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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/FalloutShelterCover.png]]
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* MalignedMixedMarriage: Averted. Black white and brown Vault Dwellers have no problems having children with each other, which is mildly surprising when you remember that Fallout society is like 1950s USA, only more so. The developers probably decided that dealing with MMM wouldn't fit in a Lighter and Softer iOS game
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* UnusableEnemyEquipment: The Raiders who break into your vault are always armed, but you cannot scavenge the weapons off their corpses after you have defeated them.
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* ArtificialStupidity: Dwellers will react to threats (e.g. fire, Raiders, rad roaches) in their rooms, but do nothing about threats in other rooms. This is particularly annoying in cases where an armed response would be appropriate: you have to rummage through all of your dwellers looking for the ones with guns while mayhem is happening elsewhere and they carry on with their normal tasks as if nothing is happening.
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* GameplayAndStorySegregation: ''Fallout'' lore dictates that the vaults can carry 1000 (and on occasion, 2000) people, but your vault can only carry 200, due to the software limitations the iPhone has with rendering so many people.

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* AntiFrustrationFeatures: After an incident is resolved (like, say, a raider attack that got beyond the front door room), any responders you pulled from other rooms (say, your armed guards that gunned some of them down at the door) will return to their original room automatically, and anyone they displaced out of the room will return. This prevents you from having to manually move everyone back.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
After an incident is resolved (like, say, a raider attack that got beyond the front door room), any responders you pulled from other rooms (say, your armed guards that gunned some of them down at the door) will return to their original room automatically, and anyone they displaced out of the room will return. This prevents you from having to manually move everyone back.back.
** If you put a dweller in a full room and it's a stat-operated room (like a Power room), the game will tell you the net gain or loss in that room's operant stat (like Strength) the displacement will cause, and the displaced dweller will swap spots with the dweller who displaced them. This is useful when rotating workers between their workspace and the training room that buffs that workspace's operant stat.
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** Arguably the Vault itself, as, in the main series, they were in general designed to fail by the US Government to see how mankind would face (or more accurately, fail to face) all hell breaking loose. In this game, the Vault you're in charge of really does live up to its promise of offering shelter for the Vault Dwellers from the Wasteland, without any of the life-and-limb threatening "social experiments" used by the Vaults in the main Fallout series. In other words, it's more [[{{Fallout2}} Vault City]] and [[{{Fallout3}} Vault 101]] than [[FalloutNewVegas Vaults 11 or 34]].

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** Arguably the The Vault itself, as, in the main series, they were in general designed to fail by the US Government to see how mankind would face (or more accurately, fail to face) all hell breaking loose. In this game, the Vault you're in charge of really does live up to its promise of offering shelter for the Vault Dwellers from the Wasteland, without any of the life-and-limb threatening "social experiments" used by the Vaults in the main Fallout series. In other words, it's more [[{{Fallout2}} [[VideoGame/{{Fallout2}} Vault City]] and [[{{Fallout3}} [[VideoGame/{{Fallout3}} Vault 101]] than [[FalloutNewVegas Vaults [[VideoGame/FalloutNewVegas Vault 11 or 34]].



* TheCameo: The Legendary Dwellers are all [=NPCs=] from Fallout 3.
** EarlyBirdCameo: Preston Garvey, one of the characters of Fallout 4 is available as a Legendary Dweller.

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* TheCameo: The Legendary Dwellers are all [=NPCs=] from Fallout 3.
**
''VideoGame/{{Fallout 3}}''.
*
EarlyBirdCameo: Preston Garvey, one of the characters of Fallout 4 from ''VideoGame/{{Fallout 4}}'' is available as a Legendary Dweller.

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** Arguably the Vault itself, as, in the main series, they were designed to fail by the US Government to see how mankind would face (or more accurately, fail to face) all hell breaking loose. In this game, the Vault you're in charge of really does live up to its promise of offering shelter for the Vault Dwellers from the Wasteland, without any of the life-and-limb threatening "social experiments" used by the Vaults in the main Fallout series.

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** Arguably the Vault itself, as, in the main series, they were in general designed to fail by the US Government to see how mankind would face (or more accurately, fail to face) all hell breaking loose. In this game, the Vault you're in charge of really does live up to its promise of offering shelter for the Vault Dwellers from the Wasteland, without any of the life-and-limb threatening "social experiments" used by the Vaults in the main Fallout series. In other words, it's more [[{{Fallout2}} Vault City]] and [[{{Fallout3}} Vault 101]] than [[FalloutNewVegas Vaults 11 or 34]].



