Cult of the lamb all endings9/8/2023 The colony has six main locations where your character can find things to do: geoponics (farming, ranching), engineering (education, research), the lounge (cooking, childcare), the garrison (sports, military), command (administration, government), and expeditions (exploration, hunting). This all sounds well and good on paper, but in my experience I am already starting to see where I am going to encounter pain points in terms of striving for the perfect ending. This is where all the different endings come in – you want to live lives that are as distinct as possible in order to learn information you can use in other lives to make a difference and work towards the best possible outcome. Using this information can change history, allowing you to know things you shouldn’t and circumvent problems that you predict in your dreams. As you play, you’ll encounter dialogue options with a wormhole which represent information from a past life. Telling people about your past lives does not end well, at least not on any path I have found.īecause of an event which occurred in the second ending that I found, your character has the ability to use information from other lives. As time passes, you’ll have choices to make based on how you spent your time in the colony, and your decisions will shape the future of the colony in one of 29 different endings that come at the end of your teenage years, when your character turns 20. Activities are represented as card challenges and victory in these challenges increases your stats and gives you currency. Each month you choose how to spend your time: working the fields, exploring, studying and researching, manning the kitchens or caring for children, etc. You land there around your tenth birthday and live out your full teenage life in the new colony. You play as a child born on the spaceship Stratospheric, a colony ship that’s bound for the planet Vertumna IV. If you’re here and not familiar with ‘I Was a Teenage Exocolonist,’ here’s a brief overview. At the time of writing, I’ve gotten four endings myself, and while I don’t really have a strong vision of what it would look like to get the “perfect” ending, I’ve seen some finales that feel good enough that striving for perfection feels less appealing as time goes on. Here’s the thing: 29 is a lot of endings. One could say that getting all 29 endings – or at least getting the “best” ending – would be the true finale of the game. But in a game like ‘I Was a Teenage Exocolonist’ where the credits signify that you only got one of 29 possible conclusions to the game, seeing the credits just marks a new stage in your journey. When is a video game over? Perhaps the most commonly accepted answer to this question for a single-player game is “when the credits roll.” At this point you are typically considered to have beaten the game, even if there is perhaps post-game content to finish or some collectibles or trophies you didn’t pick up.
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