11 Bit Studios
Review

Between construction simulation and survival adventure: "The Alters" tested

Kevin Hofer
12.6.2025
Translation: machine translated

"The Alters" tells a crazy Robinson clone story on an alien planet. The wild genre mix of survival adventure, construction and life simulation is different - in a good way.

This is where he is now, Jan Dolski. Stranded on an alien planet, his crew members are all dead. At least the base, which resembles an oversized wheel, has survived. But what next? He can't operate it on his own, let alone escape from the inhospitable planet.

The base resembles a wheel. Whether the metaphor of the hamster wheel is intentional or not, you'll have to find out for yourself as you play.
The base resembles a wheel. Whether the metaphor of the hamster wheel is intentional or not, you'll have to find out for yourself as you play.
Source: 11 Bit Studios

Luckily, Jan finds the Rapidium material. Finding and researching it was the aim of the expedition anyway, which was initiated by a dodgy mega-company. As if Jan didn't already have enough problems, he now has to pursue this mission further. He is to clone himself with the help of a quantum computer and a facility called «The Womb» (German: die Gebärmutter). After some initial hesitation, he gives in and soon numerous Jans with different life backgrounds populate the station.

A Jan rarely comes alone

The quantum computer calculates junction points in Jan's life. Events that lead to another Jan, an Alter. This is then cloned in the womb using Rapidium. For example, the technician Jan. He has decided not to go to university and has learnt his trade skills at work. Or Scientist Jan, who, like the original, decided to study but stayed in research. Despite their shared childhood and youth memories, they are completely different characters due to their later experiences.

Ages that I can clone emerge at the junction points in Jan's biography.
Ages that I can clone emerge at the junction points in Jan's biography.
Source: 11 Bit Studios

So Jan has to deal differently with Technician Jan than with Scientist Jan. Because they are not mindless working drones as is usual in construction simulations and do what I tell them. Scientist Jan, for example, reacts positively to flattery, which makes him more motivated.

The state of mind of the Jans also has real consequences. If they are unhappy, they are less productive. But it's not just their productivity that depends on whether they feel happy. My miner Jan, for example, chopped off his arm out of dissatisfaction because I stopped giving him painkillers. If the older employees don't agree with my leadership and behaviour, they may even mutiny.

I should keep an eye on the moods of my Alters at all times.
I should keep an eye on the moods of my Alters at all times.
Source: 11 Bit Studios

This makes the characters extremely believable and comprehensible. The good animation of the facial features and the outstanding performance of voice actor Alex Jordan, who voices all the Jans, also help here. I have nothing to criticise about the story and the way it is told. It captivated me from start to finish.

Many roads lead to the same destination

The life-sim approach is just one of many gameplay elements in «The Alters». But it is the most exciting in terms of story. Because although the story itself remains the same, I experience different interactions between the Alters depending on their behaviour

Each age is different and therefore has different talents.
Each age is different and therefore has different talents.
Source: 11 Bit Studios

This narrative approach is new to me in survival games. Nevertheless, I tend to try to please all ages as much as possible. Because in this genre, I'm dependent on smart decisions and planning. If an age drops out, it's a big deal. For example, my miner Jan had to spend several days in the infirmary after cutting off his arm. Instead of mining minerals, I had to spend time and resources researching and making a prosthesis for him.

I can't please everyone all the time and have to choose between two positions.
I can't please everyone all the time and have to choose between two positions.
Source: 11 Bit Studios

The replay value due to other interactions between the ages is therefore only a supposed one. When things actually escalate for me, I can no longer achieve my goal because I'm running out of time - game over. Forced to do so, I can only continue loading afterwards.

Always under pressure

Time is also a factor in «The Alters». In each of the three acts, I have to reach my goal within a certain number of days. I can't stay in one place for long: I won't survive the sunrise. This time pressure means that I sometimes don't enjoy the story as much as I would like. I take a break after certain events because I want to let them settle before I have to worry about resource management again.