* PregnantBadass: Averted. They always flee whenever an incident occurs in the room they're in, even when equipped with weapon, even when they're one of the super-stat celebrity dwellers (like Moira or Sarah Lyons). You also can't send them on wasteland forays.

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* PregnantBadass: Averted. They always flee whenever an incident occurs in the room they're in, even when equipped with weapon, even when they're one of the super-stat celebrity dwellers (like Moira or Sarah Lyons). You also can't send them on wasteland forays. Though given their condition, the aversion is arguably justified.

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* TheCameo: The Legendary Dwellers are all NPCs from Fallout 3.

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* BribingYourWayToVictory: Lunchboxes contain a selection of random goodies. You can get them for free by completing in-game challenges, or just buy them from the Apple App Store.
* TheCameo: The Legendary Dwellers are all NPCs [=NPCs=] from Fallout 3.
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** Arguably the Vault itself, as, in the main series, they were designed to fail by the US Government to see how mankind would face (or more accurately, fail to face) all hell breaking loose. In this game, the Vault you're in charge of really does live up to its promise of offering shelter for the Vault Dwellers from the Wasteland, without any of the life-and-limb threatening "social experiments" used by the Vaults in the main Fallout series.

to:

** Arguably the Vault itself, as, in the main series, they were designed to fail by the US Government to see how mankind would face (or more accurately, fail to face) all hell breaking loose. In this game, the Vault you're in charge of really does live up to its promise of offering shelter for the Vault Dwellers from the Wasteland, without any of the life-and-limb threatening "social experiments" used by the Vaults in the main Fallout series.



* BlackComedy: Even though it's LighterAndSofter than the main Fallout series, ''Fallout Shelter'' has this in spades. Stand-out examples include the flavor text for unlocked weapons (mostly of the "[[TheJoyOfTorturingMooks look how awesome it is to mutilate your enemies with this]]!" variety), and some observations made by a Dweller exploring the Wasteland (such as {{Snark}}ing about how the devastation "[[SarcasmMode totally isn't depressing at all]]", or suffering AmmusingInjuries, [[AgonyOfTheFeet usually from being footsore from walking everywhere]]).

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* BlackComedy: Even though it's LighterAndSofter than the main Fallout series, ''Fallout Shelter'' has this in spades. Stand-out examples include the flavor text for unlocked weapons (mostly of the "[[TheJoyOfTorturingMooks "[[TheJoysOfTorturingMooks look how awesome it is to mutilate your enemies with this]]!" variety), and some observations made by a Dweller exploring the Wasteland (such as {{Snark}}ing about how the devastation "[[SarcasmMode totally isn't depressing at all]]", or suffering AmmusingInjuries, AmusingInjuries, [[AgonyOfTheFeet usually from being footsore from walking everywhere]]).



* InfantImmortality: Children will automatically run and hide when entering a room where a fire, Radroach, or Raider is, thereby not getting themselves killed by it - pregnant women also run and hide, to prevent the ConveniantMiscarriage trope from coming into play either.

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* InfantImmortality: Children will automatically run and hide when entering a room where a fire, Radroach, or Raider is, thereby not getting themselves killed by it - pregnant women also run and hide, to prevent the ConveniantMiscarriage ConvenientMiscarriage trope from coming into play either.

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** Arguably the Vault itself, as, in the main series, they were designed to fail by the US Government to see how mankind would face (or more accurately, fail to face) all hell breaking loose. In this game, the Vault you're in charge of really does live up to its promise of offering shelter for the Vault Dwellers from the Wasteland, without any of the life-and-limb threatening "social experiments" used by the Vaults in the main Fallout series.



* EarlyBirdCameo: Preston Garvey, one of the characters of Fallout 4 is available as a Legendary Dweller.

to:

* BlackComedy: Even though it's LighterAndSofter than the main Fallout series, ''Fallout Shelter'' has this in spades. Stand-out examples include the flavor text for unlocked weapons (mostly of the "[[TheJoyOfTorturingMooks look how awesome it is to mutilate your enemies with this]]!" variety), and some observations made by a Dweller exploring the Wasteland (such as {{Snark}}ing about how the devastation "[[SarcasmMode totally isn't depressing at all]]", or suffering AmmusingInjuries, [[AgonyOfTheFeet usually from being footsore from walking everywhere]]).
* TheCameo: The Legendary Dwellers are all NPCs from Fallout 3.
**
EarlyBirdCameo: Preston Garvey, one of the characters of Fallout 4 is available as a Legendary Dweller.Dweller.
* InfantImmortality: Children will automatically run and hide when entering a room where a fire, Radroach, or Raider is, thereby not getting themselves killed by it - pregnant women also run and hide, to prevent the ConveniantMiscarriage trope from coming into play either.

