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* ArtEvolution: Since 1992, the game has gone from ASCI "graphics" to very simple drawn graphics and sprites, to increasingly sophisticated ones, with more terrain and object variations, etc. The latest, post-3.30 releases have overhauled the NPC and object graphics and made several important updates to the lighting effects, even though the game is still a graphically lightweight 2D roguelike. Compare the screenshots [[http://www.unrealworld.fi/urw_devhist.html of older versions]] with [[http://www.unrealworld.fi/images/screenshots/330/unreal-world-330-winter-is-coming.png this]] or [[http://www.unrealworld.fi/images/screenshots/330/unreal-world-330-settler.png this one]] from the most recent release, and the gradual improvement of the graphics and their details is palpable.

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Developed by Finnish indie team Enormous Elk, ''Unreal World'' is a computer role-playing game with {{roguelike}} elements about survival in a mythologized iron-age Finland. The player must struggle against starvation, thirst, dangerous animals, the vicious Njerpez, and greatest of all, the winter. On the other hand, there are many possibilities: building your own log cabin, making a long multi-kilometer fence of traps, raising a hunting party, eradicating enemy villages, and more. It recently became a free donationware game available [[http://www.unrealworld.fi/ at the official website]].

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Developed by Finnish indie team Enormous Elk, ''Unreal World'' is a computer role-playing game with {{roguelike}} elements about survival in a mythologized iron-age Finland. The player must struggle against starvation, thirst, dangerous animals, the vicious Njerpez, Njerpez raiders, and greatest of all, the winter. On the other hand, there are many possibilities: building Building your own log cabin, making a long multi-kilometer fence of traps, raising a hunting party, eradicating enemy villages, and more. It recently became a free donationware game available [[http://www.unrealworld.fi/ at the official website]].



* {{Abandonware}}: Gloriously averted. The game was first released in 1992, and still receives regular updates to this day. It even got named the "game with longest update history" in the 2017 Gamer's Edition of the Guinness Book of Records.
* AlwaysChaoticEvil: The Njerpez, who attack all non-Njerpez on sight. They are also the only faction in the game to practice slavery.
* AnAxeToGrind: Along with knives, axes are some of the most necessary and most versatile tools ''and'' weapons in the game. Though you probably won't be doing much fighting against people in most of your playthroughs, virtually all axes can be used as potent weapons when need be, in addition to common timbercraft and carpentry tasks.

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* {{Abandonware}}: Gloriously averted.''averted''. The game was first released in 1992, and still receives regular updates to this day. It even got named the "game with longest update history" in the 2017 Gamer's Edition of the Guinness Book of Records.
* AlwaysChaoticEvil: The Njerpez, Njerpez raiders, who attack all non-Njerpez on sight. They are also the only faction in the game to practice slavery.
* AnAxeToGrind: Along with knives, axes are some of the most necessary and most versatile tools ''and'' weapons in the game. Though you probably won't be doing much fighting against people in most of your playthroughs, virtually all axes can be used as potent weapons when need be, in addition to common timbercraft and carpentry tasks. You can use also use them as secondary hunting weapons - though not great for pursuing fleeing animals, they're useful for beating down or slaying already dazed smaller prey.
* ArcherArchetype: Having a high archery skill and good quality bow and arrows can prove useful for ranged hunting and in ranged combat. They aren't a flawless method, though, nor the strongest. Also, BowAndSwordInAccord characters are actually ''averted'' for the most part, given that ''all'' of the swords in the game are rare and expensive items. "Bow and Axe in Accord" or "Spear and Axe in Accord" would be a more fitting description.



* BearsAreBadNews: This game is realistic, so, bears are not to be taken lightly.

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* BearsAreBadNews: This game is realistic, so, bears are not to be taken lightly. They were feared and revered in ancient Finnish folkore and mythology for a reason.



* BottomlessMagazines / InfiniteSupplies: ''[[AvertedTrope Forget it !]]'' Even crafting the most ordinary, weakest arrow requires you to gather basic resources for its shaft, fletching and some tying material to put it all together. Once you shoot that arrow and it gets damaged beyond repair or reasonable retrieval, [[TruthInTelevision you'll simply have to manufacture another arrow. Each and every one of them, in fact.]] And that's not even getting into the necessary daily routine of gathering basic supplies like firewood, basic food like fish or berries, and other items you need to stockpile, depending on the season. Luckily, things get easier as your character builds up their housing and supply-gathering infrastructure and gains experience along with the player.

