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UnReal World

1992

  • role-playing (rpg)
  • simulator
  • strategy
  • adventure
  • indie
  • fantasy
  • survival
  • historical
  • sandbox
  • open world

The story

UnReal World is a unique combination of roguelike roleplaying game and survival simulation set in the Far North long, long ago. Throughout the years, UnReal World has been praised for its depth, realism, atmosphere and immersion. The game is completely open-ended and you decide whether you wish to lead a life of a fisherman, a hermit searching for the peace, a brave adventurer, a rough hunter, a trapper or a tradesman. As a member of one of the nine different cultures you'll enter a detailed and enchanting iron-age game world in which northern folklore, knowledge and way of life play an important part. The world and mechanics of the game are highly realistic, rich with historical atmosphere and emphasized on survival in the harsh ancient wilderness. A wide world with vast forests, mires and mountains to roam and watercourses to row is randomly and procedurally generated - and you can live off the land and explore it on very detailed level. Track animals, set traps, hunt with bows and spears, tan hides, go fishing, pick berries, cook food, sleep in a temporary shelter or build a log cottage, trade with the villagers, craft items, interact with cultures near and far -- and so much more.

What it’s like

Austere and quietly absorbing, built from text glyphs on a dark terminal screen: green-and-grey characters for forest, mire and shoreline, with wolves, deer and smoke rising from a hearth drawn in plain symbols. Its sound is mostly the sound of your own attention, since the game has little to offer the ear beyond the rhythm of keystrokes and the stillness of a long night in a lean-to. The vibe is patient, solitary and slow-burning, with a steady undercurrent of unease. Each day is a matter of tracking, setting snares, tanning hides, fishing and rowing across water, and the pace is deliberately unhurried, measured in seasons of small survival. Emotionally it is about self-reliance and the quiet pride of a well-made tool or a warm cottage in winter. Its intensity is real: hunting and butchering are described in unflinching text, combat with animals and people can end a life permanently, and hunger, cold and injury are constant pressures, though nothing is shown with imagery beyond the imagination. It suits a late-night session alone, a long rainy weekend, or anyone who enjoys survival simulation, roguelikes and the slow pleasure of learning a world in detail.

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