![]() Protective auras that limit the collection of resources are “soothed” by your druids, and additional fluffy pack animals tamed in animations surrounded by love hearts. Each time you journey on to the next “halt”, you pack up your resources in an inventory management puzzle. You’re reminded not to take more from the land than you need, and if you try, you’ll find you can’t take more than you can carry. Your role is cast as the “Sigh”, a wind-like god, whose influence is felt by pupils who have tied colourful balloons around their waists to know it better (and to be easier to click on). This emphatic lack of violence is part of As Far As The Eye’s exceptionally gentle framing. As Far As The Eye is a game with no combat, no hostile animals and no fights for expansion, so your responses to these environmental threats are where the game asks you to panic-scramble away from your neatly planned strategies. Small flash floods, bouts of sickness, forest fires – these affect your resources and your pupils’ ability to work, ensuring you can’t just set up a pipeline and let it go until you have the resources you need. With the threat of an oncoming flood, the game also sees you struck by random catastrophic events, called vagaries. Where the water tastes like this is far too much water With only three to five pupils to pay attention to, it isn’t hard to know your best builder and most dedicated chef by name. It’s a neat little system that doesn’t require intense micromanagement, but rewards optimised placement of your pupils. Should you give them a specialist building to work from (such as harvesting huts for gatherers), they can go down a specialised branch, with three further skills you can then choose for them. As you assign a pupil to a task, they passively improve down basic skill trees.
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