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  • Alternative Character Interpretation: Is the sniper in Sniper Junction a trigger-happy lunatic who views everyone they see as a living target and nothing else, a troubled Grazni/Vyseni soldier who went off the deep-end, or an aggressively territorial thug who doesn't care who they kill? Any of these have equal chance of being true, yet none of them make the sniper any less of a threat or any more sympathetic.
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  • Base-Breaking Character: Roman. Some players find him one of the most useful characters in the game, being able to defend the shelter the most effectively and being the best candidate for killing bandits and soldiers. Others are turned off by his destructive attitude when he's depressed, resulting in unnecessary injuries amongst his peers.
  • Character Tiers:
    • Marko, Roman, Katia and Bruno are at the top (since their abilities are so handy and universal), Marin, Boris, and Arica are high tier (Marin's good for shelter development, Arica's good for stealthy operations, and Boris is a good scavenger like Marko, but lacks speed), Zlata, Pavle and Christo are mid tier (the three of them have decent backpacks and fair stats and talents), Anton, Emilia, Henrik and Irina are low tier (Anton merely being better with animal traps, Emilia is simply emotionless, but yielding an average backpack, Henrik being better at making cigarettes, which may not be your desired commodity, and Irina grows vegetables faster, which is pretty much an end-game skill), and down at the very bottom is Cveta (with the fantastic ability of being friendly to children).
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    • For the neighbors who visit the shelter, Zyhu and his wife are top tier as they always reward you upon every visit (assuming you help them on their second visit), as well as Valter (whose mission involves grabbing loot from an aid container). More "rewards" can be collected when the rebels investigate and you snitch him out. In the middle is Zora, whose long quest line ultimately rewards you with some bullets and a broken shotgun, and Voyt, who tends to loot places (helping him upon his second and third visits is considered the "bad" option though). Lower on the tier is Agatha and the Nenand brothers, whose rewards pale in comparison to their requests. Down at the very bottom is Blago, who doesn't reward you whatsoever when you agree to help his wounded brother.
  • Do Not Do This Cool Thing: Despite the game's anti-war motif, it didn't completely succeed at being an anti-war game as gameplay mechanics encouraged violence against evil targets as it would reward you well with a large stash of supplies for clearing out the place as well as the morale boost.
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    • Marko is incredibly popular, likely for being the best scavenger in the game. The fact that he's a pretty good defender when he's not scavenging is a plus as well.
    • Franko has garnered quite the following for arriving at times where the player needs him for trade.
    • Everyone likes Zyhu, since he's so helpful.
  • Memetic Mutation: Franko for President! has become a popular joke cry for those playing the game, as many sees him as a savior who buys Vendor Trash in exchange for valuable supplies which is of much help early-game.
  • Most Annoying Sound: The humming of the children in your shelter can get old pretty fast.
  • Most Wonderful Sound: The sounds of food being eaten and bandages being tied. You quickly come to fall in love with them.
  • Narm: The animation scavengers perform upon returning to the shelter makes it look like they're fanning away a fart.
    • Additionally, a possibility when your shelter is attacked. The attackers will take supplies pretty much at random.... which makes it possible to have your home raided in the dead of winter and your precious supply of snow stolen.
    • Peaceful survivors may initiate conversation with yours when approached. They'll continue following your scavenger until they complete their conversation. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things. They really want to talk.
    • Players can upload any image for a survivor's profile picture. Anything.
    • Most of the survivor's stories are well-written and adds to the atmosphere and emotional impact of the story. Marin worrying about a child missing his plastic toy while there is a war going on in the city, is beyond cheesy and into narm territory.
    • Your character will feel guilty for stealing from others. Usually, this works as most of the time you steal from people who either can't fight back or are simply defending their homes and doing nothing more. However, if you steal from the deserter soldiers who took a hostage that died from neglect, the game still tells you that your character feels guilty for stealing from these people. Even though you don't feel guilty if you kill them all. Meaning that it's ok to kill them because of the horrible things they're done but taking their supplies after the fact is just crossing a line? What makes this utterly laughable is that your character will wonder if the people they stole from will have enough supplies to survive, even if the house you "stole" from is now uninhabited because you killed everyone in it. It's actually the result of a glitch that hasn't been fixed.
