
Life Below is a refreshing twist on the city-building genre, set beneath the waves. Shape thriving coral reefs, revive collapsing ecosystems, and grow a living seascape in a heartfelt narrative by Rhianna Pratchett. You are the ocean's final hope.
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About
The ocean is dying. Coral reefs are vanishing and ecosystems are breaking down. By the power of the mysterious reef heart you must restore balance, using the ocean floor itself as the foundation to build vibrant havens for sealife. Craft lures to entice different species to your reef and use their natural abilities to overcome underwater hazards. Experience Thalassa’s journey in campaign mode, then undergo new challenges in freeplay.
Advised by marine biologists and shaped with authentic underwater audio, Life below introduces realism into its world of fantasy. Gameplay reflects natural rhythms and interactions, bringing the ocean floor to life with motion, color, and possibility.
In a twist on the city-building genre, resurrect entire ecosystems by strategically crafting and managing vibrant coral reefs to restore life to the deep. This will take a combination of energy-channeling coral, resource generating seashells, and much more to ensure the ocean’s floor not only survives, but truly thrives.
Experience a charming campaign over a series of hand crafted animations, guided by a heartfelt story written by award-winning video games writer Rhianna Pratchett. Appointed by Gaia, Thalassa must restore life to the reef. Become the ocean guardian, revive long-gone habitats, overcome oceanic instability and increase biodiversity.
With the perfect environment formed, you can lure over 40 different wildlife species from coral crabs and monkfish to distinctive hammerhead sharks. Admire your new school of fish close-up or watch over your entire colony, using a powerful new camera system. Under the reef heart’s watchful gaze, create and nurture your own sub-aquatic haven. However, housing them is only the start. To keep the underwater ecosystem thriving, you must cater to their needs and protect them from external threats.
From shifting biomes to outside influence, Life Below presents a range of challenges to navigate. Algae levels, PH balance and an infestation of lionfish aren’t the only challenges you’ll have to solve. More serious threats such as oil spills and garbage patches will call for creative strategies, requiring the help of special wildlife to overcome.
Every zone of the ocean floor will bring its own set of challenges. Temperature and acidity fluctuations along with a naturally limited area are only a few of the problems you’ll need to adapt to. Only by strategically adapting your playstyle to each environment can you efficiently expand your territory to restore the entire reef to its former glory.
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Reviews
Themes across 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very pretty, can't complain about the underlying message... but as an actual GAME it's just frustratingly badly thought out. Trying to build up my reef, but I'm constantly short on power. Only power-generating structure is the Moon Coral. I expand into a volcanic region to exploit the volcanic vents there with Vent Corals, but I can't - the Vent Corals are arbitrarily locked behind story progression. I expand into an arctic region instead, since that provides a bonus to all power-generation, but there's very little space to work with there since it also reduces the REACH of power-structures, making it impossible to actually expand to the main 'island' of buildable surface - I just don't have the range. The upgraded Moon Corals probably do, but they're arbitrarily locked behind story progression. I suppose I could just try to 'build tall' by using upgraded structures that make the most of the limited space... but they're all arbitrarily locked behind story progression. I know, I know, there's a 'creative mode' I could play instead, where there's no story or quests, where everything can be researched from the start... but I DO in fact want a GAME, not just a sandbox to roll around in. And this particular game has, if it wasn't already clear, entirely too much arbitrary gating. Instead of advancing the story to find new and interesting challenges, you just have to advance it to gain access to extremely basic stuff that really should've been available to research from the start. So, yeah, interesting concept for a city-builder, very nice to look at, but the balancing and pacing is a mess. Can't recommend.
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Languages: English, French, German, Spanish - Spain, Japanese, Norwegian, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 64 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра мне понравилась: приятный сеттинг подводного мира. Ты постепенно развиваешь свой риф, наблюдаешь, как появляются новые обитатели, и просто кайфуешь от процесса. Атмосфера очень медитативная: спокойная музыка, плавный темп и отсутствие лишнего напряжения. Я сам не особо разбираюсь в стратегиях, но здесь всё ощущается скорее как «живой аквариум» с элементами развития — играть легко и приятно, без перегруза механиками. Если устали от военных стратегий и хочется чего-то расслабляющего — это отличный вариант. Играл на стриме, геймплей можно посмотреть здесь: https://www.youtube.com/live/bNCcWuYnFkM
The game is definitely appealing to look at and the gameplay is pretty enjoyable early in. However, the more you play, the more its flaws become apparent. -Building structures takes way too much time. I find myself tabbing out and playing a different game or watching a video as the little minions are getting stuff done. It really takes that long. (Even though I always play on max speed) -In order to deal with game-ending disasters, you need certain types of crabs and such, which are obtained by placing lures that can only be made with specific grass from specific level zones. I lost a lot of games because I really didn't have a clue which lures I needed, or how to get them in the first place. -I may just have missed it, but in my experience, things are often not explained well or at all. I had to look up a lot of things online just to have an idea of how to deal with stuff. I still forget which zone is most optimal for what outside of the artic and volcanic biomes. -Then, once you do know what zones are important to unlock first and how to play optimally, the gameplay quickly devolves into even more sitting around and waiting for your workers to build stuff. There is no difficulty- there are only inconveniences that may end your run if you were unable to prepare for them. I wish the game had more (put not intended) depth and more quality of life to more easily keep track of your fish populations, etc.
