Reviews

Alters Game Review: Meet the Person You Never Became

What if?

It’s a question we all ask ourselves. What if I had taken that job? What if I had moved to that new city? What if I had been brave enough to talk to that person? Our lives are a tapestry woven from the choices we make, but our minds are haunted by the ghosts of the choices we didn’t. We wonder about these other versions of ourselves, living different lives in parallel dimensions of our own imagination. We accept that we’ll never meet them. They are just echoes in our daydreams.

But what if you could? What if you were forced to not only meet them, but to live with them, work with them, and rely on them for your very survival?

This is the profound and fascinating question at the heart of Alters, the latest masterpiece from 11 bit studios, the brilliant minds who previously put our morals to the test with Frostpunk and This War of Mine. With Alters, they have traded the icy post-apocalypse and war torn cities for the desolate, sun scorched plains of an alien world. Yet, they haven’t abandoned their signature focus on the human condition. In fact, they have crafted their most intimate, introspective, and emotionally complex journey yet. This isn’t just another sci-fi survival game. It’s a deep, psychological odyssey that forces you to confront the many faces of one man.

So, buckle up. Our Alters game review will explore this unique blend of base building, survival, and relationship management. We’ll see if this incredibly ambitious idea actually translates into a game worth your time. The short answer? It’s one of the most unique and thought-provoking experiences you will have this year. The long answer is a bit more complicated, just like the men you’re about to meet.

Alone on a Dying World

The story begins with a deafening silence after a violent crash. You are Jan Dolski, and as far as you can tell, you are the sole survivor of a mission gone horribly wrong. You find yourself stranded on a dusty, windswept planet with little more than your wits and a few salvaged resources. The situation is grim, but it gets worse. This planet orbits a star that bathes everything it touches in lethal radiation. A sunrise here isn’t a symbol of hope; it’s a death sentence.

Your only chance of survival is a colossal, mobile base shaped like a massive wheel. This rolling fortress is your home, your laboratory, and your only shield against the creeping dawn. The core objective is simple and terrifying: you must keep moving, constantly racing along the planet’s terminator line to stay within the relative safety of the shadows. If you stop for too long, the sun will catch up, and it will be game over.

This perpetual forward motion creates a constant, simmering tension that underpins the entire experience. You are never truly safe. Every decision, every moment you spend exploring, is a moment the sun gets a little closer. This is a brilliant piece of environmental storytelling. The planet itself isn’t necessarily your enemy; it’s the unfeeling, unstoppable mechanics of the universe that you’re up against. Your biggest foe is time itself.

Alters Game Review

As Jan, a simple, blue collar worker, you are completely out of your depth. You don’t have the skills to manage the complex systems of the base, pilot expeditions, and conduct the scientific research needed to find a way home. Alone, you are doomed. And this is where Alters transforms from a familiar tale of survival into something entirely new.

Creating Company: The Birth of the Alters

Deep within the wreckage of your mission, you discover a strange, shimmering substance called Rapidium. This element has a truly extraordinary property: it can be used to manifest alternate versions of a person based on pivotal, life altering decisions from their past. By interacting with a sophisticated computer system, Jan can look back at the “tree of life” that represents his own history. He can pinpoint a moment where his path diverged at a fork in the road and pull a new “Alter” of himself into existence from that very point.

This is the game’s central, brilliant mechanic. The first Alter you create might stem from a decision in Jan’s youth where he chose a life of hard labor over pursuing a scientific education. What if he had chosen the books? You can bring that Jan the scientist into your world. Suddenly, you have a brilliant mind who can operate the advanced lab equipment, but he’s also a different person. He’s perhaps a bit more arrogant, less practical, and carries the memory of a life completely alien to the original Jan.

He is not a clone. He is an individual.

The Birth of the Alters

Your next Alter might come from a time Jan chickened out of a risky endeavor. The Jan who took the risk might be a fearless pilot and technician, the perfect person to fix the base’s engines and lead dangerous expeditions. But he’s also reckless, headstrong, and might not get along with the more cautious and analytical scientist. You need his skills, but can you handle his personality?

Each Alter is a fully realized character. They have their own memories, their own emotional baggage, their own hopes, and their own regrets. They remember the wives they married, the children they raised (or didn’t), and the successes and failures that shaped them. When they arrive in your base, they bring all of that with them. They are all Jan Dolski, but at the same time, they are complete strangers to one another. And this is where the real game begins.

The Symphony of Survival and Sociology

Alters masterfully blends three distinct gameplay styles into one cohesive and stressful whole. It’s a constant balancing act that will push your management skills to their absolute limit.

First, there is the Base Building. Your rolling wheelbase is a character in itself. You must expand it, building new sections to accommodate the needs of your growing crew of Jans. You’ll build sleeping quarters, a kitchen to prepare food, a workshop for crafting tools, and a medical bay. Each new section requires resources, which are, of course, scarce. You need to plan your expansion carefully, ensuring the base remains functional and can support its inhabitants. The base is a physical representation of your progress and a constant reminder of everything you stand to lose.

Second, there is the Exploration and Survival. To get the resources you need, you have to venture out onto the planet’s surface. These expeditions are not about combat. You won’t be fighting alien monsters. Instead, they are tense, puzzle-like scenarios. You’ll need to navigate treacherous landscapes, analyze strange geological formations, and scavenge materials from crashed ship fragments, all while a timer representing your proximity to the deadly sunlight is ticking down. Choosing the right Alter for the job is critical. The technician might be better at salvaging certain parts, while the miner can extract resources more efficiently. These expeditions are a lonely, atmospheric, and often nerve-wracking part of the game.

