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Originally posted by Coby Sevdy to online forums, all posts here have been copied to this blog for archival purposes.

Friday, July 18, 2025

#63 - The Alters


I overheard someone talking about this weird sci-fi cloning space game with survival/crafting/base building elements a few days ago. It sounded so unique, preposterous, and yet intriguing. I had to track it down and check it out.

The Alters is a game about being the sole survivor of a space mission. You are stranded on a dangerous planet and are forced to create clones of yourself - with an altered past - to assist with various specialized roles around your base.


It reminded me a bit of The Invincible, another game about being stranded on an alien planet and trying to escape. Except that game is more of a story-rich walking simulator, while this one actually has you collecting resources and building as you go to ensure your survival.

Also, I want to point out that this game looks incredible in 4K with maxed out graphics settings. So much detail was put into this world! I wish I had 4K video to show the rainfall and the ocean crashing against the beach. Screenshots don't do it justice.

The Alters opens with your character, Jan Dolski, crawling out of an escape pod on a dark planet. It's perpetually raining on this planet. He notices the emergency flare near his pod and sets out to find other crew members by searching for their flares.


He finds the captain's pod intact, but she's dead in her pod. Several other pods can be located nearby, but despite all being intact, they all hold deceased crew members. Jan discovers he's all alone and sets out for the nearby mobile base. It looks like a massive tire with shipping containers arranged inside of it.


All of a sudden, a radioactive wave hits! Jan has limited time to get to the shelter of the mobile base!


Once inside, your view changes to a sort of 3D side-scroller. You can walk around the various interconnected rooms of the base, or you can switch to a base overview mode, which is a cutaway view of all the rooms.



You need to get to the Communication Room to call for help, but you can't currently use the elevator for... reasons. The game teaches you how to rearrange the rooms from the Command Center. I brought the Communications Room down to my floor so I could just walk across to it.


Once there, Jan answers a call, only to get a garbled message from the distant end. They seem able to hear him, but Jan is only getting partial transmissions. The words "imminent danger" catch his ears, and he surmises from the jumbled communication that he has until sunrise in 9 days before he's burnt to a crisp by a nearby star. So now we're on a time limit!


He retreats to the captain's cabin to read the logs for his next steps, then goes to sleep for the night.


I should mention that there is a limited time to be active each day, as you can see in the bottom left of the screen. I definitely wasted a few days wandering around, trying to get familiar with the local area and the mechanics of the game. I'll probably be more streamlined on my next playthrough.

The next day, Jan sets out to find shallow deposits, as there is a shortage of metals on the mobile base. You can track them down by their red glowing light.


When you get enough metals, you can create a Workshop room, where you can craft items.


The first thing you need to craft are scanners. You're looking for organic deposits, which present themselves as blue smoke coming out of the rocky surface. When you find an area like this, you place down several scanners in a square to help scan underground for the best place to drop a mining outpost.

You want to identify the darkest red area underground. I had to make 3 separate scans of the area to find it. Fortunately, you can individually pick up and move your scanners and it will leave the previously scanned area visible.


Once you've dropped a mining outpost, you then need to run pylons all the way back to your mobile base to transfer the organic deposits to your fuel reserves.

I had flashbacks of running transmitter nodes in Deep Rock Galactic while placing all these pylons.


While exploring, I also stumbled across a strange glowing area that made the region fuzzy and streaked. You can see, even on the ground near me, it looks like it's been smeared upward with a giant paintbrush.


This is Rapidium, a plot-centric mineral you need to harvest. Extract a sample and get it back to your base!


You receive a new call from your mysterious garbled connection. You mention the Rapidium, which gets them very excited. They insist you test it to verify it's real. You're sent blueprints to create a new room called "The Womb," along with a DNA sample to test the Rapidium on. You set it up and out pops...


Rapidium, it turns out, was the resource you were sent to find on this expedition. It's an incredibly rare resource that, in theory, can rapidly age an organic item. By combining it with sheep DNA, out pops a cloned adult sheep! Jan names her Molly.

Incidentally, the name of this expedition is "Project Dolly." In real-life history, Dolly was the name of the first cloned sheep. So, a very apropos name for this game's expedition.

By now, the waterfront valley you're located in has (ideally) been picked clean of resources and your mobile base is fully fueled. It's time to get it moving! You go to the Command Center and attempt to start up the engines, but they fail to start. You reset the machinery and try again, which causes a catastrophic failure!


Not knowing what to do, you turn to your garbled friend for help. They mention something about Rapidium being able to save you, and they direct you to check out the data in the base's Quantum Computer. They give you the captain's access and you log in... to find "mind records" of all the crew.

It maps out memories of the major life events of Jan, from his childhood, leading up to his joining of the Project Dolly expedition in his 30s. You can click on each life event and read up about his past.


In the Communications Room, the distant contact suggests using this life data on Jan to create an "alter" with a branching past. The Quantum Computer pinpoints a branching life path in his childhood that would lead Jan to join Project Dolly as a technician, then simulates a fake memory path leading to that end result.


The Womb starts churning, and before you know it, out pops a clone of Jan! Except he's a bit more rough around the edges.


I noticed he has a "03" on his clothing. Jan has a "01" on his suit. What happened to "02?"

"Jan Technician," as he's known in the subtitles, is not happy to discover that he's a clone with fake memories of a life that never happened. He begrudgingly helps you get the base's engine working, but he doesn't want anything else to do with you.


You get a new menu to track your alters. It's important to be aware of their emotional status and keep them happy, as they'll perform poorly if they're in a bad mood. While you're talking with them, you'll occasionally get emotional state clouds pop up behind them. If they're red, they're negative. If they're green, they're positive.


With the engine working, you start up a journey. The mobile base goes on autopilot, heading toward a better pick-up location for your eventual rescue. Meanwhile, you repair the communications (because Jan Technician refuses to help) and you're finally able to speak clearly with someone! Your distant contact is named Lucas Peña and he's fascinated with the results of the Rapidium branching.

When you mention that your clone isn't talking to you, Lucas suggests bonding over a shared memory. I went and convinced him to make pierogi with me, just like Mom used to make!


In a much better mood, Jan Technician informs you that this mobile base is a beast to operate, and the only way the two of you are going to survive is if you make more versions of you. You'll make branching memories to create alters who end up as scientists, botanists, refiners, miners, and doctors, to name a few.

It will quickly get crowded in the mobile base and you'll have to upgrade the size of the base and create more rooms to house all the resources and people that you bring into the world.


I played for 3 hours and only barely finished the prologue! Granted, I took my time and explored everything. By the time Act 1 was starting, I was already on Day 7 of my 10 days until sunrise. So I bet I'm likely to die soon and will have to be more efficient with my next playthrough.

Or who knows where the plot will go; maybe I'll be able to survive the sunrise somehow and get more time to build and expand my army of clones. It seems like too short of a timeline for how story-rich the gameplay is. If you've played this game, let me know how much you enjoy it! I'm excited to play more and find out where the plot leads.

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