Cliff Empire is a slightly futuristic city builder with an emphasis on limited room, logistics, and ramping difficulty. The ground is inhabitable, so you build three cities on three platforms (cliffs), specialize each based on the strengths of that cliff, set up trade between them, and then fulfill the resource demands of the people in orbit or survive natural disasters or hostile attackers.
The game seems to be made by a small team, as the UI and the rest of the graphics are rather basic, almost untextured, and there isn't a lot of content, at least not for a city builder. There is technically content for multiple tens of hours, but the further you get, the more the game starts to drag on.
My first problem with the game is that it doesn't allow for much creativity or strategic expression. You have critical stats, like food, water, electricity, and non-critical stats that are basically various luxuries. Each building consumes some room (which is also a limited resource), and possibly one or more other resources, producing one or more resources or stats in turn. But some buildings are just duplicate, larger versions of themselves, and some are eclipsed by other, more efficient buildings. It's never really a question of what to build, as you always just plop down whatever you need at the moment. Once you figure out the most efficient combos, you just repeat those forever.
There is also no point in keeping your people significantly happy. As long as people at least slowly join your colony, you can ignore all other luxury demands with no penalty. Orbital requests do require you to stockpile all items, at least on one cliff, but you can ignore non-resource-based stats like aesthetics and entertainment.
Secondly, after you get through your initial funds, the game becomes very slow. Every building costs money to build, and the only way to get money is through very labor-intensive buildings which are also incredibly slow, or more reasonably, by shipping large quantities of resources you don't need into orbit. This is, however, limited by there only being a short window during which you can trade resources each day, which also makes it quite difficult later on to fulfill orbital requests, even if you have all the resources - you just can't ship them in the limited time. Worse still, each cliff has its own money reserves. If a cliff runs out of money, you can't send it resources from another cliff, because it can't pay for them. The workaround is to loan them money, but in a cruel mockery, this will lead them deeper and deeper into debt, forcing you to loan them ever more money, because half of what they pay back is interest on the loan. It's comical, because there's no point to this mechanic. You can literally keep loaning more and more, regardless of their debt, which can grow to such astronomical proportions that it will be literally impossible to pay back.
To return to the topic of the game becoming slow, even if you somehow manage to solve your money problems without creating a debt loop of death, you will be gated by research. Unlike every other resource in the game, research accumulates at a fixed maximum speed, with the longest ones taking over an hour even on maximum (7x) speed. This is what makes the game take multiple tens of hours, as the endgame (I'm not sure if there's a win condition, I quit after I was just idling on 7x speed most of the time) requires you to research many of these very long researches.
Overall, the game has several very major flaws which are mostly balance issues. It may sound like I absolutely hated this game, but it was actually very fun to build the city up until these problems ruined my enjoyment. Clearly, many aspects of the game are very well designed, but it feels like the developer just ran out of steam before managing to polish everything up. Despite the lack of content, and the unbearably slow endgame, I enjoyed it for well over 10 hours. For this, I will give it a partial recommendation.
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