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Polylithic: six years of development to lead a tribe from the Palaeolithic to the Neolithic, and a 1.0 with a lot riding on it
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Score6.5/10

Polylithic: six years of development to lead a tribe from the Palaeolithic to the Neolithic, and a 1.0 with a lot riding on it

A prehistoric survival game where humanity is not yet on top. The idea is superb, early access was rough, and it all comes down to today.

A

Alexandrosse

·8 min read

InsertCoins.press Score

6.5/10

Verdict

Mixed

The line that opens this game's pitch is better than most survival premises: humans are not yet apex predators, they are one species among many.

That is an idea. Every survival game puts you in a position to reconquer a lost world; this one puts you before, when nothing has been won yet.

Polylithic, the low-poly landscapes of prehistory

The principle

You lead a tribe and take it from Palaeolithic hunting and gathering to the first permanent settlements of the Neolithic.

In practice that means crafting the first proper tools, researching the first technologies that separated humans from the rest of the living world, and building the villages where the tribe will settle. Progression runs through a skill tree where each piece of knowledge unlocks others, giving a genuine sense of a historical staircase.

Hunting is the heart of it and is treated as such: every animal is a tracking problem, from rabbit to mammoth, as is finding the right resource. Because, precisely, it is the first time humanity has tried.

The world is low poly, colourful, bright. It is a choice that ages well and avoids the trap of muddy grey prehistory. There is even a hint of science-fiction mystery lingering, with other tribes to find and monuments to raise in their memory.

What players say, and it needs saying

The game has been in early access since November 2023, and it goes to version 1.0 today, after six years of development.

The reviews accumulated during early access give it a mixed overall rating, with 130 positive out of 193. That is the kind of figure worth examining closely, because the criticisms repeat from player to player and they do not concern the substance.

Stability comes up most often. A player with seventeen hours logged describes seven crashes in a single day. Another, at thirteen hours, says the game is beautiful and fun but that they gave up after repeatedly hitting objectives that would not trigger.

The tutorial is missing, and it comes up everywhere. Several players who recommend the game flag it anyway: the opening is too harsh, you spend twenty minutes searching the ground for a resource because nothing explains it.

Tribe intelligence is the black spot. Members wander instead of gathering and get stuck in the campfire. One player describes reviving a companion who has run at a forty-five degree angle ever since.

And combat is judged weak. The recurring phrasing: you dance around the animals without ever getting hit.

What strikes me in these reports is their goodwill. Almost all of them begin by saying the game has enormous potential. Nobody disputes the idea, everybody disputes the execution.

Polylithic, hunting and tracking animals

What 1.0 has to fix

That is exactly today's question, and it is simple to state.

A 1.0 is not one update among others, it is a declaration: the game is finished, judge it. After six years of work and two years of early access, the four points above will decide how this game is seen a month from now.

The developer spent the summer publishing fixes drawn from beta feedback, and says so in the announcements with a bluntness that stands out: thanking players for their reports and asking for patience. This is a very small team that has never pretended otherwise.

A sandbox mode exists for anyone who does not care about the storyline and simply wants to settle in and work it out. Several players spend a dozen hours straight in it without getting bored, which is the best sign you can get for this type of game.

Polylithic, building the first village

The count

Six and a half.

It rewards one of the genre's best starting ideas, and it bears repeating: playing humanity before it dominates anything, with a knowledge tree mimicking the staircase of discovery, does not exist anywhere else with this clarity. The low-poly art direction works, animal tracking has substance, and the co-op is appealing.

It marks down a stability record that weighs heavily, an onboarding left fallow, and a tribe intelligence that regularly breaks the illusion the whole game rests on. A chief without a functioning tribe is just a lone woodcutter.

The potential is immense and players themselves acknowledge it, including those who did not recommend the game. It all depends on what this 1.0 has repaired.

Are you a storyline player or a sandbox player? Say so on the InsertCoins Discord.

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