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Added DiffLines:

* CityOnTheWater: A successful settlement eventually becomes a very ramshackle version of this, as salvaged wood, plastic and metal are used to create a network of floating walkways, homes, workshops and storage areas centered around the starting boat.

Added: 496

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Aversions aren't examples and shouldn't be listed as such. Don't speculate.








* FastForwardMechanic: The game can be played at the default pace, 2x as fast, and 3x as fast. Cute as the default pace is, it's too slow to make gameplay efficient and so you'll be using 3x most of the time. At least for now while there still aren't any threats.

to:

* FastForwardMechanic: The game can be played at the default pace, 2x as fast, and 3x as fast. Cute as the default pace is, it's too slow to make gameplay efficient and so you'll be using 3x most of the time. At least for now while there time.
* FloodedFutureWorld: The Earth was flooded over and covered by ocean by an unknown cataclysm in the recent past. The survivors either live in small fishing villages clinging to the few emerged rocks left or go around in nomadic boat cities collecting scrap floating in the oceans and picking over the few ruins that
still aren't any threats.stand above the waves.



* NoRecycling: Averted. Every building can be brought back to the resources used to make it. Salvaging materials from the islands also occasionally involves breaking down the objects left, like the cars on the Viaduct or the wooden buildings on the Shack Town and Long Island.

to:

* NoRecycling: Averted. Every building can be brought back to MobileCity: The player starts out with a single boat, but over the resources used to make it. Salvaging materials from course of the islands also occasionally involves breaking down game adds platforms and structures to it to transform it into a full, floating settlement that roams around the objects left, like oceans of the cars on the Viaduct or the wooden buildings on the Shack Town world.
* OceanPunk: The whole world is flooded, your town is literally garbage meticulously arranged around a single boat,
and Long Island.seagulls are man's best friend.



* OceanPunk: The whole world is flooded, your town is literally garbage meticulously arranged around a single boat, and seagulls are man's best friend.
* RefiningResources: Advanced resources can be found on the remaining islands - some former mountains, others the tops of flooded structures - but not in the quantities you'll be needing. Neither fish nor seaweed can be eaten without preparation. The building material dry wood has to be obtained from drying the otherwise useless wet wood. From dry wood, firewood can be made, which is a fuel needed to power many other facilities (until they're upgraded to the electrical grid), including those producing drinkable water. Plastic is a primarily a building material, but nearly useless as plastic waste, which has to be converted to floaters to get the most out of them.

to:

* OceanPunk: The whole world is flooded, your town is literally garbage meticulously arranged around a single boat, and seagulls are man's best friend.
* RefiningResources: Advanced resources can be found on the remaining islands - -- some former mountains, others the tops of flooded structures - -- but not in the quantities you'll be needing. Neither fish nor seaweed can be eaten without preparation. The building material dry wood has to be obtained from drying the otherwise useless wet wood. From dry wood, firewood can be made, which is a fuel needed to power many other facilities (until they're upgraded to the electrical grid), including those producing drinkable water. Plastic is a primarily a building material, but nearly useless as plastic waste, which has to be converted to floaters to get the most out of them.it.
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* SwallowedWhole: The post-flood skill Whalebelly Survivor indicates the drifter resided in a whale for months, gathering scrap until they could fix up their ship and sail right back out.
* YouRequireMoreVespeneGas: Food and water are the primary resources required. A game starts with a decent amount of all, but then a race against the clock starts to get the means to generate more food and water all the while keeping your eye on the oil supply. Dry wood and plastic waste are the core building materials, followed closely by metal scrap. Books are needed to research new facilities and new drifters and seagulls must be recruited by saving them from their islands.

to:

* SwallowedWhole: The post-flood skill Whalebelly Survivor indicates that the drifter resided in a whale for months, gathering scrap until they could fix up their ship and sail right back out.
* YouRequireMoreVespeneGas: Food Food, water, building materials (wood, plastic, metal), and water energy are the primary resources required. looked for. A game starts with a decent amount of all, but then food, water, and energy, setting the stage for a race against the clock starts to get the means to generate more food and water all and improve energy supply and storage as the while keeping your eye on the oil supply. Dry wood ship gets heavier with more resources and plastic waste are the core building materials, followed closely by metal scrap. Books are needed needs more energy to research new facilities and new drifters be moved. Drifters and seagulls must be recruited by saving them from their islands.to increase the town population are rare but necessary finds.
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* BlackComedy: The pre-flood skill Renowned Captain, in reference to the fate of the ''UsefulNotes/RMSTitanic'', notes that the drifter sailed the world's largest cruise ship into the very last remaining iceberg. It's described as "the most embarrassing boating accident ever recorded."


