
Key provided for free by the developer.
It’s a simpler, less bloated, less gay version of Cataclysm: Dark Days Ahead for people looking for a zombie survival game with actual goals and an actual endgame. It’s pretty fun, but it may leave CDDA veterans pining for something a bit more complex.
The primary goal is to survive long enough to reach the Terminus, the grand safehouse, which is always somewhere far to the north. The new endings include researching a cure for the plague, escaping the city, and taking it back by establishing bases.
When you first start, you have a survivor profile of one. The higher your profile, the more points you get to spend on unique starting traits. These include things like bigger morale boosts for smoking cigarettes, more hit points, and so on. Your profile levels up from completing runs and unlocking achievements. You may also get points for finishing the game with bonuses selected―you at least get a “COMPLETED” stamp for them―but the game isn’t very clear on it.
At the beginning, you have access to three basic occupations, and more become unlocked with every finished run. All occupations have one or more special skills. For example, the soldier is the melee fighter of the group and gets a big bonus for hitting zombies with things, while the student can speed read and reread books for more bonuses. Each occupation starts with an item, some predetermined stats, and some spendable points; the student is an exception, starting with no stats and 12 spendable points.
There are six stats:
- Strength - Determines how much you can carry before it starts to affect your APs per movement. Also helps you clear debris out of paths faster.
- Health - Determines how many APs you regenerate per turn.
- Observation - Determines how much of the area is revealed as you move.
- Combat - Determines how much damage you do per attack.
- Agility - Decreases AP cost for movement and increases dodge chance.
- Dexterity - Determines how fast you craft and how durable the things you make are. I think it also improves how fast you repair things since my dex monkey student could mend his clothes really fast, but it took my sausage fingered soldier all day to stitch a sweater.
You always start in a house at the bottom of the map with the Terminus somewhere in the far north. You have seven values to keep track of: Health, Action Points, Satiety, Hydration, Energy, and Morale. Weather and temperature play a role as well, and, as the game goes on, the days will grow colder and the nights will get longer, but Terminus does not run on realism. Water never freezes, and you can start a fire inside a building without burning it down. Staying well fed, hydrated, and happy also grants bonus APs per turn, but that's easier said than done. Perishable food begins to rot straight away, so finding sustainable sources becomes priority one. Water doesn’t evaporate, but may start turning up less later on, and most cooking recipes require it. Morale can be increased by sleep, booze, or antidepressants. You can also come across books like novels, which start with a 2 point bonus to morale and decrease as you read them, and bibles, which give a steady 1 morale per read, or 2 morale if read in a church. Yes, the word of God brings hope in times of despair, so it’s always worth having one on hand.
Once you’re out of APs, you end your turn (or, in emergencies, inject adrenaline shots, but mostly you wait). Each turn equates to one hour of time. After your turn, next is any survivors on the map not controlled by you, and then any zombies. Sunset starts at 20:00 and gets earlier as the game moves on. Zombies aren’t too bright during the day and lose track of you if you leave their sight, but they get more aggressive at night, during which you can’t see shit without a light, so it’s best to hole up close to sundown. Getting into a place can be an adventure in itself since a lot of places are locked up. If you have a crowbar or fire axe, you can pry doors and windows open quietly. Doors and windows can also be picked with a lockpick, but otherwise you’ll need to smash them down, which makes loads of noise.
Once you’re inside, don’t go expecting to turn any places into full-blown fortresses. At best, you can reinforce doors and windows a few times with planks or metal sheets and a hammer. You can also cover up windows with rags, or, if you’re lucky, you can make a gut bucket out of zombie guts and smear the windows and doors to make them invisible to nosy brain-eaters. The problem with spending resources on fortifying an area is that you’ll always be running out of resources and thus always on the move. You can craft traps to catch small critters, fish, and even plant crops, but that means coming back to check on things later, which takes more time. There's irony in setting a trap to catch food only to be unable to check it because it would mean starving to death.
