Until We Die is a game from four Russian developers (united in the Pixeye Gamesstudio), where Russian people after the apocalypse (attacks by alien mutants) took refuge in Moscow metro stations and are trying to survive. Doesn't it look like anything? The answer is correct. However, in terms of the gameplay itself, the authors were guided not by  Metro 2033, but by the Kingdom series. 

Kingdom "Electrozavodskaya"

Until We Die: There is no plot as such in  Until We DieThere is a plot about the fact that meteorites fell on our homeland, and of the mutants were flooded, who began to destroy everything around. The survivors are in the subway. And we play as the leader of one of the groups that are settling down at the Electrozavodskaya station. Our task is to hold out for about a month.

Unforgettable domestic surroundings and colors are conveyed correctly.
Unforgettable domestic surroundings and colors are conveyed correctly.

Until We Die: In  Kingdom, the surroundings and tasks, of course, were different - we defended our own medieval kingdom in pixel tones. But the gameplay is very similar. There we ran (more precisely, rode a horse) with the king left and right on a two-dimensional map, collecting gold and giving orders to our subjects to build fortifications and prepare for the next dangerous night when the monsters begin to attack.

In the same “pixelated” Until We Die, we run left and right on a two-dimensional map by a rather elderly Ivan in a hat with earflaps, with a cigarette in his mouth and a faithful Kalashnikov in his hands, we collect our charges and give them orders - here to build fortifications or useful buildings and then to defend them, to clear up the rubble there to expand the territory, to collect resources here. At the same time, we decide for ourselves whether to leave all the hard workers running after you on one task or distribute them among different ones.

If the monsters destroy the generator - that's it, "gameover".
If the monsters destroy the generator - that's it, "game over".

However, a girl named Anna can also run. She is younger, more athletic, and faster, knows how to restore stamina every time she picks up food (and they only eat mushrooms here - ordinary, not hallucinogenic). But Uncle Ivan has every fifth shot from the "Kalash" explosive and deals more damage.

But Anna is sniffing with a shotgun.
But Anna is sniffing with a shotgun.

Live the day, last the night

Until We Die: Monsters attack every night from both the left and right flanks. Their clutches with eggs can be found if you delve into the darkness of the station. It is better to periodically destroy the clutches so that any super mutants do not arise there. True, this can only be done by diggers - soldiers with shovels, in which we "transform" ordinary wards, if we build the necessary building. They are also able to disassemble rubble and hunt slugs, which are a rich source of food.

From time to time, especially hot nights happen when a powerful wave of mutants rushes at us. Here, the usual fortifications and funds will not help - we need a building in which we retrain our wards as engineers. Those not only build and repair fortifications faster than anyone else, if they are attached to them, but, most importantly, study technologies that allow them to build stronger walls and give other bonuses.

We are also improving the generator, building a more spacious warehouse, opening access to new buildings like a cement plant, thanks to which you can, for example, reduce damage to walls from explosions or make shields, grenades, and other consumable items.

For construction and strengthening, the main resource is needed - scrap metal. Another resource is used to study new technologies - flasks. And the food is needed to light the barrels, which restore health and endurance or to pay off the man who brings a portion of scrap and a new worker to the station every day.

Where is in such a game without songs with a guitar?  True, people don't go to songs ...
Where is in such a game without songs with a guitar? True, people don't go to songs ...

As we survive, day after day, global improvements open up, where we need to choose what is more useful for us - so that the barbed wire on the fortifications inflicts periodic damage to enemies or that stunning traps are automatically set there; open an ability that strengthens all wards when they are next to Ivan or Anna or takes a skilled specialist for free. By the way, in addition to engineers and diggers, other specialists are gradually becoming available - snipers and stalkers, who kill monsters more efficiently but collect resources more slowly.

Early Access-like release

Until We Die: Such at the same time understandable and deep, rich in detail mechanics, coupled with convenient control of subordinates (only sometimes problems arise when choosing who from the crowd to select and summon or send to work) and a dense atmosphere makes you play Until We Die, again and again, trying still live this month.

And this is not easy to do even at the normal level of difficulty, not to mention the two high ones. Here you need to quickly run back and forth, make the right decisions, at the same time keep in mind a bunch of tasks, and change the specialties of the wards in time - where and when engineers, stalkers, or diggers are more important. In this case, you can always retrain fighters.

And in the conditions of such hardcore, the obvious disadvantage of Until We Die was the absence of at least some kind of save system on the release. The authors have already introduced it with the patch, but initially, it was impossible to "save" at all. Add to this the presence of only one map at the Electrozavodskaya station, where nothing changes with new races (there is no randomness here), and you will understand why many people say that this is more like early access than a release.

Until We Die is a kind of Kingdom clone in a post-apocalyptic environment a la Metro 2033Compared to the "Kingdom", the mechanics have even become deeper in some ways (there are more different resources in  Until We Die ). Yes, while the game is not yet finished, especially in terms of content, but there is a feeling that it will develop and expand.
Pros: addictive gameplay, combining Kingdom mechanics with the surroundings of the Metro series and their own ideas; the game poses a serious challenge; cute pixel art.

Cons: there was no save system at the release and only one map is available; there is not enough at least some randomness and a system of progress, taking into account past races

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