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* SaltSolution: The post-flood skill Ghostship Hunter notes that a little salt in one's pocket keeps the ghosts away. A lot of salt in one's pocket has the opposite effect (and is overall just unpleasant).
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!!Flotsam provides examples of:a

to:

!!Flotsam provides examples of:a
of:

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As of October 16, 2020, the challenge of the game is limited to not dying of hunger or thirst, which is easier said than done. Drifters have as of yet no dietary restrictions, but they do have perks that can be beneficial or detrimental. Also recruitable are seagulls, which scavenge the sea's surface for plastic and wood, thereby freeing up time for the drifters.

to:

As of October 16, June 25, 2020, the challenge of the game is limited to not dying of hunger or managing hunger, thirst, and tiredness of the crew, further challenged by disease and increasing stat penalties for each day needs aren't met. Each drifter comes with a randomly selected pre-flood and post-flood skill presented as their backstory that determines their stat perks, which is easier said than done. Drifters have as of yet no dietary restrictions, but they do have perks that can be beneficial or detrimental.aren't affected by the aforementioned penalties. Also recruitable are seagulls, which scavenge the sea's surface for plastic and wood, thereby freeing up time for the drifters.



!!Flotsam provides examples of:

* AfterTheEnd: It's yet to be revealed what happened, but it happened some decades ago and the end result is that the whole world has become flooded. There's only remnants left from what society was before and some of the sea life isn't looking like it used to.

to:

!!Flotsam provides examples of:

of:a

* AfterTheEnd: It's yet Presumably due to be revealed what happened, but it happened global warming, the world got flooded in phases some decades ago and ago. Most pre-flood skills indicate adulthood before the end result is that the whole world has become flooded. floods, while a few, like Wiz-Squid, mention a post-flood upbringing. There's only remnants left from what society was before and some of the sea life isn't looking like it used to.to either.



* CelShading: ''Flotsam'' employs a style inbetween ''Videogame/TheLegendOfZeldaTheWindWaker'' and ''VideoGame/TalesFromTheBorderlands''.

to:

* ButWhatAboutTheAstronauts: The pre-flood skill Astronaut notes that the drifter crash-landed a year after the floods and still isn't quite sure what happened while they were gone.
* CelShading: ''Flotsam'' employs a mid-deformed style inbetween ''Videogame/TheLegendOfZeldaTheWindWaker'' and ''VideoGame/TalesFromTheBorderlands''.framed in thick black lines to add a touch of grit. Colors are bright, but muted towards blue.



* NoRecycling: Averted. Every building can be brought back to the resources used to make it. Salvaging materials from the "islands" also occasionally involves breaking down the objects left, like the cars on the Viaduct or the wooden buildings on the Shack Town and Long Island.
* PostApocalypticTrafficJam: The Viaduct is an "island" that's actually an elevated road. There's still some abandoned cars left atop of it, which is great for salvaging metal scrap.
* OceanPunk: The whole word is flooded, your town is literally garbage meticulously arranged around a single boat, and seagulls are man's best friend.
* RefiningResources: Advanced resources can be found on the remaining "islands" - some former mountains, others the tops of flooded structures - but not in the quantities you'll be needing. Neither fish nor seaweed can be eaten without preparation. The building material dry wood has to be obtained from drying the otherwise useless wet wood. From dry wood, firewood can be made, which is a fuel needed to power most other facilities, including those producing drinkable water. Plastic is primarily a building material, but also needed to make oil, which is essential to move the town around. And so on.
* ScavengerWorld: Aside from all the water, the key premise of the game is to make the most of trash, since it's close to all that there is left on resources from before the apocalypse. Some things, like wood and plastic, can be found drifting around, while heavy materials like metal and fragile materials like books can only be found on the few remaining "islands" - some former mountains, others the tops of flooded structures. Currently, there's thirteen island types with the following focus loot: Fresh Water Oasis & Leaking Water Tower for drinkable water, Lonely Island & Seagull Nest to recruit drifters and seagulls, Intact Book Shop for books, Seaweed Covered Rocks and Fishing Village for food, Factory Ruins & Viaduct & Abandoned Motor Boats & Overgrown Wooden Ships for metal, and Long Island and Shack Town for a little bit of everything.

