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The only actual devices any of their units have are rifles and repair units everything else is a genetically engineered organism. In contrast, the Greys manufacture everything through genetic manipulation rather than mechanical engineering. The technology all looks rugged and functional, making it surprisingly believable. The Human art style and technology has aged surprisingly well, keeping a dark gritty feel without the tone-breaking machismo of typical Space Marines. More Hungarian, this time from the game’s encyclopedia.ĭiverting away from gameplay, the art direction is quite solid. Mastery comes through knowing the strengths and weaknesses of each unit and properly balancing and coordinating these groups. Both sides have nine different unit classes an extractor, a foot soldier, a melee unit, land mines, a deployable turrets, a flying scout, a siege weapon, a medical hovercraft, and an assassin. In terms of tactics, the main trick to mastering the game is balancing your army and adapting to your opponents forces. It’s the cute little touches like this that really make the game particularly memorable. For example, Human commanders can summon dropships with reinforcements, but Grey commanders call down a saucer ship to abduct enemy units. One interesting feature of the game is that both the humans and the greys are very similar statistically, differing only in complimentary plot-appropriate abilities, such as the vision differences we mentioned before. The buildings in the upper left are your HQ node, and the crater in the lower-right is an untapped Petra-7 vent It kinda looks like this when you start as the human player. This starting node is the only base that the player has all buildings will improve the node, allowing it to build different units or upgrades.
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When the game starts, each player has a base node, a commander, and two foot-soldiers (humans have Troopers, the greys have…well, Greys). As such, it’s important to time attacks to take advantage of the other side’s weakness. Humans see well in the day and poorly at night, while the greys see well at night but poorly during the day. The most unusual game mechanic is the real-time cycling between day and night. Gameplay is pretty straightforward, but it has a much different flow than modern RTS games.
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Other traditional selection and command methods work as well, like shift-clicking to add individual units to a group and designating groups to number-row hotkeys. Unit pathfinding doesn’t have any noticeable flaws, which is certainly a relief in any RTS. This will take a little practice if you’re used to the right-clicking system used in most other RTS’s like Age of Empires or Starcraft, but it shouldn’t be too hard to adjust. The controls are beautifully simple: click to select a unit, click to move or attack, and right-click to deselect. Units are built instantly, countering the slower gameplay and allowing for sudden comebacks in dire straits. There’s only one resource in-game, which is generated passively by deployed gatherers. Units move and deal damage a bit slower than more recent RTS’s like Starcraft, giving the player opportunities to maneuver without having to worry about micromanaging each side.
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If more modern RTS’s like Starcraft are a bit too fast-paced or have too much focus on micro-managing, you should probably give the game a look. I can only find screenshots form non-English copies of the game.