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* BottomlessMagazines [[BottomlessMagazines Bottomless Quivers]] / InfiniteSupplies: ''[[AvertedTrope Forget it !]]'' Even crafting the most ordinary, weakest arrow requires you to gather basic resources for its shaft, fletching and some tying material to put it all together. Once you shoot that arrow and it gets damaged beyond repair or reasonable retrieval, [[TruthInTelevision you'll simply have to manufacture another arrow. Each and every one of them, in fact.]] And that's not even getting into the necessary daily routine of gathering basic supplies like firewood, basic food like fish or berries, and other items you need to stockpile, depending on the season. Luckily, things get easier as your character builds up their housing and supply-gathering infrastructure and gains experience along with the player.



* FantasyCounterpartCulture: Every tribe represents some historical group or region of people living in iron-age Finland. The northern cultures and some of the technology (e.g. ''kota'' huts) are inspired mainly by the Sami, the western cultures reflect the more advanced cultures of the old Finnish southwest, and so on. Averted for the Njerpez, who are generic "foreign invaders" and do not represent any specific people. The devs explain their approach to the game's fictionalised versions of historical/cultural group more closely in [[http://www.unrealworld.fi/urw_spirit.html this article]].



* FantasyCounterpartCulture: Every tribe represents some historical group or region of people living in iron-age Finland. The northern cultures and some of the technology (e.g. ''kota'' huts) are inspired mainly by the Sami, the western cultures reflect the more advanced cultures of the old Finnish southwest, and so on. Averted for the Njerpez, who are generic "foreign invaders" and do not represent any specific people.



* MedievalPrehistory: Played with, in a more plausible way. This is set in a world inspired by late prehistoric and ancient Scandinavia, so there are already things like swords, mail armour and iron axes, but at the same time, all of these items are [[AwesomeButImpractical the most expensive and rarest in the whole setting]], as [[TruthInTelevision iron tools are still a precious and valued rarity]], even among the more developed cultures that trade abroad. Though there are larger villages and some of them are occassionally lightly fortified, there are no towns or urban society yet, no feudalism, no real nobility and no coin currency. It's a setting of fairly advanced cultures, but still largelly a primordial northern wilderness where the only abundant resources are those found in forests and lakes. A player character can own a few iron tools if they want, but can still live a lifestyle not too different from that of the Neolithic or Bronze Age. Due to TheGreatestHistoryNeverTold nature of the chosen setting, many people seem to confuse the game for a medieval one, even though it's better described as set in late prehistory or antiquity, just in the far north. All of the animals and plants appearing in the game also exist in the current world, and any fanciful extinct megafauna is avoided entirely.

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* MedievalPrehistory: Played with, in a more plausible way. This is set in a world inspired by late prehistoric and ancient Scandinavia, so there are already things like swords, mail armour and iron axes, but at the same time, all of these items are [[AwesomeButImpractical the most expensive and rarest in the whole setting]], as [[TruthInTelevision iron tools are still a precious and valued rarity]], even among the more developed cultures that trade abroad. Though there are larger villages and some of them are occassionally lightly fortified, there are no towns or urban society yet, no feudalism, no real nobility and no coin currency. It's a setting of fairly advanced cultures, but still largelly a primordial northern wilderness where the only abundant resources are those found in forests and lakes. A player character can own a few iron tools if they want, but can still live a lifestyle not too different from that of the Neolithic or Bronze Age. Due to TheGreatestHistoryNeverTold nature of the chosen setting, many people seem to confuse the game for a medieval one, even though but it's better described as set in late prehistory antiquity or antiquity, the Migration Era early Middle Ages, just in the far north.north. The Driikiläiset culture of the southwest is the most proto-medieval. All of the animals and plants appearing in the game also exist in the current world, and any fanciful extinct megafauna is avoided entirely.