to:

* FunWithHomophones: One post-flood skill carries the title of Master Baiter.
* NoRecycling: Averted. Every building can be brought back to the resources used to make it. Salvaging materials from the "islands" islands also occasionally involves breaking down the objects left, like the cars on the Viaduct or the wooden buildings on the Shack Town and Long Island.
* PostApocalypticTrafficJam: The Viaduct is an "island" island that's actually an elevated road. There's still some abandoned cars left atop of it, which is great for salvaging metal scrap.
* OceanPunk: The whole word world is flooded, your town is literally garbage meticulously arranged around a single boat, and seagulls are man's best friend.
* RefiningResources: Advanced resources can be found on the remaining "islands" islands - some former mountains, others the tops of flooded structures - but not in the quantities you'll be needing. Neither fish nor seaweed can be eaten without preparation. The building material dry wood has to be obtained from drying the otherwise useless wet wood. From dry wood, firewood can be made, which is a fuel needed to power most many other facilities, facilities (until they're upgraded to the electrical grid), including those producing drinkable water. Plastic is a primarily a building material, but also needed to make oil, nearly useless as plastic waste, which is essential has to move be converted to floaters to get the town around. And so on.
most out of them.
* ScavengerWorld: Aside from all the water, the key The premise of the game is to make the most of trash, since it's close to all that there is left on resources from before the apocalypse. Some things, like wood and plastic, can be found drifting around, while heavy materials like metal and fragile materials like books can only be found on the few remaining "islands" - some former mountains, others the tops of flooded structures. Currently, there's thirteen island types with the following focus loot: Fresh Water Oasis & Leaking Water Tower for drinkable water, Lonely Island & Seagull Nest to recruit drifters and seagulls, Intact Book Shop for books, Seaweed Covered Rocks and Fishing Village for food, Factory Ruins & Viaduct & Abandoned Motor Boats & Overgrown Wooden Ships for metal, and Long Island and Shack Town for a little bit of everything.islands.



* SuicidalSadisticChoice: Drifters must eat to live and can only forego food for three days, during which their efficiency increasingly dwindles. However, most dishes that can be prepared are polluted and will gradually cause the drifter to become sick. Once they hit the tipping point, they return to bed for about two-thirds of the day to sleep it off. Especially early on, the loss of manpower is big and may affect the ability to gather food for the next day. If food is available, it can't be prevented from being eaten, but one can plan ahead to prevent food being available at a certain point to guarantee the manpower will be available the next day.



* UnwinnableByDesign: As much as as the water supply dwindles rapidly and food isn't an easy gain either until some expensive facilities are unlocked, neither resource is as important to keep up with as oil. Because without oil, you're not going anywhere. Wherever you end up stranded, the food supply will run out eventually, as will the wood supply needed to generate water. Yet in the rush to get food and water, it's very easy to lose sight of how much oil you have left or can produce.
* YouRequireMoreVespeneGas: Oil, food, and water are the primary resources required. A game starts with a decent amount of all, but then a race against the clock starts to get the means to generate more food and water all the while keeping your eye on the oil supply. Dry wood and plastic waste are the core building materials, followed closely by metal scrap. Books are needed to research new facilities and new drifters and seagulls must be recruited by saving them from their islands.

to:

