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    dkirschner's The Alters (PC)

    [August 17, 2026 10:12:16 AM]
    Just finished. What a ride. The Alters is one of the more creative games I’ve played in a long time. It felt a bit like Subnautica in that it’s a survival/crafting game, which I usually dislike, but its oppressive atmosphere and philosophical sci-fi narrative are excellent. It also felt a bit like one of those “timeline” games, like Eternal Threads, although you aren’t technically manipulating an existing timeline; rather, you create “alters,” real versions of yourself that exist in alternate timelines.

    Here’s the story: You are Jan Dolsky, a “builder” on a space mission to find rapidium, an element that can solve serious earthly problems like food shortages and save humanity from itself. Upon nearing a planet, there’s an accident on the ship and everyone dies except you. The quantum computer (the ship’s big super brain) could only choose one life to save, and it calculated that you had the best odds of survival. You wake up and, to save yourself, the base, the mission, and possibly all of humanity, you embark on a biological project to clone yourself. A bunch of times. This is…highly illegal.

    Yet here are your alters: Scientist Jan, Technician Jan, Botanist Jan, Miner Jan, and so on, maybe like 10 of them. They are all distinctly you, but in different timelines as calculated by the quantum computer. And yet they are not you. They are aspects of your self, yet are their own unique selves, while sharing core memories. Their memories branch from yours at various points in your life (lives). For example, several might stay with your abused mother instead of leaving to go to college. One of those who stays might confront your abusive father, while another leaves for a job abroad. One who goes to college might not finish. A few meet a woman and fall in love. One meets a man and falls in love. Worker Jan becomes a union leader. Miner Jan loses an arm in a mining accident. Botanist Jan never develops a strained relationship with your wife, whereas she left you and some of the other alters, and so on. They all have their own values and life goals and their own lessons to impart based on their unique life experiences, and these lessons—working with your alters to accomplish your mission—help you become the best version of Jan you can be.

    I think that you are required to have some alters, like the Scientist (the only one who can research things) and the Technician (who plays a key role in the story and whose skill is quickly fixing things around the base). Others, it seems like you can pick and choose. For example, I never created the doctor, the guard, or the shrink. Actually, these last three, I realized at the end of the game that I could have made them in Act 3, but I just wasn’t thinking straight. So actually, I completed Act 3 with half the alters I could have had. Oops! There was another part of the game where I was supposed to have four different alters, but I didn’t realize that I could make a fifth until I could make a sixth, so I spent like 10 in-game hours with one less alter. This led to a funny error on my part. In the beginning of the game, the Technician is grumpy from sleeping on the floor and asks you to build a dormitory. He’s happy when he has a bed. The dormitory has 4 beds for 4 alters. By the time I got more than 4 alters, a big chunk of the game had gone by, and I forgot that the dormitory only held 4 alters when I created my fifth and sixth ones. After I created my fifth and sixth ones, my alters started getting in really bad moods! I couldn’t figure out why. Then, one day, the Technician tells me he’s tired of sleeping on the floor and when am I going to get him a bed. I was like, dude, what are you talking about? You have a bed. I built a dormitory forever ago. Then I realized the dormitory only holds 4 alters, so after I went to 6 alters, 2 were sleeping on the floor somewhere. Then I laughed because the Technician was the first or second alter I created, and he got one of the first beds. Why would he not have a bed later? Why wouldn’t one of the NEW alters not have a bed? It’s like they kicked him out of the dorm, haha. Of course, it’s just that complaining about the lack of beds was Technician dialogue, and so once I fell short of beds again, he was going to complain about it again.

    Here’s another story related to the tough decisions about resource management and task prioritization. One time, I had agreed with the Worker (who was a big union leader in his timeline) not to make my alters work overtime for five days. Easy enough. I had only imposed overtime once or twice the whole game. Then I had another request from another alter during a dispute resolution to stockpile 10 radiation filters within five days. I was coming down to the wire on being able to produce the radiation filters, so I made my alters work overtime. But I forgot about my agreement with the Worker. Not only did the Worker get pissed off at me, but I missed the radiation filter deadline by just a few hours. So I failed both requests! The complexity of the interactions between all the alters led to numerous funny, odd, confusing, and/or stressful moments like these.

    Anyway, you need your alters to mine elements, grow food, make repairs, create items—all those survival game tasks. YOU, though, regular Jan, you don a space suit and explore the environment, searching for mineral deposits, discovering and neutralizing anomalies, and doing various tasks relating to getting the hell off this planet (because the sun is coming and it will fry you all to death). This is a major part of the game, which is basically split between exploring the planet and managing the base/alters. The exploration part happens in the morning/daytime/evening. You’ll run around, map out the area (in each act, the base gets stuck in a new area), find mineral deposits, build mining outposts, connect the mining outposts to your base via a network of pylons, kill anomalies, do other mission-critical tasks, and you can assign your alters various tasks in the base (growing food, prepping food, researching, repairing, creating items in the workshop, etc.) and outside the base (mining). At 8pm, you get “tired” and your work efficiency is cut in half. Then when the sun goes down, the planet is bathed in radiation, too much of which will kill you. Time to return to base. At 11pm, you become “exhausted” and will wake up later the next morning for every additional minute you stay awake. This very much mirrors my own sleep schedule, haha.

    Your alters also have defined work hours based on their moods, which you must manage. Extremely pissed off alters will only work 4 hours per day. Extremely happy alters will work 12 hours per day. Mostly happy or slightly bummed alters will work 9 and 7 hours, respectively. You can affect their moods by talking to them, giving them mementos you find, fulfilling their requests, preventing/curing their radiation sickness and injuries, sending them to the therapist, playing beer pong with them (silly minigame), watching movies with them, and so on. Their mood worsens due to a variety of factors as well.

    There is a lot to manage here, but it’s all handled really well. I haven’t even mentioned the electrical storms, the base weight management, and any story bits that you have to deal with, often relating to ethical decisions. There is a larger story here about the corporation whose mission you were on. They want rapidium. A rogue scientist wants your alters. You’ll occasionally talk to them, and they’ll both be trying to help you get off the planet to serve their own interests. There are several different endings depending on a variety of choices you make. I got the “good” ending, which isn’t really “good” per se, but most of us survived.

    In the end, like I said, the game is really unique. It’s philosophical, funny, nerve-wracking, charming, and strategic. I liked all the alters that I created. I often thought they were annoying at first (looking at the Scientist, who comes off as superior to the other alters and likes to tell them how to do their jobs, which pisses them off, and the Miner, who is severely depressed and causes significant problems when created until you help him resolve his issues). Strongly, strongly recommend.
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    Status

    dkirschner's The Alters (PC)

    Current Status: Finished playing

    GameLog started on: Friday 2 January, 2026

    GameLog closed on: Friday 31 July, 2026

    Opinion
    dkirschner's opinion and rating for this game

    Cool premise! Very intrigued to see how this one plays out. ---------- Excellent, thought-provoking, strategic game.

    Rating (out of 5):starstarstarstarstar

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