* PlanetOfHats: Each tribe has a special hat. For example, the Kaumo are tough hunters, the Driik are physically-frail city builders, the Njerpez are violent slavers, etc.

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* PlanetOfHats: Each tribe has a special hat. For example, the Kaumo are tough hunters, the Driik are physically-frail city proto-town builders, the Owl-Tribe are good at herding reindeer and climbing, the Njerpez are violent slavers, etc.



* RockBeatsLaser: Throwing rocks isn't the best ranged hunting or ranged self-defence method, but if you have nothing better at hand, ubiquitous rocks can come in fairly handy as improvised throwing weapons, especially within short distances.

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* RockBeatsLaser: Quite literally. Throwing rocks isn't the best ranged hunting or ranged self-defence method, but if you have nothing better at hand, ubiquitous rocks can come in fairly handy as improvised throwing weapons, especially within short distances.


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* ThrowingYourSwordAlwaysWorks: ''Averted'' completely. Swords are actually some of the few weapons in the game that can't be thrown at all, whether well or badly. Shooting arrows, throwing javelins, spears, throwing axes, or even just rocks, clubs or stakes are all more dependable methods. The player character can also throw knives, but this is discouraged, as knives can get easily damaged from the process and they're overly valuable tools to waste so easily.
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* CreatorProvincialism: A healthy dose of it, in ''[[TropesAreNotBad a very smart and positive way]]''. The two devs behind the game, Sami Maaranen and Erkka Lehmus, share a life-long interest in historical crafts and archery, early Fennoscandian history, Finnish archaeology and ethnography, in addition to home-brewn game development. After just a few years of working on the initial StandardFantasySetting version of ''Unreal World'', they decided to change the entire setting in the mid 1990s to a Finnish-themed one, and ever since then, have focused on increasing immersion into the semi-historical Finnish-style setting ever since.

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* CreatorProvincialism: A healthy dose of it, in ''[[TropesAreNotBad a very smart and positive way]]''. The two devs behind the game, Sami Maaranen and Erkka Lehmus, share a life-long interest in historical crafts and archery, early Fennoscandian history, Finnish archaeology and ethnography, in addition to home-brewn game development. After just a few years of working on the initial StandardFantasySetting version of ''Unreal World'', they decided to change the entire setting in the mid 1990s to a Finnish-themed one, and ever since then, have focused on increasing immersion into the semi-historical Finnish-style setting ever since.setting.
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* NonLethalKO: Blunt arrows don't damage the flesh and skin of their animal targets, make them good for dazing various small prey.

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* NonLethalKO: Blunt arrows don't damage the flesh and skin of their animal targets, make making them good for dazing various small prey.
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* BottomlessMagazines / InfiniteSupplies: ''[[AvertedTrope Forget it !]]'' Even crafting the most ordinary, weakest arrow requires you to gather basic resources for its shaft, fletching and some tying material to put it all together. Once you shoot that arrow and it gets damaged beyond repair or reasonable retrieval, [[TruthInTelevision you'll simply have to manufacture another arrow. Each and every one of them, in fact.]] And that's not even getting into the necessary daily routine of gathering basic supplies like firewood, basic supplies like fish or berries, and other items you need to stockpile, depending on the season. Luckily, things get easier as your character builds up their housing and supply-gathering infrastructure and gains experience along with the player.

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* BottomlessMagazines / InfiniteSupplies: ''[[AvertedTrope Forget it !]]'' Even crafting the most ordinary, weakest arrow requires you to gather basic resources for its shaft, fletching and some tying material to put it all together. Once you shoot that arrow and it gets damaged beyond repair or reasonable retrieval, [[TruthInTelevision you'll simply have to manufacture another arrow. Each and every one of them, in fact.]] And that's not even getting into the necessary daily routine of gathering basic supplies like firewood, basic supplies food like fish or berries, and other items you need to stockpile, depending on the season. Luckily, things get easier as your character builds up their housing and supply-gathering infrastructure and gains experience along with the player.
Is there an issue? Send a MessageReason:
None


* BottomlessMagazines/InfiniteSupplies: ''[[AvertedTrope Forget it !]]'' Even crafting the most ordinary, weakest arrow requires you to gather basic resources for its shaft, fletching and some tying material to put it all together. Once you shoot that arrow and it gets damaged beyond repair or reasonable retrieval, [[TruthInTelevision you'll simply have to manufacture another arrow. Each and every one of them, in fact.]] And that's not even getting into the necessary daily routine of gathering basic supplies like firewood, basic supplies like fish or berries, and other items you need to stockpile, depending on the season. Luckily, things get easier as your character builds up their housing and supply-gathering infrastructure and gains experience along with the player.