* UnwinnableByDesign: As much as as SwallowedWhole: The post-flood skill Whalebelly Survivor indicates the water supply dwindles rapidly and food isn't an easy gain either drifter resided in a whale for months, gathering scrap until some expensive facilities are unlocked, neither resource is as important to keep they could fix up with as oil. Because without oil, you're not going anywhere. Wherever you end up stranded, the food supply will run out eventually, as will the wood supply needed to generate water. Yet in the rush to get food their ship and water, it's very easy to lose sight of how much oil you have left or can produce.
sail right back out.
* YouRequireMoreVespeneGas: Oil, food, Food and water are the primary resources required. A game starts with a decent amount of all, but then a race against the clock starts to get the means to generate more food and water all the while keeping your eye on the oil supply. Dry wood and plastic waste are the core building materials, followed closely by metal scrap. Books are needed to research new facilities and new drifters and seagulls must be recruited by saving them from their islands.

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Changed: 48

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[[caption-width-right:300:Fantastic seas of trash!]]

''Flotsam'' is a whimsical SurvivalSandbox SpaceManagementGame set in a post-apocalyptic, flooded world. The starting point is one functional boat manned by three drifters and the goal is to build a functional, mobile town around with all the trash society left behind when it came to an end. ''Flotsam'' is being developed by Pajama Llama Games as the company's first long-term project. It entered Steam Early Access on 26 Sept, 2019.

to:

[[caption-width-right:300:Fantastic seas of trash!]]

[[caption-width-right:300:Recycle the Seven Seas!]]

''Flotsam'' is a whimsical cheery SurvivalSandbox SpaceManagementGame set in a post-apocalyptic, flooded world. The starting point is one functional boat manned by three drifters and the goal is to build a functional, mobile town around with all the trash society left behind when it came to an end. ''Flotsam'' is being developed by Pajama Llama Games as the company's first long-term project. It entered Steam Early Access on 26 Sept, 2019.


Added DiffLines:

* CharacterPortrait: Not so much for the drifters, which files have the models in a frame to serve as the portrait. But the seagulls do have drawn portraits. There's a selection of seven available, which are assigned to the seagulls at random.


Added DiffLines:

* NoRecycling: Averted. Every building can be brought back to the resources used to make it. Salvaging materials from the "islands" also occasionally involves breaking down the objects left, like the cars on the Viaduct or the wooden buildings on the Shack Town and Long Island.
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None

Added DiffLines:

* EEqualsMCHammer: Within the Research Station stands a large chalkboard that serves as a progress bar. When research is being done, the drifter fills it with diagrams, calculations and notes. When the board's full, the research is completed and a new building gets unlocked.

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* AfterTheEnd: It's yet to be revealed what happened, but it happened some decades ago and dthe end result is that the whole world has become flooded. There's only remnants left from what society was before and some of the sea life isn't looking like it used to.
* AnimeHair: One haircut drifters can have is a ponytail shaped like a fishtail. a female-only haircut involves the hair being wrapped around a bottle.

to:

* AfterTheEnd: It's yet to be revealed what happened, but it happened some decades ago and dthe the end result is that the whole world has become flooded. There's only remnants left from what society was before and some of the sea life isn't looking like it used to.
* AnimeHair: One haircut drifters can have is a ponytail shaped like a fishtail. a A female-only haircut involves the hair being wrapped around a bottle.


Added DiffLines:

* SunkenCity: The water is just transparent enough that you can see the seafloor. There's remnants of cities here and there.
Is there an issue? Send a MessageReason:
None


* CelShading: ''Flotsam'' employs a style reminiscent of ''Videogame/TheLegendOfZeldaTheWindWaker'', but with more detail and transparent water.mm

to:

* CelShading: ''Flotsam'' employs a style reminiscent of ''Videogame/TheLegendOfZeldaTheWindWaker'', but with more detail inbetween ''Videogame/TheLegendOfZeldaTheWindWaker'' and transparent water.mm''VideoGame/TalesFromTheBorderlands''.
Is there an issue? Send a MessageReason:
None