As you continue to survive, you’ll gain experience. I’m pretty certain you get XP from doing just about everything from reading books to killing zombies, but the in-game help doesn’t say. Every time you level, you get to pick from three different skills at (almost) random. If you have any occupational skills left to level up, these will take priority in the slots. Otherwise, the skills are chosen at random and provide bonuses like searching shelves faster or starving a bit slower. Most of these skills have a level cap and take more than one character level or book to reach it. Stats also require books to raise, very big books that take a long time to read. If you intend to do any deep reading, it’s in your best interest to at least find a basic desk for a 10% reading bonus or travel to a library, if possible, for a 20% bonus, but, like everything else, this will take time and resources away from something else that may be a lot more important. While we're on the subject of books, there are also two special vehicle operator skills for boats and helicopters that require an entire series of books in order to learn. Once you know how to drive the vehicle of your choice, you'll still need to track down a marina for a boat (which is at the other end of the map), and, to be quite honest, I have no idea where they hide the helicopters (but it's probably on the other, other end of the map).
Traveling to a new place is as simple as finding the pathway at the edge of the area or scouting it through other means. Sometimes a path is blocked by debris, which means you either need to go around or move it with a shovel. Terminus is not an open-world, but a bunch of small zones linked by roads. On a normal map you’ll see three dangerous places which continually spawn more zombies; you can’t visit these, but the closer you get to them, the harder things will be. There are several resources that can help you scout ahead; one such is guidebooks, which let you find all the different grocery stores, gas stations, and so on on the map, if you take the time to read them. The most valuable of all is the road map, which lets you scout a few areas next to your location at the cost of some AP, but for less than it had cost had you traveled there on foot.
There are also ways to save your precious AP when traveling. The two relevant skills can be picked up either by leveling or from books. Pathfinder knocks 10% off the AP cost per skill level; Aradine’s Thread saves you a whopping 50% when travelling to any place you’ve already visited. As resources run low, you’ll be gambling between going to places where you’ve set up traps or water gatherers or somewhere new to see if it has something else you can swipe. You can save all of your AP if you can get a working car with gas. This is easier said than done, but if you manage to get a gas station working long enough to fuel up a car and fill some cans, the game becomes much easier. Points of interest include the usual sights in the end times: grocery stores, police stations, and so on. Supposedly there are gun stores, but these never showed up for me, not even after I scouted most of the map. I found one military base, but it was too far out of the way and I was starving, so I never tried to get there. One valuable type of place is fortified houses; these are where other survivors have holed up.
They won’t let you in, but they will give you jobs you can do to build trust. These always seem to be fetch quests of some kind: getting them food, bags, etc. In exchange, they’ll lower their rates for general trade and let you ask for favors. The more trust you have, the bigger the favors you can request, like asking for food or improving your gear. Knowing where the fortified houses are can be the difference between winning and losing. According to the achievements you can join a fortified house, but, like a number of other things in Terminus, it's rather vague on how to go about it, and it's probably quite a time investment.
No zombie game is complete without crafting, but this is another point on which Terminus breaks hard from CDDA. You won’t be crafting entire warehouses full of equipment to use in your fight for survival. In most cases, you’ll only make a few basic things and then move on. The game starts you off with recipes for rudimentary versions of most tools such as stone hammers, axes, and so on. Crafting books teach you how to make the real deals and that's it. There are no extra recipes to learn, no laser guns or double necked chainsaws. The only scenario in which you might make the real McCoy is Out of Stock, but you’ll never find enough metal items to break down into scrap in that scenario because it’s all...out of stock. I spent most of my crafting time making traps to catch food and needles to repair gear, and that was about it.
While there are quite a few cooking recipes in the game, good luck getting to make anything but the most basic ones. Cooking is more for preserving a meal or squeezing a few more points of satiety out of something simple. I've never been in a situation in which I've been able to make cheese or bread. I've only been able to pick vegetables once, which was when I came across a random garden, and I ate all the vegetables right away because I was starving (of course). It's as if these only recipes exist to taunt you while you choke down a bunch of rotten food and finish it off with an antibiotic chaser to get rid of the accompanying disease. Speaking of which, the medication system is very basic. The game keeps a running tally of the drugs you take: generic medication, which restores hit points, antibiotics, which remove disease, and painkillers, which can temporarily remove negative status effects. You also get things such as vitamins, which can boost APs for a few hours, adrenaline shots, which give you more on the fly, and sleeping pills, which boost sleep quality but tank your APs. As you take more meds, you will develop a headache, which makes it impossible to read and screws with accuracy; keep going, and it will turn into a severe headache; push it too far, and you'll pass out. This keeps the player from abusing drugs for perpetual APs or unlimited health when he's dying.
