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Let me tell you about the moment I realized how much I hate resource management in survival games. I was playing The Alters, carefully navigating around those near-invisible enemies that populate the landscape, when I made a single wrong move. One misstep, and bam - my character was knocked out cold, wasting an entire virtual day that I'd spent carefully planning. That's when it hit me: this isn't challenging, it's just punishing. The game's light combat system, which requires you to use a light-emitting weapon tied to your suit's battery system, feels less like an engaging mechanic and more like the developer deliberately trying to frustrate players.
What makes this particularly frustrating is how the game layers multiple resource pressures simultaneously. You're already watching your oxygen levels, managing your daily hours, and carefully planning each expedition - then they throw in enemies that can literally steal time from you. I've counted at least three different enemy types in my playthroughs: radiation-emitting foes that damage you when passed through, time-dilating creatures that rob you of precious hours, and later-game aggressors that can end your day with one hit. Early on, these threats feel manageable, almost like environmental hazards you can navigate around. But around the 15-hour mark in my playthrough, the difficulty spike becomes ridiculous. Enemies become more aggressive, more numerous, and frankly more annoying than challenging.
Here's where the battery management becomes particularly egregious. That same suit battery that limits your movement around the planet's surface? It's also what powers your only means of defense against these enemies. You need to charge and destroy the glowing orbs at enemy centers to permanently eliminate threats, but doing so drains the same resource that determines how far you can explore. It creates this constant tension where every defensive action potentially shortens your expedition. I've found myself in situations where I had to choose between fighting an enemy and having enough power to reach my objective. In one particularly memorable session, I used 40% of my battery dealing with enemies only to realize I couldn't reach my mining destination with the remaining charge.
The psychological impact of these design choices can't be overstated. Unlike well-designed survival games where resource management feels like an engaging puzzle, The Alters makes it feel like you're constantly being punished for playing. I've tracked my play sessions and found that after about two hours, my frustration levels spike dramatically. The constant battery anxiety, combined with the time-stealing mechanics, creates what I'd call "frustration fatigue." It's not that the game is too hard - it's that the consequences feel disproportionate to the actions. Make one positioning error against a late-game enemy, and you lose an entire day's progress. That's not difficulty, that's poor game design.
From a game balance perspective, the numbers just don't add up. Based on my testing, the average player will encounter between 8-12 enemies during a standard expedition if they're trying to clear a path for future runs. Each enemy elimination costs approximately 7-10% of your total battery capacity, meaning you could potentially use your entire battery charge just dealing with threats before you even reach your objective. When you factor in the movement costs and environmental hazards, you're left with what feels like an impossible resource equation. I've found that the sweet spot for enjoyable gameplay comes when you ignore combat entirely in about 60% of encounters, which ironically makes the game more enjoyable but completely undermines the combat system's purpose.
What's particularly telling is how this compares to other survival games in the genre. Games like Subnautica or The Forest create tension through smart resource scarcity and environmental threats, but The Alters leans too heavily on artificial limitations. The battery system doesn't feel like an organic part of the survival experience - it feels like an arbitrary gatekeeping mechanism. I've spoken with about a dozen other players through gaming communities, and the consensus is clear: the combat and battery mechanics are the weakest parts of an otherwise intriguing game. Most players I've surveyed reported actively avoiding combat whenever possible, which suggests the system isn't achieving its intended design goals.
My personal breaking point came during what should have been a routine resource run. I'd carefully managed my battery, avoided unnecessary conflicts, and was heading back to base with valuable materials when a previously unseen enemy type ambushed me. Despite having 35% battery remaining, the encounter drained my power completely, stranding me far from safety and costing me the entire day's collection. That moment didn't feel like a learning experience - it felt unfair. Good game design teaches players through failure; poor game design punishes them arbitrarily. The Alters, unfortunately, falls into the latter category when it comes to its combat and resource systems.
There's a fundamental disconnect between what the combat system wants to be and how it actually functions in practice. The idea of using light to combat darkness-based enemies is conceptually interesting, but the execution feels tacked on rather than integrated. Rather than enhancing the survival experience, it detracts from it. After about 20 hours with the game, I've developed a strategy of simply reloading saves when encounters go poorly rather than engaging with the systems as intended. When players are actively working around your core mechanics rather than engaging with them, that's a clear sign something needs rebalancing.
What could have been an engaging layer of complexity instead becomes an exercise in frustration management. The pressure of managing both resources and daily hours is challenging enough without adding punitive battery mechanics to the mix. I've found that the game becomes significantly more enjoyable when using mods that increase battery capacity or reduce combat costs, which speaks volumes about the underlying balance issues. While The Alters has many strengths in its narrative and base-building systems, the combat and associated resource management represent a significant misstep in an otherwise compelling survival experience. For players looking for a balanced challenge rather than artificial difficulty spikes, these systems may prove more frustrating than rewarding.