The game is *painfully* balanced, I get that it's realistic that oil spills and trash is catastrophic to the ecosystem and that it's like part of the message but when it comes at the cost of gameplay in a GAME, then it's an issue. you get rapidly boxed in by the tech tree in how the story locks off upgrades that make progressing to said story beat a chore at times especially if you get bad spawns of rock outcrops to build on, and if you get REAL unlucky (like I did, you spend 2 and a half hours trying to weasel your way around a garbage fall, that blocks off a major amount of the land in the area that you need to go TO MOVE GARBAGE, also if you're going to make biomes where the "challenge" is seaweed that grows back, give a filter to the deconstruct or make the seaweed under a different menu, I dont want to have to tetris around my structures as the challenge to not deconstruct them and accidentally wind up in a failure spiral. granted if you get unlucky and the dice roll poorly too close together you can just wind up in a similar spiral as half your map gets covered in lasting hazards and even if you keep up your workers they literally cannot cover enough ground fast enough to not tank your biodiversity, and potentially just kill a run in one swoop. there's also an irony about having more furnaces than a late game frostpunk game in a game about ecological hazards just to have enough energy for basic upkeep, the tier 1 generator coral really need to put out more or the early structures they're tied to need to eat less cause needing generator batteries to keep up is nuts. even from someone who really enjoys brutally difficult builder/sim games like frostpunk and rimworld this one is just over that teetering point on how thin that razor's edge is before it gets into the irritation region, I dont think it'd take a lot more retooling to hit the point of thematically difficult but still enjoyable, but currently it's not there for me, Randy wants my head less than this game does after the first major unlock point plus, there was a major bug that required me to restart the game to craft and story progression (but not hazard restrictions) are locked behind rare spawns, so that's a choice.... my review may change after a bit of retooling, like I said, it's not too far off, but the balance isn't there currently
This is a city builder with an adorable twist. The game graphics are very pretty and the mechanics work well. If you plan well, check what research unlocks what carefully and monitor resources it can be fairly straightforward to overcome the hazards you are presented with. I actually like that there are hazards to overcome. It sure made me think about the impacts that happen. As with any game there is a learning curve so I'd recommend taking the time to really get to know how it works. I've completed the game on balanced mode and very much enjoyed the gameplay. The story is cute and not super intrusive. The characters are very sweet. I love watching the wildlife swimming around and getting visitors from bigger wildlife. Overall a very well done, chill, fun game.
Okay, Games fun and chill. Its worth a play if your into these kinds of games. But to the Devs I have two major nittpicks that made this game stupidly hard for no reason. Firstly... The Lures. Its not clear enough that not selecting a lure type is a lure. Or that you can pick the Large/Shiny/Gold Variants either. You need to have all options as a box with one of those boxes ALWAYS highlighted to show which one your going to craft. I was in T3 zones before I found out I had to click Shiny Lure to actually get it. Secondly.. The the Creatures/Sealife. Please at the very top of the creatures (Whether you have seen one or not) Put which region you need to unlock in order to get that creature. Oh My Lord... I never got a T2 Rocky area until the very end game - So I NEVER had Coral Crabs at my disposal. Meaning every single Oil spill was a complete rebuild of a zone. I've seen so many negative comments about Trash / Oil etc. You can fix this by making it was more clear which creatures fix these problems and WHICH ZONES to get them in. Again.. I never EVER realized the zones actually impacted the Seaweed stuff you got and thus impacted which creatures you could attract. Now I know the above makes it seem like I hate this game. I Don't. If they fix the above issues I genuinely think more players will have a better experience with this game. Atm there are a few really needed things that are cryptic but are absolutely needed. For example : the game gives you a quest to get 2 turtles (this occurs really early on) But If you don't have a T2 Reef unlocked you will be dropping lures that only have 1% chance of attracting that turtle. Its super confusing and alot of people (myself included) get hung up on a quest sitting on my screen and not being able to complete it before moving on with the main story. If you enjoy slow-cozy city builders. This games fun. If your still not sure/sold - Grab it on sale.
Great twist on a genre I already love! Since it's more "abstract" than a normal city builder, it's taking some time to get into but I'd definitely recommend.
It's a super beautiful game and I think it has a novel concept. A city management game where you build reefs out of coral and sealife becomes your citizens. The only issue is that the game becomes very tedious very quickly. Balancing energy consumption against resource production is less of a fun game mechanic and more of a chore in this game. There's not really any strategy, just put down as many moon corals as possible. Refining harvested resources into processed materials later in the mid-game takes a long time, so I was pretty much always on max speed. Which is fine, except that the "disasters" are a bit unrelenting and also tedious to deal with. It all comes down to building one of four types of coral: one to make it cold, one to make it hot, one to reduce acidity and one to increase acidity. There's not really anything interesting about it. I think it would be more interesting if the ecology of the reef directly impacted the temperature or the pH, and you had to manage that part of it. The disasters just mean I need to reload a save so I actually have enough time to cancel whatever else I'm building to add a few more acid corals to an area.
Potentially a really great game but i found it far too easy on challenging mode. I think it's probably overpriced too hence why sales are a bit low. If it get's more love could be great
BUILD THE REEF. SAVE THE REEF. PROTECT THE FISHIES! I came for the experience and left emotionally attached to approximately 1847 fishies..
Players by region
Where this game's players are, estimated from review languages.
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