Every level has a number of hidden species hiding about, but they'll only come back into the level if you've created the right conditions. When that's done, it's time to invite the animals back to the party. Beaches, coral reefs, and more are essential to the upkeep of a healthy, diverse ecosystem. Or you can burn down that same forest to produce fertile ash, allowing for a healthier woodland to grow. Or you can place and connect a series of poles on elevated land, creating a canopy that fosters a dense forest. Land next to sources of water, for instance, can transform into a swampish wetland. Restoring life to the environment fills in a meter, and when that's done, it's time for phase two of nature rejuvenation: adding biodiversity to the levels.įrom then on, your job is to turn the generic grassy, snowy, or muddy patches into more interesting environments. Some mechanisms make the land fertile, some blanket that land with grass and greenery, and some even cause the land to erupt, inviting lava to fill in the spaces. At first, you place windmills to generate electricity, and then you can begin to place other tools, connecting them to the windmills' power supply. But I'm happy to report that Terra Nil's systems are on par with its vibes. Of course, it would all mean nothing if the actual strategy/management elements weren't interesting and fun to use. Reducing the difficulty gets rid of that barrier completely, making Terra Nil a totally zen layabout. The only dangers in this world come from misusing resources, indulging in the buildings, and running out. These aren't exactly game-over screens, but you'll be unable to progress unless you restart the phase or level. The only 'failure state' is not having room for any more room for biodiversity and inviting wildlife back. There aren't any leaderboards or scores, but you can complete side tasks - like reaching a certain temperature - for additional resources and achievements, and you can also aim to find all wildlife - usually only three are necessary. Your progress is tracked by a series of percentage meters in the corner of the screen, slowly filling up based on different metrics at each phase, increasing as you paint the land green, boost biodiversity with lagoons and such, and recycle your tools. Even later on in the game, when you're tasked with reviving volcanic lands and other hazardous places, Terra Nil remains a relaxing experience. It's your duty to fix the natural order of things and leave without a trace, and it's just as satisfying as building an interconnected metropolis. And then it's time to recycle your tools, pack up, and leave. Once your dull, rocky dioramas have been rejuvenated, it's then time to reinvite wildlife to the area. It's then your job to fix these landscapes, transforming them into lush forests, beautiful corral-filled oceans, and sandy beaches that are only missing a cocktail stand. From a top-down perspective, you land on four diverse and barren biomes that have died (and four more in the post-game.) At first, they're all devoid of wildlife, and lacking any greenery, colour, or general signs of life. Terra Nil is a relaxing reverse city builder if you like. So, what about city-building players who are looking for something a little more quaint? Well, Terra Nil might be your answer.
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