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** Some Legendary Dwellers are like this, since they basically are working and helping the Vault, yet they have Evil Karma in their respective games. The most glaring examples are Eulogy Jones and Mr.Burke.

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** Some Legendary Dwellers are like this, since they basically are working and helping the Vault, yet they have Evil Karma in their respective games. The most glaring examples are Eulogy Jones and Mr. Burke.


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* EarlyBirdCameo: Preston Garvey, one of the characters of Fallout 4 is available as a Legendary Dweller.

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* AdaptationalHeroism: One of the possible random encounters while sending dwellers into the wasteland involves them befriending a group of Talon Company mercs. This is in contrast to their status as AlwaysChaoticEvil in ''VideoGame/{{Fallout 3}}.''

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* AdaptationalHeroism: AdaptationalHeroism:
**
One of the possible random encounters while sending dwellers into the wasteland involves them befriending a group of Talon Company mercs. This is in contrast to their status as AlwaysChaoticEvil in ''VideoGame/{{Fallout 3}}.''
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** Some Legendary Dwellers are like this, since they basically are working and helping the Vault, yet they have Evil Karma in their respective games. The most glaring examples are Eulogy Jones and Mr.Burke.
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* AdaptationalHeroism: One of the possible random encounters while sending dwellers into the wasteland involves them befriending a group of Talon Company mercs. This is in contrast to their status as AlwaysChaoticEvil in ''VideoGame/{{Fallout 3}}.''
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Fallout Shelter is a vault management game set in the [[Franchise/{{Fallout}}]] franchise, designed for mobile platforms, developed by Behavior Interactive and Bethesda Game Studios and published by Bethesda Softworks. The game was released after Bethesda's first E3 showcase, on June 14, 2015. The game is free to play, with in-app purchases. The game is currently only available for the iOS, but it has been announced on Bethesda Softworks twitter page that Fallout Shelter will be released on android devices in the upcoming months.

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Fallout Shelter is a vault management game set in the [[Franchise/{{Fallout}}]] ''Franchise/{{Fallout}}'' franchise, designed for mobile platforms, developed by Behavior Interactive and Bethesda Game Studios and published by Bethesda Softworks. The game was released after Bethesda's first E3 showcase, on June 14, 2015. The game is free to play, with in-app purchases. The game is currently only available for the iOS, but it has been announced on Bethesda Softworks twitter page that Fallout Shelter will be released on android devices in the upcoming months.
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Fallout Shelter is a vault management game, designed for mobile platforms, developed by Behavior Interactive and Bethesda Game Studios and published by Bethesda Softworks. The game was released after Bethesda's first E3 showcase, on June 14, 2015. The game is free to play, with in-app purchases. The game is currently only available for the iOS, but it has been announced on Bethesda Softworks twitter page that Fallout Shelter will be released on android devices in the upcoming months.

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Fallout Shelter is a vault management game, game set in the [[Franchise/{{Fallout}}]] franchise, designed for mobile platforms, developed by Behavior Interactive and Bethesda Game Studios and published by Bethesda Softworks. The game was released after Bethesda's first E3 showcase, on June 14, 2015. The game is free to play, with in-app purchases. The game is currently only available for the iOS, but it has been announced on Bethesda Softworks twitter page that Fallout Shelter will be released on android devices in the upcoming months.
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* PregnantBadass: Averted. They always flee whenever an incident occurs in the room they're in, even when equipped with weapon. You also can't send them on wasteland forays.

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* PregnantBadass: Averted. They always flee whenever an incident occurs in the room they're in, even when equipped with weapon.weapon, even when they're one of the super-stat celebrity dwellers (like Moira or Sarah Lyons). You also can't send them on wasteland forays.
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So go out into the wastes, spend caps wisely, and make sure that your Vault [[RunningGag is an okay place to live in.]]
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* PregnantBadass: Averted. They always flee whenever an incident occurs in the room they're in, even when equipped with weapon.

to:

