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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
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Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
At first glance, Cliff Empire plays like most city builders - you have a set budget and a list of resources to work with, and you have to use them to build infrastructure, settle residents, and keep them happy. Of course, the last part is the hardest and most important to fulfill. However, it is different in one major way - you are NOT building a city. You are building an empire. One city alone can probably survive, but not thrive. If you want to unlock each cliff's full potential, you'll have to build on multiple cliffs at once. The problem is that cities do not share materials or money. The game is set in a post-apocalyptic world and your city is on a cliff that sits kilometers above an uninhabitable surface. The only way you can move resources from one city to another is via trade or loans. Trading can be done in several ways, but none are as clear-cut as in regular city builders. Loa
Not a bad game for the price, but the research is so tediously slow it kinda ruins it for me. Lots of time sitting with the game on fast forward waiting for research or money.
I love the game BUT there is one BAD BAD BAD thing that I want to call the attention to for devs. DEVS: Don't get me wrong I just love this game and addicting as heck. Devs, the first game I got dealt had edges on the cliff that where not bridge buildable. all of the edges were round all the way around. before starting a new game I tried just demolishing everything on the edge to see if I could put the bridge down to connect to the other ones. NO SPOT! If I had no been tenatious enough to just start a new game and figure I had done something wrong and tried out a new game, I might have asked for a refund. I want to say I don't recommend just because of this issue to get your attention. But I won't for now. NEW PLAYERS: After several hours I finally figured out that when you are starting a game ... immediately pause it and see if you can build a bridge construction site to the other pla
TL;DR : This is without a doubt one of the best city builders I have played in a while, with awesome graphics, fantastic ideas and a great layered, long term game design to keep me interested in my map. It is an indie game so suffers the normal indie issues, but the devs seem very active in fixing bugs and even adding new content. All in all, IMO, if you like city builders then this is probably the best bang for your buck. It is cheap to buy and great to play. What more could I want? Full Review Cliff Empire is yet another one of these City Building games that seem to be all the rage over the last few years. Which is good for me as I love me a city builder, but it also means that the market is a little saturated so the game needs to have some special hooks to make it click with me and lucky for me, Cliff Empire delivers on nearly all levels. The game has a Science Fiction aesthetic.
Cool idea and aesthetic, but can't recommend it after getting through the surface level of things. After the initial bootstrapping of your city the game really just involves..... waiting. Even on max speed it takes on the order of hours to accrue research or money needed to expand. Your worker drones will hit their work capacity probably an hour if not two before you are able to improve the network in any way; that is if you know how to beeline the needed infrastructure and abuse the tutorial to ignore your city's needs. City Sims are largely passive games, but this game wants to be an idler you leave running in the background. Too bad it seems to pause if it isn't in focus.
Cliff Empire shows an extremely promising start with a solid foundation to make it a complex and engaging city builder. You start with picking a spot on your cliff for a storage depot, which is dropped pre-built and loaded with resources and drones from a space station. From there you have a fairly specific building order that is explained by the comprehensive tutorial. You need a power source, residences, landing platform, food and water, battery charger, and portal for selling things back to the the space station. Batteries are used to keep power running in your city when your sources fail. Solar panels don’t work at night and wind can change from day to day. If you’re over-producing on power, the excess is charched into batteries that keep the power on, or can be used to build vehicles or even sold for profit. 3D printer factories can build consumer goods to sell and engines for y
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