* UnwinnableByDesign: As much as as the water supply dwindles rapidly and food isn't an easy gain either until some expensive facilities are unlocked, neither resource is as important to keep up with as oil. Because without oil, you're not going anywhere. Wherever you end up stranded, the food supply will run out eventually, as will the wood supply needed to generate water. Yet in the rush to get food and water, it's very easy to lose sight of how much oil you have left or can produce.d

to:

* UnwinnableByDesign: As much as as the water supply dwindles rapidly and food isn't an easy gain either until some expensive facilities are unlocked, neither resource is as important to keep up with as oil. Because without oil, you're not going anywhere. Wherever you end up stranded, the food supply will run out eventually, as will the wood supply needed to generate water. Yet in the rush to get food and water, it's very easy to lose sight of how much oil you have left or can produce.d

Added: 487

Changed: 812

Is there an issue? Send a MessageReason:
None


* ScavengerWorld: Aside from all the water, the key premise of the game is to make the most of trash, since it's close to all that there is left on resources from before the apocalypse. Some things, like wood and plastic, can be found drifting around, while heavy materials like metal and fragile materials like books can only be found on the few remaining "islands" - some former mountains, others the tops of flooded structures. Currently, there's thirteen island types with the following focus loot: Fresh Water Oasis & Leaking Water Tower for drinkable water, Lonely Island & Seagull Nest to recruit drifters and seagulls, Intact Book Shop for books, Seaweed Covered Rocks and Fishing Village for food, Factory Ruins & Viaduct & Abandoned Motor Boats & Overgrown Wooden Ships for metal, and Long Island and Shack Town afor various things.

to:

* ScavengerWorld: Aside from all the water, the key premise of the game is to make the most of trash, since it's close to all that there is left on resources from before the apocalypse. Some things, like wood and plastic, can be found drifting around, while heavy materials like metal and fragile materials like books can only be found on the few remaining "islands" - some former mountains, others the tops of flooded structures. Currently, there's thirteen island types with the following focus loot: Fresh Water Oasis & Leaking Water Tower for drinkable water, Lonely Island & Seagull Nest to recruit drifters and seagulls, Intact Book Shop for books, Seaweed Covered Rocks and Fishing Village for food, Factory Ruins & Viaduct & Abandoned Motor Boats & Overgrown Wooden Ships for metal, and Long Island and Shack Town afor various things.for a little bit of everything.



* YouRequireMoreVespeneGas: Food and water are the primary resources required. A game starts with a decent amount of both, but then a race against the clock starts to get the means to generate more. Dry wood and plastic waste are the core building materials, followed closely by metal scrap. Books are needed to research new facilities and new drifters and seagulls must be recruited by saving them from their islands.

to:

* UnwinnableByDesign: As much as as the water supply dwindles rapidly and food isn't an easy gain either until some expensive facilities are unlocked, neither resource is as important to keep up with as oil. Because without oil, you're not going anywhere. Wherever you end up stranded, the food supply will run out eventually, as will the wood supply needed to generate water. Yet in the rush to get food and water, it's very easy to lose sight of how much oil you have left or can produce.d
* YouRequireMoreVespeneGas: Food Oil, food, and water are the primary resources required. A game starts with a decent amount of both, all, but then a race against the clock starts to get the means to generate more.more food and water all the while keeping your eye on the oil supply. Dry wood and plastic waste are the core building materials, followed closely by metal scrap. Books are needed to research new facilities and new drifters and seagulls must be recruited by saving them from their islands.

Added: 600

Changed: 489

Is there an issue? Send a MessageReason:
None


''Flotsam'' is a cheery SurvivalSandbox SpaceManagementGame set in a post-apocalyptic everything-is-flooded-now world. The starting point is a functional boat and three citizens, which are called drifters, to man it and the goal is to build a functional, mobile town around with all the trash society left behind when it came to an end. ''Flotsam'' is being developed by Pajama Llama Games as the company's first long-term project. It entered Steam Early Access on 26 Sept, 2019.

to:

''Flotsam'' is a cheery whimsical SurvivalSandbox SpaceManagementGame set in a post-apocalyptic everything-is-flooded-now post-apocalyptic, flooded world. The starting point is a one functional boat and manned by three citizens, which are called drifters, to man it drifters and the goal is to build a functional, mobile town around with all the trash society left behind when it came to an end. ''Flotsam'' is being developed by Pajama Llama Games as the company's first long-term project. It entered Steam Early Access on 26 Sept, 2019.
2019.

