to understand - as new citizens are born or recruited into your vault, you must dig into a mountain to construct Living Quarters for them to sleep, as well as Water Treatment Plants and Cafeterias to produce their food and water, and Power Plants to keep all these factories operating. What could possibly go wrong when putting us in charge of a vault? In Fallout Shelter’s earliest (and most fun) moments, it turns out the answer is pretty much everything.
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