In its current state there is no central story to complete beyond some basic fetch / build missions given by NPCs with exclamation points over their heads. It’s clear there are bigger plans for these creatures as the game develops, ultimately culminating in a big monster battle if I had to hazard a guess. At one point in the tutorial island you’ll get to see what they are capable of as it cuts a massive beam across the island. Then there’s the monster in the distance. The game already has a cool art style that is a blend of realistic and cartoony that works well for the fantastical nature of the near-magic water manipulation stuff you’ll play with. It’s all still nascent, so ultimately this is an area where the game can grow, but the foundations are built. Eventually you’ll pick up upgrades for your inventory, and you can place points into stats to improve your health, stamina, and the like. They also act as merchants, should you need some additional resources in a pinch. After crafting a flare, you can signal for a transport boat to pick you up. It’s still very early, but a rudimentary building system allows you to craft walls, floors, roofs, and ramps to create buildings.Īt some point you’ll plumb the depths of what your starter island has to offer. Once you’ve got a hammock, you can pass time, and eventually you’ll start crafting other goodies like armor and weapons to fight the tougher critters you’ll encounter. You can gather berries and coconuts early on (by punching trees and bushes), and killing monsters will cause them to drop raw meat which you can cook on a fire. In terms of survival mechanics, thirst and hunger are already in the game. You can already see how puzzles raising and lowering water will work, and there’s some of that already here, though it is still quite early. Conversely, you can also make a blue crystal potion that will cause water to rush in and fill in areas that were dry. This can be used to reach objects otherwise obscured by the ocean, opening up all sorts of opportunities. Gathering yellow crystals you can make a potion that will scatter water away from wherever it lands. You craft an axe, you craft a table, you gather resources and make the next thing. There’s no tutorial at this point, but if you’ve played a survival crafting game, you know what to do. The game drops you onto an island (and if you are running the beta build, with a friend), face to face with a giant rock monster in the distance. Let’s gather up what’s here and see if it assembles into something amazing. Billed as a survival crafting title, Breakwaters uses a procedurally generated world to make each game unique, all while the looming threat of larger-than-life beasts lie off-coast waiting to obliterate everything in their path. Crafting entire worlds out of sticks and rocks while battling monsters of all types scratches a particular itch for me, so when I saw Breakwaters I knew I had to check it out. If you want to learn more, you can check out my broader list of tips and tricks for survival in Breakwaters.I’m a sucker for a good survival game. So there’s the Breakwaters level up system in a nutshell. ![]() But since I did, it has made my experience much more palatable, adding a nice personal goal system that rewards - and even encourages - venturing out on my boat to discover new islands and points of interest, as well as crafting items that I otherwise might avoid. Honestly, I didn’t uncover this aspect of the game until I was pretty deep into Breakwaters. It is a rather simple, yet still effective and rewarding, leveling system that ultimately allows you to focus more on exploring and crafting and less on babysitting those hydration and hunger meters. Hunger Bonus – Gives you more time before your hunger meter reaches zero.Hydration Bonus – Increases the duration of time before your hydration meter is depleted.Constitution – Boosts your maximum number of hearts or health.Endurance – Boosts your carrying capacity for stacked items. ![]() Agility – Boosts your max sprint/stamina meter.
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