As of October 16, 2020, the challenge of the game is limited to not dying of hunger or thirst, which is easier said than done. Drifters have as of yet no dietary restrictions, but they do have perks that can be beneficial or detrimental. Also recruitable are seagulls, which scavenge the sea's surface for plastic and wood, thereby freeing up time for the drifters.



* AfterTheEnd: It's yet to be revealed what exactly happened, but the whole world has become flooded. There's only remnants left from what society was before and some of the sea life isn't looking like it used to.
* AnimeHair: One haircut drifters can have is a ponytail shaped like a fishtail. One female-only haircut involves the hair being wrapped around a bottle.
* CoolBoat: The townheart is a large, oil-fuelled boat with a decent storage capacity (and outright superior water storage capacity). It becomes the center of the town and is the sole means by which the town can be moved across the sea.

to:

* AfterTheEnd: It's yet to be revealed what exactly happened, but it happened some decades ago and dthe end result is that the whole world has become flooded. There's only remnants left from what society was before and some of the sea life isn't looking like it used to.
* AnimeHair: One haircut drifters can have is a ponytail shaped like a fishtail. One a female-only haircut involves the hair being wrapped around a bottle.
* CelShading: ''Flotsam'' employs a style reminiscent of ''Videogame/TheLegendOfZeldaTheWindWaker'', but with more detail and transparent water.mm
*
CoolBoat: The townheart is a large, oil-fuelled oil-fueled boat with a decent storage capacity (and outright superior water storage capacity). It becomes the center of the town and is the sole means by which the town can be moved across the sea.



* OceanPunk: The whole word is flooded, your town is literally carbage meticulously arranged around a single boat, and seagulls are man's best friend.

to:

* OceanPunk: The whole word is flooded, your town is literally carbage garbage meticulously arranged around a single boat, and seagulls are man's best friend.



* ScavengerWorld: Aside from all the water, the key premise of the game is to make the most of trash, since it's close to all that there is left on resources from before the apocalypse. Some things, like wood and plastic, can be found drifting around, while heavy materials like metal and fragile materials like books can only be found on the few remaining "islands" - some former mountains, others the tops of flooded structures. Currently, there's 12 island types with the following focus loot: Fresh Water Oasis & Leaking Water Tower for drinkable water, Lonely Island & Seagull Nest to recruit drifters and seagulls, Intact Book Shop for books, Seaweed Covered Rocks and Fishing Village for food, Factory Ruins & Viaduct & Abandoned Motor Boats & Overgrown Wooden Ships for metal, and Long Island for various things.
* SpaceManagementGame: You build in a circle around the townheart, a boat. You can not build outside of the limits of that circle, although structures can protrude a little beyond. Mooring points in particular are wise to put on the outskirts as far as possible because only the post needs to be within the circle. The huge amount of space reserved for the boats' movement can be placed outside circle's limits.

to:

* ScavengerWorld: Aside from all the water, the key premise of the game is to make the most of trash, since it's close to all that there is left on resources from before the apocalypse. Some things, like wood and plastic, can be found drifting around, while heavy materials like metal and fragile materials like books can only be found on the few remaining "islands" - some former mountains, others the tops of flooded structures. Currently, there's 12 thirteen island types with the following focus loot: Fresh Water Oasis & Leaking Water Tower for drinkable water, Lonely Island & Seagull Nest to recruit drifters and seagulls, Intact Book Shop for books, Seaweed Covered Rocks and Fishing Village for food, Factory Ruins & Viaduct & Abandoned Motor Boats & Overgrown Wooden Ships for metal, and Long Island for and Shack Town afor various things.
* SpaceManagementGame: You build in a circle around a boat, making it the townheart, a boat.townheart. You can not build outside of the limits of that circle, although structures can protrude a little beyond. Mooring points in particular are wise to put on the outskirts as far as possible because only the post needs to be within the circle. The huge amount of space reserved for the boats' movement can be placed outside circle's limits.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FastForwardMechanic: The game can be played at the default pace, 2x as fast, and 3x as fast. Cute as the default pace is, it's too slow to make gameplay efficient and so you'll be using 3x most of the time. At least for now while there still aren't any threats.
Is there an issue? Send a MessageReason:
None


