The Alters review – a perilous sci-fi road trip with my clones that I won’t ever forget

The Alters pulls off something exciting and fresh, mixing strategy-driven base management with third-person exploration, all wrapped in a sci-fi story about making copies of yourself. Still, the proceedings can feel repetitive, and the more complex chores can dilute the experience.

I’m facing a tough situation: I crash-landed on a strange alien world, and I’m the only one left from my crew. I’ve found the massive, tyre-shaped base I was hunting for—and when I say massive, I mean it’s enormous, the size of a tower. To get it working again, and I mean get it moving by actually rolling it, I’ll need help. I’m short on hands. I need people to back me up with collecting resources, cooking meals, and keeping the base safe from radiation—because if I don’t get it rolling, the incoming sun will burn me to a crisp. Honestly, I don’t have a choice. I have to clone myself.

That’s the setup for The Alters, the newest game from Polish studio 11 bit Studios, a team recognized for pairing base-building strategy with tough moral questions and bleak storytelling. In This War of Mine, you guided a group of civilians during wartime; in Frostpunk, the focus was on building the final settlement on a frozen planet. With The Alters, you’re creating clones to make your way back home—and once again, the real question returns: what lengths are you willing to go to stay alive?

At the center of The Alters is the cloning mechanic. Inside your futuristic tyre-shaped base sits a Quantum Computer, which can probe the memories of a person’s life and pinpoint moments on a timeline where things might have turned out differently. In this case, the life belongs to Jan Dolksi, a fairly ordinary individual who signed up for an experimental space mission in a last-ditch bid for recognition. You’re essentially using his timeline as the starting point to generate alternate versions of him.

The Alters launch trailer.Watch on YouTube

To begin with, the game’s decision-making feels guided, but you’ll later gain more control over which Jan you choose to produce. At first, you’re directed to a key point in Jan’s life: at 19, he decided to leave home to get away from a violent father, abandoning his mother and leaving her to cope alone—an outcome that burdens him with heavy guilt. You’re then allowed to explore what might have happened if he never left. From there, you can try to uncover that possibility by creating the clone who took that same route: Technician Jan—every new version of Jan ties to a particular technical talent, and this one is the ability to repair things quickly. There’s also Doctor Jan, Scientist Jan, Botanist Jan, along with several other variants, each bringing their own temperament and experiences, shaped by the choices that formed their lives. It’s particularly impressive that actor Alex Jordan delivers multiple distinct takes on the same character throughout the game. If you pick Technician Jan, the next step is heading to the Womb module in the base to wait for his accelerated growth.

This sci-fi premise is a bit of a head-turner, and the game commits to it wholeheartedly. It manages to keep the situation from becoming overly stiff, finding room for humor without ever making fun of itself—something that takes real care. Even if the clones occasionally hover near familiar territory—hyper-nerdy researchers or hardened, broad-shouldered technicians, often with stories that center on alcoholic fathers and work taking precedence over relationships—they still end up feeling more layered than you’d expect. With time, they reveal surprising details of their own. They also function as the game’s way of testing your ethics, repeatedly pressing on what you believe through conversations that affect their wellbeing. Alters are at the heart of the experience, which is exactly where the title comes from, and they’re much more than the gimmick I initially expected or just another mechanical feature to take advantage of—though whether you agree or disagree with that idea keeps resurfacing during the playthrough.

After that, the game ramps up the pressure in a way that 11 bit Studios has clearly nailed, and you can feel the lessons learned from Frostpunk and This War of Mine coming through at every turn. Like Frostpunk, there’s an escalating, world-ending threat closing in as each day passes. This time, it’s the sun rising—and if you end up exposed to it, even while you’re inside the base, it will incinerate you the way a vampire would burn at dawn. You have to shift your base location and stay tucked away in the dark. That objective is echoed across the three acts, though each one reshapes it in its own distinct ways. Of course, you can’t do it instantly—you’ll have to get past a few obstacles first. One example: a bridge made of lava. You’ll need to uncover and develop the technology required to cross it.

As you work toward these goals, you’ll also manage daily survival. That means producing food, maintaining the base, shielding everyone from radiation, and keeping the alters both physically and mentally stable by building a range of spaces—gyms, social hubs, and even simulated parks complete with benches. On top of that, these areas are a real visual treat, shown from the side like a futuristic dollhouse packed with fine details. Everywhere you turn, there are devices, posters, and a lived-in atmosphere. It helps make the alters feel like more than stats as they work out, or put on music and unwind. Even the developer adds genuine video content—short sketches from comedy duo Chris & Jack—so you can watch it together with your alters, plus there’s a beer pong mini-game. It’s genuinely satisfying to explore every new room for the first time.