Alters Gameplay

Finally, and most importantly, there is the Relationship Management. This is the beating heart of Alters. The game is, in many ways, a psychological simulator. Your Alters are not mindless worker drones. They have emotions, and those emotions are volatile. The scientist and the technician may fundamentally disagree on how to solve a problem because their entire life experiences have taught them to think differently. The original Jan, the simple worker, might feel intimidated or resentful of the more successful versions of himself.

You will spend a huge amount of your time managing the social dynamics within the base. This is primarily done through conversations. An Alter might come to you with a problem, a concern, or a memory that’s troubling them. They will argue with each other. They will form friendships and bitter rivalries. Your job is to act as the leader, the mediator, and the therapist for this bizarre, dysfunctional family of one.

You have to make choices in these conversations. Do you side with the logical scientist or the practical technician? Do you comfort an Alter who is feeling homesick for a family that, in this reality, never existed? Your choices have real consequences. A happy, motivated Alter works efficiently and contributes to the group’s survival. An unhappy, disgruntled, or depressed Alter will perform poorly. Their emotional state can spiral downwards, leading to arguments, mistakes, and even acts of sabotage. If you push them too far, they might even decide that they’d rather face the sunrise than spend another minute in your company. Keeping the “Jan Collective” stable is the game’s greatest and most rewarding challenge.

An Atmosphere You Can Cut with a Knife

11 bit studios are masters of tone, and Alters is no exception. The game is dripping with atmosphere. The visual design is stunning, contrasting the stark, alien beauty of the planet with the cold, industrial, and claustrophobic interior of your rolling base. The sound design is minimalist yet effective, filled with the hum of machinery, the howling of alien winds, and the tense, quiet moments before a difficult conversation.

The true genius of the game’s storytelling is how it unfolds organically through your actions. The overarching goal is to escape the planet, but the real narrative is the one you create inside the base. It’s the story of Jan confronting his own insecurities by talking to a version of himself who is more confident. It’s the tragedy of an Alter grieving for a wife and children he can never see again. It’s the dark comedy of watching two versions of the same man argue about the best way to cook a meal.

Alters Atmosphere

The game isn’t preachy, but it constantly prods you with profound questions. What makes you you? Are you defined by your successes or your failures? If you could shed your past regrets, would you still be the same person? It’s a slow, methodical, and deeply contemplative experience that will stick with you long after you turn the game off. It makes you look inward at your own life, your own choices, and the person you are today.

A Flawed Masterpiece?

No game is perfect, and Alters is not without its minor bumps. The user interface for managing the base and the needs of the Alters can feel a little bit clunky at times. In moments of high stress, trying to quickly find the right menu or assign the right Jan to a task can add a layer of frustration.

Furthermore, the core gameplay loop, while brilliant, could feel repetitive to some players over a long playthrough. The cycle of gathering resources, building a module, and dealing with an emotional crisis is the backbone of the game, and if that core loop doesn’t grab you, the experience might wear thin.

Most importantly, it’s crucial to understand what this game is not. If you are looking for a fast paced action game with combat and explosions, you will be sorely disappointed. This is a game about reading, listening, and thinking. The “action” is emotional and psychological. The “boss fights” are tense negotiations between two versions of yourself who are on the verge of a breakdown. It demands patience and a willingness to engage with its themes on a deep level.

Should You Play Alters?

This leads us to the final, crucial question of our Alters game review: who is this game for?

You should play Alters if you love narrative-driven games that respect your intelligence. If you are a fan of thoughtful science fiction that prioritizes ideas over action, like the films Moon or Arrival, this game is an absolute must-play. If you enjoyed the resource management and moral dilemmas of Frostpunk but want a story that is more personal and character-focused, you will be right at home here. It’s a game for the thinkers, the planners, and the players who are fascinated by human psychology.

Should we play Alters

However, if you prefer your games to be straightforward power fantasies or action packed adventures, you might want to sit this one out. The slow, deliberate pace and heavy emphasis on dialogue and resource management will likely not appeal to everyone.

Conclusion: A Journey into the Self

Alters is a landmark achievement. It takes a concept so wildly ambitious it sounds almost impossible to execute and turns it into a compelling, emotional, and unforgettable experience. 11 bit studios has once again proven that video games can be a powerful medium for exploring the deepest corners of the human condition.

It’s a game where the greatest challenge isn’t surviving an alien planet, but surviving yourself. It’s about learning to accept the people we could have been, in all their flawed and wonderful glory, in order to become the person we need to be. It’s a tense, stressful, and sometimes heartbreaking journey, but it is a journey that is fundamentally about hope, reconciliation, and understanding. It’s a game that asks the question “What if?” and has the courage to show you the answer.

Don’t miss it.

Thanks for keeping up with Game.Dazepuzzle.com

Alters Rating

Gameplay - 7
Story/Narrative - 9
Graphics/Visuals - 8
Sound/Music - 8
Content/Value - 7.5

7.9

10

"Alters" is a unique sci-fi narrative adventure game developed by Variable and published by 11 bit studios. Released on June 6, 2024, for PC, the game places players in the shoes of Jan Dolski, a simple worker stranded on a distant, hostile planet. In a desperate bid for survival, Jan creates "Alters" – alternate versions of himself, each representing a life path he could have taken if he had made different choices at critical junctures.

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Amir Ljv

Devoted journalist and game developer with a strong passion for video games from past, present, and future. Lifelong gamer with high-level gaming skills and industry knowledge, Able to work independently and effectively as a team member.

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