Late and Early game difficulty balancing
The campaigns and to a lesser degree in survival mode the game begins at a very high difficulty - particularly with brutal settings where surviving the first few waves with very little tools at disposal is incredibly hard - but becomes increasingly easier over time to a point it is barely a challenge anymore.
Here is a more detailed post:
https://www.reddit.com/r/theriftbreaker/comments/wtxid4/missing_custom_campaign_difficulty_settings/
In terms of the campaign, the cultivators quickly create a resource abundance which also trivializes later gameplay. On the other hand, cultivators are fun and motivate a lot of exploration and scan everything. Hence, this should also be taken into account: https://www.reddit.com/r/theriftbreaker/comments/wkc1su/about_campaign_resources_and_cultivators/
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23 Sep, '22
YamiryuuZeroHighlighted comment
I love the cultivators, but I do have to agree that they trivialize the late game. Why would I bother mining for resources if I have to keep spending more resources and time to create bases for couple of miners that will expire in no time, if I can just plant uranium?
If anything, I'd like to see the campaign mode increase in difficulty according to the number of resources I gather from the cultivators, that way it balances out well enough, I would think.