![]() Sometimes they are improvements on the existing ones, a room designated to train a stat or a place to build rare weapons or clothing. When you unlock more dwellers for your vault, you unlock new rooms. ![]() Finally, if you don’t have enough water, your dwellers are subject to radiation poisoning, which restricts them being able to get to full health without a RadAway (to remove the radiation). Food is self-explanatory – the more dwellers you have, the more the demand for supply. Power runs each room – without it, and they don’t function and stop working altogether. The primary three are power, food and water. ![]() Most rooms are one block in size, but there is the possibility to put three in a row to create a larger room, often with a higher output of whatever the room function is. As with the Fallout series, your dwellers live underground, and you start with a simple vault with somewhere for them to reside and a power station to keep things running. The concept is quite simple: you have your shelter full of dwellers, so it’s a micro- management game of sorts. Well, over three weeks later and I’m still playing it almost every day, much like Forager. Fallout Shelter wasn’t at the top of the list, but I thought I’d give it a go first so that I could delete it afterwards. Quite possibly the perfect time to go through my backlog and catch up on games. This was about a month ago, and a few days after downloading this and a few others, I was hospitalised, later returning home to be confined to bed.
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