Even crafting the simplest tools takes hours.
Even crafting the simplest tools takes hours.
Source: 11 Bit Studios

The gameplay loop is always the same. I explore the new area in my spacesuit and gain access to resources. I use these to build new elements in my base and expand it. In addition, I always need new tools, which I first research and then produce. I also have to make sure I have enough food to eat and keep my age group happy. I do the latter not only through my interactions, but also by building them a common room, for example. This is where the Jans watch films or play beer pong.

While playing beer pong, I strengthen my bonds with the Alters.
While playing beer pong, I strengthen my bonds with the Alters.
Source: 11 Bit Studios

Even on the standard difficulty level, this is quite challenging. There's always something happening that throws my supposedly forward-thinking planning off course. Just when I think I'm on the right track, one of my alts is bound to get injured and drop out or a magnetic storm makes my work more difficult.

I personally find it too much micromanagement at once. I can automate certain things - such as defining the production of a minimum stock of batteries for my spacesuit. But in order for them to be produced effectively, I either have to lend a hand at the workbench myself or organise an old man to work there. So I'm constantly having to manage details or mine a resource myself that I'm missing for the climbing hook for exploration, for example. The game often feels more like work than fun to me.

Who does what? I constantly have to give instructions to my old age.
Who does what? I constantly have to give instructions to my old age.
Source: 11 Bit Studios

Successful simulation, superfluous exploration

This is a shame, because the construction simulation in particular is a success. The menu navigation is intuitive and I know where to find what I need straight away - even though I am always rearranging the individual elements of my base. It's fun to see how it develops - and my age with it. For example, watching botanist Jan at work in the greenhouse for the first time after spending the first 20 days of his clone's life doing other employees brings a smile to my face. Finally, I can also make Technician Jan happy, who now gets solid food instead of porridge - although Scientist Jan thinks that's a waste of time.

Remodelling and expanding my base is fun.
Remodelling and expanding my base is fun.
Source: 11 Bit Studios

In contrast, exploration feels a lot less fun. That's because of the planet itself: If you're interested in geology, you'll find the environment exciting. Everyone else can expect to see rocks, a hell of a lot of rocks.

Okay, depending on the light, «The Alters» looks pretty cool. But that doesn't change the fact that you mainly get to see stones.
Okay, depending on the light, «The Alters» looks pretty cool. But that doesn't change the fact that you mainly get to see stones.
Source: 11 Bit Studios

On the other hand, there are smaller, tedious gameplay elements that disrupt the flow of the game. For example, if I come across a place where I can mine resources, I first have to find their source. I do this by setting up scanners in a grid so that I can look into the ground. I extend their range more and more until I find the source. That's tedious.

Searching for resources is no fun.
Searching for resources is no fun.
Source: 11 Bit Studios

I also come across anomalies in the course of the game, which I visualise with a torch-like tool. I also have to search for their origin and - literally - illuminate them even more until I can explore the anomaly in more detail. This fulfils its purpose, but is no fun.

«The Alters» was provided to me by 11 Bit Studios. The game will be available from 13 June 2025 for PC, PS5 and Xbox Series.

In a nutshell

Wild genre mix that is not convincing in all respects

"The Alters" convinces with a great story that brings a new twist to the Robinsonade with the cloning. I have learnt to love and hate the various Jans, which is mainly due to the brilliant performance of voice actor Alex Jordan.

In terms of gameplay, I'm particularly impressed by the build-up and life-sim elements, which support the narrative well. Unfortunately, I was less taken with the exploration and survival units. They keep me constantly busy with micromanagement - the game sometimes feels more like employees than fun.

Nevertheless, I would recommend "The Alters" to all construction and survival fans. Especially as the game is relatively cheap at 40 francs/euros and will keep you glued to the screen for hours thanks to its replay value.

Pro

  • Exciting story with good storytelling
  • multi-layered Jans
  • The construction simulation is fun
  • Good character animations and synchronisation

Contra

  • lazy exploration
  • too much micromanagement
Header image: 11 Bit Studios

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From big data to big brother, Cyborgs to Sci-Fi. All aspects of technology and society fascinate me.


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