CBS: Desolation cover
CBS: Desolation screenshot
Genre: Point-and-click, Simulator, Strategy, Adventure

CBS: Desolation

CBS: Desolation and the hidden gems within

If you're one of those who hit the play button early on, there has to be some questions you have, as the game is expecting the player to know or at least figure out some portion by him/her self, I have decided to share a main proper outline to pinpoint most of these perks to save you guys some time. This should hopefully also compose a fine beginners' guide to us all.

This is mostly a recap of game mechanics, usually game would have you play around making experiments to resolve but here we are making it short, giving away the formula.

Before you ask, use the utility button in settlement zones; this will attempt to use settlement construct utility to allow further actions. For settlement outskirts this is the expedition management screen, others are world map in tower and diplomatic actions in emissary.



Inventory


Game will not tutor you on this, if it's an item you can carry out and use it, if it's a story quest item you use it to advance your task, and of course you hide your consumables when the job demands it.
Game inventory uses a 'false' inventory system, better way to put it is to point out it's a settlement inventory, and not a personal one.

Construction


Units construct based on their dexterity stat and most actions have a chance to trigger a stat gain. Higher dex units build faster, expedite faster, the bigger your group dex the better rewards you get.
Construction upgrades differ in benefit and mechanics. Some are direct upgrades while some are improvements. When the structure is lost it will downgrade but keep the improvements. In which most functionality is supplied by upgrades ehile improvements are either housings or settlement benefits like inventory space, population cap bonuses or the charm bonus.

Expeditions


While the expedition system is pretty easily laid out, you have to scout a world zone to do anything else to that zone. And you want other expeditions at work.
Every world zone contains it's own dangers and your expedition may be facing threats on their way. The higher the difficulty and the longer you survive the more difficult threats will get.

World Settlements


World settlements are ai controlled settlements that has generated properties; in which they all have unique but simple ways in behaviour.
Some are more friendly, relatively passive and sometimes it's aggressive and may or may not be on your side.
In order to interact with them you must expedite to the world zones they reside in at least once.

Emissary Expeditions


While regular expeditions are to world zones, world settlement ecpeditions require you to build an emissary cabin in your settlement. And every improvement you have will allow further types of diplomatic actions.

World Run Difficulty


As you play through you will notice the world getting colder, heavier rain, or snow, this does mean slower expeditions, and higher world difficulty every 45 game-days.

Invasions


Invasions can occur every game-week, you have to be able to defend and respond, have the resources and man power in order to do so.
These units have flat stat layouts but will grow in numbers based on world difficulty.

Unit Housing


While game does not allow direct commanding of units, housing allows the player to position some units strategically, allowing those units to take hits head on, deal damage in distance or farm food in hiding. While this may not be a good solution in some cases it does make up when you have a settlement filled in population and charm.

Why Enhance Units


Units on their own do not fight, they have stats but no way to defend themselves.
Even if you only want to endure you need better aligned units to get there faster, and to have then perform better too.

Settler Unit Enhancements


Enhanced units do not just fight they have better stat gains, in game bonuses in combat and during building actions.
The madness driven have higher stat gains on endurance and strength, they also deal double damage by strength.
Broken has higher star gains on strength and dexterity, they also have bonus on attacks based on dexterity.
Survivalists have fair stat gain overall but the highest on dexterity, in construction they gain heavy bonuses through dex stat and additional perks.
Militia is a very effective combatter in early game, has great stat gains and has flat bonuses on attacks.
Storm clairants (also see, a storm is coming) have very weak endurance gain, half the hit points but they use dexterity stat instead of strength stat on attacks and will summon a skeletal to fight on your side occasionally.

Minor Patch Notes

Just a quick game update today:


  • Stability Improvements
  • Emissary Units have their missing references fixed
  • Tutorial localizations added

New CBS Title

The new CBS title is revealed, you can view it here.

New Halloween Pack and Further Developments

Today, releasing the 4th new dlc Halloween Pack for CBS: Desolation,
Halloween pack has visual cosmetic changes on top of game accelerating game modifying bonuses.

Another update is CBS: Desolation receiving workshop functionalities, we'll share project files so players can enjoy building varieties of structures for settlements and experience them in-game.

1.3.8 Patch Notes

We're applying a minor patch, making final adjustments on gameplay, class balance and further applying new content. Here are the patch notes:


  • All enhancements now have unique attack speeds, this means certain enhancements considered weak have an upper hand now
  • Paragon enhancement costs redesigned to reflect new changes
  • Paragon panel now displays active paragon's stat alignments with bars
  • Health conditions cure costs are now displayed in population panel
  • Fixed the issue where game would crash when a clairant paragon is chosen

Past month of fix updates

We have had quite a bit of fixes and improvements to the build the past month. Here's the list of updates:


  • Reassigned keyboard shortcut layouts
  • Gamepad support improved by a notable margin
  • Added outlining to world pad selection
  • Fixed an issue where starting story mode a second time in the same game session would mess up story progression
  • Improved algorithms where a unit gets stuck mid way, which now attempts rerouting during routine checks to fix the issue
  • Simulation is handled better accross the game world, improving performance and issues in garbage collection and alike
  • Fixed an issue where summoned skeletals would not disappear.
  • Improved effect calculations of dexterity stat, having it modify build and encounter speed, which also case dependant on health conditions.
  • Now the game will only use generic saving methods.
  • Game will strictly filter all non 9:10 aspect resolutions out, forcing the minimum resolution of 1920x1080

New DLC Content

This week on 2 separate days we'll be releasing new dlc base asset packs. These are the high definition pack and the Clowns! pack on dates 27 and 29th of march. While most of the content is a cosmetic makeover, Clowns! pack additionally turns all your units to clowns, supplying them additional base hitpoints.

Patch 1.2.7f

Applying a minor patch to address smaller issues on the game layout.
These include:

  • UI improvements
  • Improvements on camera PoV rotation
  • Fastforward speed increased from 3 times to 5 the base amount

New Save Features

Today we're applying one last update to the game, introducing a more up-to-date game saving system. Hopefully it should fix all the save game issues most of us are having. Simply turn off use generic saving toggle from settings to use it.

CBS: Desolation Milestone Update

As of date, since the game has finally stabilized, and everything is set in their mindful places, I think it's safe to say CBS: Desolation has finally come to a properly released state.
Now I think it's clear to everyone that it has been a troublesome journey, having to ditch out glitches off of the game whilst having the game in a weird state where it's on the market yet some in game issues being unresolved, this is mostly due to uneven targeting of the product, perhaps was some of the most challenging problems the development has come across, at least for me so far, but as these have been overcome it is time to finalize the game production to an end.
As Sim-plistic, there will be about a few upcoming projects this year on 2023, and I plan to present a more viable and a more fluent experience for everyone. To give a few hints on the projects, there is an fps prototype, possibly a survival title, and a multiplayer game shared between platforms in line, both going to follow Dinoblaster mobile game, currently in early access for android mobile.
I will keep you posted on further details to come.