This is Cataclismos real trick, you see.
Go to the woods and get eaten by the soggy bread-looking headcrabs that keep trying to kill us all.
Here, its all about deeply granular block-plonking.

Ive become a little obsessed with these staircases because theyre a vital part of the whole operation.
As well as wood and stone, youll also need oxygen.
For now, you may thrum fizzily in anticipation.

Your troops will need those staircases to reach your battlements, too.
In this sense, one might view Cataclismo as an elaborate anthithesis toTotal War: Warhammer’s bum-ladders.
Someone is going to make a working helicopter within three days and break the whole game.

I just know it.
It might not even be technically possible, but its still going to happen.
Missions are divided into more traditional build-and-defend scenarios, and the occasional set tower-defence style map.

Heres me blueprint:
The thing is, right, its not even that special.
Took me about three minutes.
I made it, and it works, and Im incredibly proud of it.

Im proud of it every time I plonk another one down.
Everything else in Cataclismo is of incredible quality, thoughtful implementation, and rich with imaginative flair.
This said, there’s nothing especially noteworthy about any individual system taken out of context.
Base building is about space economy and not stretching your resource chain too thin.
Fightin' is about considered positioning, varied composition, and a bit of target prioritisation.
Brendy done some words for this one.
If you see a word and think, I like that word, it might have been Brendy.