The mounting strain doesn’t stop. You’ll start dealing with another group of people back on Earth, connected to the corporation that employs you, and every individual you talk to brings their own requirements, along with secondary missions you can take on. On top of that, Alters will issue their own secondary tasks, and they often clash with what someone else is asking for. There’s no clean path to keeping everyone satisfied—tension is built into the experience (though I did feel there’s a slight nudge toward certain outcomes that left me wanting more control, even if it did end up leading to something genuinely interesting).

Next comes the outside portion—half of the overall experience—those third-person, over-the-shoulder moments focused on roaming and discovery. Step out onto the planet itself to look for resources and set up mining routes, and these sections—an all-new idea for 11 bit—work surprisingly well, giving the game’s sci-fi mood a renewed angle. Broad vistas filled with low-slung moons, rocks wrapped in mist, and pools of lava, plus its strange, captivating minerals that warp the air, all combine to create a feeling of

Soft, dreamy science fiction at its best. Mysterious alien happenings blink into view and fade again, while synthesizers hum calmly in your ear. It brings to mind the storytelling tone of Mass Effect—something familiar, yet strikingly unusual.

At its core, your job is to locate the resources your base needs to keep running—deep stores of metals, minerals, or organics that let you build equipment and support your crew. You’ll first have to find those materials, then use a range of scanners to identify the mining locations, and finally connect the mining platform to your base by using a line of pylons. There’s also a bit of light puzzle work along the way. Depending on where you’re going, you may need to study a grappling hook or drill to reach specific spots, and you might even craft a kind of flashlight weapon to deal with certain anomalies. Combat isn’t the main focus, but it’s not far off the map either. The exploration is absorbing in a subtle way, and it feels very grounded and atmospheric.

I enjoyed each part on its own—building your base, managing survival, handling the clones, and exploring—but when everything is blended together, it can be difficult to keep track of. Moving forward with just one objective often calls for multiple side steps and careful management of resources, particularly near the end of an act when the pressure rises. At times, it can feel like too much. There are, however, settings that let you fine-tune the difficulty if it becomes excessive. I played on the middle level across three options—normal difficulty.

Even so, amid all that momentum and stress, there are some great quality-of-life upgrades that help take the edge off. I especially like the way time accelerates while you’re performing a task—timing is genuinely important here. You only have so many hours in a day, and once you’re outside after dark, the radiation becomes intense. If you keep yourself awake past your usual schedule, you’ll end up drained and have to catch up on sleep the next morning. Time matters constantly.

Back to my main point: in the game, time moves faster, so your tasks wrap up more quickly in real time. Instead of waiting minutes, you’re often looking at just seconds to get results. It’s a practical touch. I also like that alters can suggest different tasks after you finish one—just press a button to accept or refuse. That small step avoids running through menus repeatedly and cuts down on idle moments. You can handle build queues from any place, and you can assign alters to jobs without being physically nearby. There’s even a semi-automated method that lets you set production goals for particular items, which is extremely useful for keeping everyone fed and ensuring the supplies you need actually get made. In The Alters, you can feel the micro-management takeaways 11 bit Studios has picked up.

Still, they don’t fully remove the repetitive grind. I kept running into menus, trying to coordinate every responsibility, and as each act went on, the exploration parts started to feel wearing. The design pushes you to return to certain areas because some locations won’t open up unless you develop new technology. On top of that, anomalies become more common as you progress, and they bring tougher situations with them.

Handling anomalies is relatively simple—some can be avoided—but if you use your light to keep them at bay, it drains your suit’s battery, and that battery is also needed for your grappling hook. With many anomalies on your route, your power can vanish quickly, forcing you to either craft a replacement battery pack (which costs resources) or make the trip back to base to recharge—something that gets old fast. And when you’re forced to deal with so many anomalies, the once-alluring sense of alien mystery they had starts to fade, making the already repetitive back-and-forth exploration feel even more exhausting. It can feel like a burden.

The Alters is a title that asks for persistence to get through, which makes sense to me considering the stamina the clone team brings to the table. Even so, I can see how some players might be put off. The act structure also adds to that—because you know you’ll need to repeat the same cycle when you enter a new area, it can feel discouraging at first, though it gets easier once you research better technologies. Still, I’m glad I stuck with it. 11 bit Studios has crafted narratives that feel genuinely distinctive, along with moral dilemmas worth thinking about, and this clone-centered story in The Alters is no different. It leads you through the strange corners I was hoping for, encouraging reflection on what matters most in life. The game can be uneven, with a few ideas not explored as deeply as they could be, but I remind myself that this combination of concepts is inventive—and that’s exactly what I appreciate. It’s a tense sci-fi journey with your clones unlike anything I’ve tried before, and one I expect to stay with me.

A copy of The Alters was provided for review by 11 bit Studios.

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