* PregnantBadass: Averted. They always flee whenever an incident occurs in the room they're in, even when equipped with weapon. You also can't send them on wasteland forays.
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* PregnantBadass: Averted. They always flee whenever an incident occurs in the room they're in, even when equipped with weapon.
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* AntiFrustrationFeatures: After an incident is resolved (like, say, a raider attack that got beyond the front door room), any responders you pulled from other rooms (say, your armed guards that gunned some of them down at the door) will return to their original room, and anyone they displaced out of the room will return. This prevents you from having to manually move everyone back.

to:

* AntiFrustrationFeatures: After an incident is resolved (like, say, a raider attack that got beyond the front door room), any responders you pulled from other rooms (say, your armed guards that gunned some of them down at the door) will return to their original room, room automatically, and anyone they displaced out of the room will return. This prevents you from having to manually move everyone back.
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* AntiFrustrationFeatures: After an incident is resolved (like, say, a raider attack that got beyond the front door), any responders you pulled from other rooms (say, your armed guards that gunned some of them down at the door) will return to their original room, and anyone they displaced out of the room will return. This prevents you from having to manually move everyone back.

to:

* AntiFrustrationFeatures: After an incident is resolved (like, say, a raider attack that got beyond the front door), door room), any responders you pulled from other rooms (say, your armed guards that gunned some of them down at the door) will return to their original room, and anyone they displaced out of the room will return. This prevents you from having to manually move everyone back.
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Added DiffLines:

*AntiFrustrationFeatures: After an incident is resolved (like, say, a raider attack that got beyond the front door), any responders you pulled from other rooms (say, your armed guards that gunned some of them down at the door) will return to their original room, and anyone they displaced out of the room will return. This prevents you from having to manually move everyone back.
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* VideoGameCaringPotential: Because this is a game where you manage the life of a bunch of Pip-boys look a likes (the so called Dwellers), it's not hard to get somewhat attached to them. Much like the Sims, one of the reasons for it is how quirky the game can be.
* VideoGameCrueltyPotential: Since you are taking care of a Vault, you can experiment on your people, and by that we mean you basically torture your Dwellers through the game mechanics.

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* VideoGameCaringPotential: Because this is a game where you manage the life of a bunch of Pip-boys look a likes Vault Boy look-a-likes (the so called so-called Dwellers), it's not hard to get somewhat attached to them. Much like the Sims, ''VideoGame/TheSims'', one of the reasons for it is how quirky the game can be.
* VideoGameCrueltyPotential: Since you are taking care of a Vault, you can experiment on your people, and by that we mean it means you can basically torture your Dwellers through the game mechanics.
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!Tropes Related to Fallout Shelter:

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!Tropes !!Tropes Related to Fallout Shelter:



* VideoGameCrueltyPotential: Since you are taking care of a Vault, you can experiment on your people, and by that we mean you basically torture your Dwellers through the game mechanics.

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* VideoGameCrueltyPotential: Since you are taking care of a Vault, you can experiment on your people, and by that we mean you basically torture your Dwellers through the game mechanics.mechanics.
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Tropes Related to Fallout Shelter:

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Tropes !Tropes Related to Fallout Shelter:
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Fallout Shelter is a vault management game, designed for mobile platforms, developed by Behavior Interactive and Bethesda Game Studios and published by Bethesda Softworks. The game was released after Bethesda's first E3 showcase, on June 14, 2015. The game is free to play, with in-app purchases. The game is currently only available for the iOS, but it has been announced on Bethesda Softworks twitter page that Fallout Shelter will be released on android devices in the upcoming months.

In the game, you are put in the role of the Overseer of a Vault of your choosing (the number is selected by you), and the goal is to successfully lead generations of Vault Dwellers to survive and thrive in post-nuclear America. Your duties will include acquisition and distribution of resources, development of the Vault complex, multiplying the population, prevention of crises (such as fires and raider attacks), and other similar activities.

The game is focused on balancing the needs of your Dwellers while providing them with the best quality of life (and defending it from threats). There is no end goal in the game, save building the biggest, best Vault you can. Managing resources and dwellers is essential - as is keeping them happy.

Tropes Related to Fallout Shelter:

* LighterAndSofter: A combination of the artwork, plus how the entire game point is expanding the Vault and keeping your Dwellers happy, creates a great contrast to the other Fallout games.
* VideoGameCaringPotential: Because this is a game where you manage the life of a bunch of Pip-boys look a likes (the so called Dwellers), it's not hard to get somewhat attached to them. Much like the Sims, one of the reasons for it is how quirky the game can be.
* VideoGameCrueltyPotential: Since you are taking care of a Vault, you can experiment on your people, and by that we mean you basically torture your Dwellers through the game mechanics.

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