Gear in Terminus is dedicated mostly to keeping you warm: a bunch of topwear ranging from cardigans to padded coats, three types of gloves, and a selection of bags to help mitigate your weight. For some reason you never need to worry about your pants. I’ve only encountered two pieces of armor: makeshift armor made from some tape and a book that will take a single hit, and some kind of survival armor that can take a few swings. Most clothing has a small armor value, but that's a consolation prize; it's far better to not get hit.
All equipment, tools, weapons, and clothing have some kind of durability score, which is random. Not all pots and pans are created equal, so it’s in your best interest to find the most durable stuff you can or make it yourself, if you have high dexterity. All gear breaks down with time and usage, and the only way to fix tools and weapons is with a repair kit or wood glue. Wearables can be fixed with a needle and thread, which you’ll be doing quite often since clothing breaks down from the mere act of walking. Be you not careful, your precious hiking backpack can turn into a pile of rags while you traverse from one side of an area to the other.
Combat is easy to understand. You can strike at one of three parts of the body: head, torso, or legs. Only a strike to the head can kill a zombie, but some weapons are better suited for other parts of the body, and some zombies have armored noggins or armored everything. Every attack degrades your weapon, and every weapon has an associated proficiency, so you will become a master in the art of frying pan if you practice. Sometimes you’re better off taking out a zombie's arms or legs than trying to break through a helmet if it can’t bite you. If all else fails, you can shoot the bastards, provided you actually manage to find a gun and some ammo. When it comes to guns, all firearms run on universal ammunition, and all guns make noise unless modified. You can find gun parts on random zombies or in places like fortified houses, police stations, and gun stores (if they ever show up for you). In my experience, ammo is really rare and best saved for rainy days.
Zombies have three modes of attack: grabs, which drop your APs and do minor damage, claws, which do more damage and can cause bleeding, and bites, which only happen if you're already bleeding and out of APs. If you get bitten, you turn into a zombie unless you have the trait that lets you shrug it off as a treatable infection.
There isn’t too much variety among the shuffling hordes―no slime spewing boomers or long tongued smokers. However, there’s enough to keep you on your toes. Hitting a decaying zombie up close will give you disease. There are tough zombies that can take a major beating and knock off half your health in a few blows. You also get fast zombies that can close with you in a hurry, but these kinds are all few and far between. The thing that usually kills you is a lack of preparation.
Misery loves company, and sometimes you’ll come across other survivors along the way. Don’t expect anything deep, or even dialogue. Interaction is limited to building trust, trading, or threatening the other person. Building trust burns APs, but the more trust you have, the better trade rate you get. If you can get his trust to ten, you can ask the poor slob to come with you. After you’ve tamed another survivor, he's yours to micromanage, with all that implies. With one other person this isn’t too bad, but I can see having several becoming a hassle. The guy I picked up was level 1, and I was already towards the end of my run, so he wasn’t that helpful.
Once you have a grip on things, the goal is to find the Terminus. You can either brute force it by heading north and hoping to stumble across it, or, if you can get a radio working, you can tune into the signal ,which will pinpoint it for you. Once you get the signal, you can tune in once per day for a helpful message, which can be about something like a supply drop or a blocked road.
And then, whether safety at last or failure, a final tally of your score and the stuff you unlocked. I only played on normal and found the base game to be pretty easy once I figured out the gameplay loop. Out of Stock was quite a bit harder and I came close to losing several times. Every attempt at Frozen Zombies ended in a matter of minutes. I enjoyed Terminus quite a bit, and, while there were points where I could have stood a bit more simulation in my survival, I still appreciate not having to fuss over a hundred little details to try and make it to the next hour. It’s also nice to play a survival game that has a real ending. All in all, I had fun and finished the game a few times with a desire to try for more endings and scenarios. Be advised that there are no real modding capabilities for Terminus right now and the dev seems to be undecided on adding any.
If you’re interested in Terminus: Zombie Survivors, the game is currently out in Early Access and goes 1.0 on August 20th.