
The Alters is a strong Adventure that delivers where it counts.
89
Verdict
90%
Steam
87
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive on Steam (90% positive from 17K reviews)
Critically acclaimed (87/100 critic average)
Rich open world to explore
No significant drawbacks reported
The Alters is a 2025 survival game developed and published by 11 Bit Studios. In the game, the player assumes control of Jan Dolski, a space miner who must create alternative versions of himself in order to survive on an inhospitable planet. It was released for PlayStation 5, Windows, and Xbox Series X/S on 13 June 2025, to generally positive reviews from critics. The game won Strategy/Simulation Game of the Year at the 29th Annual D.I.C.E. Awards.

Runs well on modern hardware.
Last updated 15h ago
The Alters is incredible. It manages to combine base management, construction, resource gathering and survival mechanics with one of the most interesting science fiction stories I’ve played in a long time. The biggest strength is how unpredictable the story is. You genuinely never know where it is going next, and your playthrough can change dramatically depending on which Alters you decide to create. Every Alter has their own personality, history and problems, and the interactions between them are genuinely unique. A surprising amount of the game is also just incredibly wholesome and satisfying. The science fiction side is fantastic as well. A lot of the concepts are based on legitimate theoretical physics, which gives the story a surprisingly grounded feeling despite how wild the premise becomes. Obviously the main resource itself is fictional, but even that is presented in a way that feels theoretically plausible within the setting. The environments are absolutely beautiful and feel genuinely handcrafted. Performance was also completely fine throughout my playthrough. Most importantly, the game actually sticks the landing. The different endings feel satisfying, your choices matter, and the story reaches a proper conclusion instead of just abruptly ending. Great management game. Great science fiction. Great characters. Great concept. Absolutely recommended.
Good core of a game and interesting presmise for a story, bogged down by way too much frustration and annoyance artificially injected as well as a social aspect that tries to have good characters but then overrides it all with constant repetitive annoyance and character-breaking interactions that just serve to complicate and lengthen the game. I didn't get through act 2 because the social aspect just became too ♥♥♥♥♥♥ to deal with. You go exploring? Act 1 was fun, but act 2 became a maze and every single corridor is full of things you need to stop for to deal with, over and over in exactly the same way. Then your battery is empty, better turn back, walk back and forth... instead of exploring being fun, it's just tedium and wasting a lot of time. Inventory management is very barebones and annoying. Everything takes (a lot of) space, but you need things built to deploy or as consumables. You'll often need more of a thing but oh you can't pick it up. Have to travel back to your base, delete some things you don't need. This is not a factory game, it shouldn't be so damn tight on storage space that you have to min/max it constantly. The "social aspect" however, completely breaks any and all enjoyment in the game. The alters are fundamentally "trying to be people" while also being mechanically manic depressive individuals that don't have any capability for logic and only exist to force the player to nanny them. They'll talk amongst themselves - and every single interaction will be negative, mood drops and you have to manage that. I had the scientist come to me at one point stating he wants to starts crunch hours (new quest) because "it would be so much more efficient". I did that. Unsurprisingly, everyone hated it. Cue rebellion. Same person tells me "we're tired of your mistakes, it's like you don't understand us. re-evaluate or the evaluation will be done for you.". I stop the crunch, do some things to improve mood. Then the same guy, again, gives me ♥♥♥♥ that he's disappointed i wouldn't keep up the crunch for two days straight. Regardles of actions, YOU LOSE, the characters will completely switch personality to ensure that. Fundamentally, they're 10-20% actual interesting character and 80-90% there just to make things difficult for you even if it doesn't make sense. (spoiler for act 2) Even the moral choices implied are all absurd because of the social personality switcheroo; people will eagerly state "oh no we can't create a mindless clone for a cure" and take the moral high ground over a cure for their impending death. But they'll then be super depressed about their impending death five seconds later as if there is nothing anyone can do. People don't behave like that; if people were desperate they would get over morally grey actions to save 4 (or more) people, they may be unhappy but they'll live with it. But they're not people, and they're not deseprate, they just are made to exist like bars do in many survival crafting games; to pad out the length of the game and introduce a hell of a lot of tedium. Regardless of your actions, this game makes sure you "fail" and then gives you ♥♥♥♥ for it, making it objective unenjoyable.
The Alters is one of those games that pushes you hard the whole way through, just like the modern XCOM games on harder difficulties. What with the base building and research mechanics being so similar I think that shows that this team's talent was finely-honed throughout their development cycle. You will sprint from task to task, always with the specter of failure over your shoulder. Every single second is valuable and there is an infinite possibility for min-maxing your efficiency. Beyond the economic mechanics, this game is an A+ example of the dating-sim style dates-and-gift-giving formula with a frathouse twist. The character stories are generally well-written, and understanding each of their motivations and histories is a necessity to unlocking their lessons, finishing their stories, and keeping them happy and productive in a stressful environment. I loved every moment of my playthrough of this game, and it is well worth its frequent sale price. The game's only shortcoming is the main characters navigation system being a little unresponsive and prone to interacting poorly with terrain while turning sharply. I only ever got physically stuck once, in Act 2 on the Rapidium vein in the center of the map, but it was because I fast traveled and I could not resolve to the ground after teleporting and remained floating. I simply travelled again to fix the issue. I cannot speak to the quality of the DLC, though there are certainly reviews for that product on its own steam page.
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