You awaken in the eponymous City 20 with hardly anything to your name–just a rusty old bed and fridge with some food that your host has graciously left for you. You better keep that fridge stocked, though, because every NPC in City 20 reacts to your actions. Leave the fridge empty and your host is going to start getting pretty miffed. This🅰 simple interaction is a tiny, fractional, miniscule part of the huge moving picture that dictates the ebb and flow of life in the grim city.
My first task? Secure some gasoline. Without gasoline the lights go off in your small temporary base, and light seems important in a dystopian wasteland. I’m told to go and get some gasoline from a faction that has established itself in the remnants of a nearby settlement. At the gate, I can either pay for the gas or punch the man who guards this place in the head. I punched him. However, City 20 is not a game about power fantasy, it’s about the ordinary struggles of ordi🍌nary humans. My character is a pathetic little dude, and when I get promptly jumped on by the rest of the people near the gas station, I’m beaten to death in the street.

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It’s a brutal introduction to the world of City 20. I’m keen to learn more about the depth of the simulation, so the developers take me on a tour of the playable area. There are two factions in the game at the moment, each with around 30-40 people in. Each of these﷽ individuals has a daily routineꦏ. They need to eat, drink, sleep, and find time to socialise. They also have their own characters and storylines. The devs give me the example of a security guard for one of the factions. He might be a coward, or someone who is easily bribed, or someone who is furious because you’ve just killed a close friend of his. It’s this depth that should make City 20 different every time you play.
Much like other survival sandbox and simulator-y type games, there’s no set goal in City 20. The only aim is to survive and prosper. That being said, NPCs will send you on q🦹uests to complete tasks for them, which offer rewards, and more importantly, a sense of direction. While there’s no base-building in the game (at least, not yet), you can upgrade any of the buildings or shacks you find in the wasteland and make the place a home. You can trap rabbits, sell materials to merchants to begin building up a pool of wealth, and explore different areas of the map.
From the build I got to see at Gamescom 2024, there’s still a lot to do. The game enters early access on September 23rd, and I imagine that a lot of the placeholder content I saw will start to get fleshed out. For example, most of the NPCs didn’t have any unique dialogue yet and a few of the survival mechanics haven’t been implemented. If I really want to live out my dystopian survival fantasy, I’m going to need fishing at least. It does feel sort of barebones at the moment, but then I didn’t have much time to really get to grips with t🌟he mechanics or experience the simulation first-hand.
As was my task in the preview session, I tried to cause chaos. You can infiltrate 🐓and sabotage either faction, heading in to shut down their power, steal their resources, or just straight-up murder all of the technicians working hard to produce materials. As a total beginner to the game, this went as well as you might expect–multiple deaths, plenty of disasters, and very little impact on the ecosystem of the game. But the potential is there, and I’m intrigued as to just what sort of impression you can leave on this intricately detailed world.

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