    • After rescuing (or failing to rescue) the girl at the Supermarket, you'll be greeted by a woman who talks to you about how evil our supposed protectors are. This falls into narm territory when you try ignoring her but she keeps trying to follow you. She'll even chase you if you try to run.
  • Scrappy Mechanic: The inability to send multiple survivors to scavenge, whether in one location or multiple, makes larger groups significantly harder to handle, not to mention having no explanation provided.
    • While likely not an intentional mechanic, the inability to complete events in scavenging locations over multiple nights can lead to some frustrating situations. Perhaps most egregiously (before this was fixed), if you cleared out the people running the brothel one night, ran back home to avoid the sunrise, and come back the next night, the women would remain sitting in the same room (rather than running out of the brothel like they would normally).
    • The fact that there are rats everywhere, scurrying slowly around your feet as you scavenge, and yet the only way to catch and eat them is by baiting expensive traps with even more expensive bait.
    • The lack of a Dialogue Tree to fully converse with non-player characters.
    • The inability to make multiple saves and the existing save mechanics(you do not get to control when to save, the game will save at the end of a night, or worse, right after a character is killed while scavenging). Sure, the game has a point in that life is finite and you can't get back what has been gone, but sometimes the cause of death is too cheap (ie a bandit that keeps successfully defending then suddenly manages to kill you with three consecutive blows- all just because either the Random Number God was not smiling upon you at that time, or a small mistake in your timing). Alternatively, some players would like to maintain and play several survivor sets at the same time.
    • Introduced in Update 1.3 was a glitch that treated robbing bandits the same as robbing innocents, whether they be alive or dead (the Warehouse, Brothel, and Military Outpost are all immune). It would take a year for this bug to be fixed. The Hotel location still hasn't been fixed.
    • Dialogue in Stories doesn't stop time. You can click to scroll through dialogue, but this is not immediately obvious.
    • Sadly, you can't kill Colonel Markov in Burning Embers. He has Plot Armor.
    • Traders were nerfed hard in Stories, having far less loot to trade, and never carrying the essential-in-bulk components and wood, and carrying little fuel.
  • Self-Imposed Challenge: Try playing the entire 45 days without a radio. Although the radio is useful, it is possible to go through the whole length of the game without even having one, by using alternative methods to gauge the environment, prioritizing equipment that allows for self-sustenance, being pre-emptively prepared for raids by patching the holes in the wall, reinforcing the door and getting some weapons as soon as possible, and some good ol' Xanatos Speed Chess. Aside from that, if you fancy something much more challenging, there's the classic Pacifist Run (usually coupled with Stealth Run since bandits and the army both kill indiscriminately), No Casualties Run (or if you want to up the ante, a No-Damage Run), or even a 100% Completion run (which usually means mercilessly slaughtering everyone in your way indiscriminately).
  • Some Anvils Need to Be Dropped: The general anti-war message isn't exactly subtle. Granted, any realistic depiction of civilians captured between warring parties in a civil war would almost inevitably be perceived as anti-war. Toning down the horrors the civilians are exposed to to avoid an anti-war message would definitely not have improved the game.
  • That One Achievement: No More Tears, which involves recovering a child from the "Broken" status back to normal. To clarify, children cannot go out to scavenge or guard, meaning that it'll take more than committing direct atrocities to render a child broken (without getting everybody else broken and potentially commit suicide). Luckily, all it takes is feeding the broken child cooked meals to make it happier.
  • That One Level: The Military Outpost, Brothel, and army-controlled Ruined Villa are considered the toughest levels to clear and scavenge. The Military Outpost and army Villa are infested with soldiers (and the Villa doesn't have much space to hide, maneuver, and trap enemies) while the Brothel is huge and full of dangerous thugs. The staircase in the Brothel leaves one open to some danger.
  • They Wasted a Perfectly Good Character: Gameplay-wise, the children are literally all identical, and have little to no interaction in the game. They can't guard or scavenge, and they don't deviate from one another in terms of capability.
  • Tier-Induced Scrappy:
    • Cveta, who has a small backpack and a nigh-useless ability. Even Anton is more useful than her (as Anton can at least use animal traps better). Cveta even lampshades it in her diary entries.
    • Blago is by far the most loathed neighbor in the game, because he never rewards you when you help him. He doesn't even return to your shelter to thank you. Quite a few people tell him to buzz off on instinct.

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