* CoolBoat: The townheart is a large, oil-fuelled boat with a decent storage capacity. It becomes the center of the town and is the sole means by which the town can be moved across the sea.

to:

* CoolBoat: The townheart is a large, oil-fuelled boat with a decent storage capacity.capacity (and outright superior water storage capacity). It becomes the center of the town and is the sole means by which the town can be moved across the sea.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CoolBoat: The townheart is a large, oil-fuelled boat with a decent storage capacity. It becomes the center of the town and is the sole means by which the town can be moved across the sea.
Is there an issue? Send a MessageReason:
None


* AnimeHair: One haircut drifters can have is a ponytail shaped like a fishtail.

to:

* AnimeHair: One haircut drifters can have is a ponytail shaped like a fishtail. One female-only haircut involves the hair being wrapped around a bottle.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/flotsamappart.jpg]]
[[caption-width-right:300:Fantastic seas of trash!]]

''Flotsam'' is a cheery SurvivalSandbox SpaceManagementGame set in a post-apocalyptic everything-is-flooded-now world. The starting point is a functional boat and three citizens, which are called drifters, to man it and the goal is to build a functional, mobile town around with all the trash society left behind when it came to an end. ''Flotsam'' is being developed by Pajama Llama Games as the company's first long-term project. It entered Steam Early Access on 26 Sept, 2019.

----
!!Flotsam provides examples of:

* AfterTheEnd: It's yet to be revealed what exactly happened, but the whole world has become flooded. There's only remnants left from what society was before and some of the sea life isn't looking like it used to.
* AnimeHair: One haircut drifters can have is a ponytail shaped like a fishtail.
* PostApocalypticTrafficJam: The Viaduct is an "island" that's actually an elevated road. There's still some abandoned cars left atop of it, which is great for salvaging metal scrap.
* OceanPunk: The whole word is flooded, your town is literally carbage meticulously arranged around a single boat, and seagulls are man's best friend.
* RefiningResources: Advanced resources can be found on the remaining "islands" - some former mountains, others the tops of flooded structures - but not in the quantities you'll be needing. Neither fish nor seaweed can be eaten without preparation. The building material dry wood has to be obtained from drying the otherwise useless wet wood. From dry wood, firewood can be made, which is a fuel needed to power most other facilities, including those producing drinkable water. Plastic is primarily a building material, but also needed to make oil, which is essential to move the town around. And so on.
* ScavengerWorld: Aside from all the water, the key premise of the game is to make the most of trash, since it's close to all that there is left on resources from before the apocalypse. Some things, like wood and plastic, can be found drifting around, while heavy materials like metal and fragile materials like books can only be found on the few remaining "islands" - some former mountains, others the tops of flooded structures. Currently, there's 12 island types with the following focus loot: Fresh Water Oasis & Leaking Water Tower for drinkable water, Lonely Island & Seagull Nest to recruit drifters and seagulls, Intact Book Shop for books, Seaweed Covered Rocks and Fishing Village for food, Factory Ruins & Viaduct & Abandoned Motor Boats & Overgrown Wooden Ships for metal, and Long Island for various things.
* SpaceManagementGame: You build in a circle around the townheart, a boat. You can not build outside of the limits of that circle, although structures can protrude a little beyond. Mooring points in particular are wise to put on the outskirts as far as possible because only the post needs to be within the circle. The huge amount of space reserved for the boats' movement can be placed outside circle's limits.
* YouRequireMoreVespeneGas: Food and water are the primary resources required. A game starts with a decent amount of both, but then a race against the clock starts to get the means to generate more. Dry wood and plastic waste are the core building materials, followed closely by metal scrap. Books are needed to research new facilities and new drifters and seagulls must be recruited by saving them from their islands.
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