Log In  


Cart #super_dust_settlers-4 | 2026-01-06 | Code ▽ | Embed ▽ | No License
15

legally this is a sequel to Dust Settlers, a game i made around a year ago, but the gameplay is pretty different! weirdly this was inspired by the same thread of ideas that led to Lil Kobold's Big Stew, but yea just went to a very different place. In SUPER Dust Settlers, you terraform a planet .... by collecting resource cards. It's almost a city builder, but there's a very very light ecological sim that pushes things around some...

UPDATE: redesigned some of the training missions and rewrote some of the mission prompts. No changes to the main game mode or ecology mechanics. Hopefully made some of the core concepts easier to pick up without spoiling the fun of figuring out how the ecology works!

15


1

Played the whole game in one sitting, lost a few games, first with sunken ruins, then due to no seed renewal or no heat to dry sunken ruins, and finishes with an eco index of 37. It was fun to play, but I really didn't get a lot of the mechanics, despite having finished the game once.


2

i think despite all my efforts there's still some obtuse stuff squirreled away in this one! i am already thinking about trying to update the training missions over the winter break


3

Once figuring out a bit of the rules, I found occupying the entire board be much more difficult than the previous version.

Edit: one more strategy adjustments to mount 500+.

Edit 2: got the luckiest run of 600+:


In this run, ruins and ponds are generated quite fewer than the average, so cleaning ruins is no question. Also even larger tract of forest is made possible, just mind to manage the card order to withstand the last turns where plots become insufficient just like the previous version.


1

i feel like anything over 200 is pretty great, i never even cleared 300 while developing !!


2

Rules and techniques possible for those just finished training and go for the campaign mode:

In that mode, you're required to clear out all the ruins with most of the Plant tiles possible. As the game is turn-based, you may have some seconds to scheme your tile placement.

For each turn, the properties of element tiles works as listed:

Water and Plots

Water is collected from drying a pond, or a product of growing a Forest tile. With them, you may create some moist plots, a prerequisite for placing Seeds or Pebbles.

A single Water tile without another Water, or a Bush / Forest tile adjacent to it, will dry out as a Moist Plot; the Moist Plot will turn to a Dried Plot if continued. Water cards are returned on drying, but notice the returned number is usually less than the total tiles dried.
In this way, you may create some temporary moist areas by placing Water in a shape of web.

Multiple Water forms a pond to moist Dried Plots consistently, but notice that it may flood a Ruins tile within.

A larger tract of it could form a Deep Water Tile (with glimmers on) that cannot use fire on in direct, although it is not common on a regular high-score run.

Plants

Plants are the initial items to help swallow the ruins, hold water, and the additions for your terraforming missions.

Plants can be divided in four stages: Seeds, Grass, Bushes and Forest.
Seeds and Grass are the growing phases of Plants. They cannot do anything to the other tiles, but can grow themselves without any requirements as well. Seeded plots can be substituted with Water or Stone, but Grass cannot.

Bushes is the functional phase of Plants, moistening the plots nearby just like Water, and can be an ingredient to growing a City tile. Moreover, on growing a Bushes tile from Grass, Seeds spread on its near Moist Plots, and Ruins (Not drowned ones) touching are cleared out. Plant Cards may also be given in the process.

Forest is the final phase of Plants, formed by touching four Bushes nearby. Forests cannot be burned, nor be substituted by Cities, but on growing a Forest tile, Water Cards may be given.

A Bushes Tile worths 1 eco point, and a Forest is 2 points higher at the end of a run.

Buildings

Buildings are tiles that usually impedes the mission by forming Ruin Tiles and occupying Bushes, but they're the only source of Fire Cards necessary to dry out the lakes.

Ruins scatter about the map, and can be cleared out either by growing a Bush nearby, or leaving all the tiles Dried Plots. Clearing out a Ruin Tile may give a Stone Card.

Sometimes, Ruins are drowned by at least two Water Tiles nearby. Flooded Ruins cannot be cleared until the water is removed through Fire Cards. It is more tricky to do so if more than 2 of them in patch are present in a large pool, as the flooding phase precedes growing.

A Stone Tile is placed by Stone Cards on Moist Plots. A single Stone is crumbled to Ruins if no other Stone or City is nearby, but two or more adjacent Stone Tiles can be transformed to white City Tiles, providing Fire Cards thanks to the heat accumulated. Cities can expand using Bushes as material, which means more fire available at the cost of lower eco.

Like Bushes, Cities can be upgraded to Large Cities with another Fire Cards may be given.

Fire

Fire works as an item rather than a tile, and is collected only by City Tiles. Fire can demolish a Seeds, Grass, Bushes and Water Tile, but cannot burn Building Tiles, Forests, Reefs and Moist Plots.

Fire are intentionally done to dry the Flooded Ruins, but it can also be used to renew the Bushes in the later phases by devoting them to Bushes:


1

ahhhh awesome post, very thorough and accurate, thank you !!


2

Phew OK! I redesigned some of the training missions and rewrote some of the mission prompts. No changes to the main game mode or ecology mechanics. Hopefully made some of the core concepts easier to pick up without spoiling the fun of figuring out how the ecology works!


2

Super dust ?

Misunderstood objectives.

Planned terraforming.

716, could have gotten 717 with better planning and parity handling near the end.
Start was almost ideal with a ruin in a corner. In theory, with lots of patience, potential for 6 more points if the lake had been on a border, or 10 more if on a corner (not sure the RNG allows it).


@Adam Atomic

I somehow won despite having one ruin left.



[Please log in to post a comment]