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* BottomlessMagazines/InfiniteSupplies: BottomlessMagazines / InfiniteSupplies: ''[[AvertedTrope Forget it !]]'' Even crafting the most ordinary, weakest arrow requires you to gather basic resources for its shaft, fletching and some tying material to put it all together. Once you shoot that arrow and it gets damaged beyond repair or reasonable retrieval, [[TruthInTelevision you'll simply have to manufacture another arrow. Each and every one of them, in fact.]] And that's not even getting into the necessary daily routine of gathering basic supplies like firewood, basic supplies like fish or berries, and other items you need to stockpile, depending on the season. Luckily, things get easier as your character builds up their housing and supply-gathering infrastructure and gains experience along with the player.

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* AnAxeToGrind: Along with knives, axes are some of the most necessary and most versatile tools ''and'' weapons in the game. Though you probably won't be doing much fighting against people in most of your playthroughs, virtually all axes can be used as potent weapons when need be, in addition to common timbercraft and carpentry tasks.



* BoringButPractical: Sure, items like swords, mail armour, lamellar amour, maces, iron broadheads and simple crossbows all sound awesome, but they're rare, expensive, generally hard to come by. Knives, axes, bows and spears have you covered in most situations when you need to work, hunt, fight, or ''all three'' to varying degrees. Many of the seemingly unremarkable tools that the player takes for granted can also prove indispensible or real life-savers. Just ask any ''Unreal World'' veteran on how well they'd do without a fishing rod, nets, or a shovel. Among the buildings, the humble cellar is a simple, but highly useful structure, allowing for longer-term (but not infinite) preservation of perishable food and other supplies.



* BottomlessMagazines/InfiniteSupplies: ''[[AvertedTrope Forget it !]]'' Even crafting the most ordinary, weakest arrow requires you to gather basic resources for its shaft, fletching and some tying material to put it all together. Once you shoot that arrow and it gets damaged beyond repair or reasonable retrieval, [[TruthInTelevision you'll simply have to manufacture another arrow. Each and every one of them, in fact.]] And that's not even getting into the necessary daily routine of gathering basic supplies like firewood, basic supplies like fish or berries, and other items you need to stockpile, depending on the season. Luckily, things get easier as your character builds up their housing and supply-gathering infrastructure and gains experience along with the player.



* CreatorProvincialism: A healthy dose of it, in ''[[TropesAreNotBad a very smart and positive way]]''. The two devs behind the game, Sami Maaranen and Erkka Lehmus, share a life-long interest in historical crafts and archery, early Fennoscandian history, Finnish archaeology and ethnography, in addition to home-brewn game development. After just a few years of working on the initial StandardFantasySetting version of ''Unreal World'', they decided to change the entire setting in the mid 1990s to a Finnish-themed one, and ever since then, have focused on increasing immersion into the semi-historical Finnish-style setting ever since.



* FantasyCounterpartCulture: Every tribe represents some historical group or region of people living in iron-age Finland. The northern cultures and some of the technology (e.g. ''kota'' huts) are inspired mainly by the Sami, the western cultures reflect the more advanced cultures of the old Finnish southwest, and so on. Averted for the Njerpez, who are generic "foreign invaders" and do not represent any specific people.



* FantasyCounterpartCulture: Every tribe represents some historical group or region of people living in iron-age Finland. The northern cultures and some of the technology (e.g. ''kota'' huts) are inspired mainly by the Sami, the western cultures reflect the more advanced cultures of the old Finnish southwest, and so on. Averted for the Njerpez, who are generic "foreign invaders" and do not represent any specific people.



* NonLethalKO: Blunt arrows don't damage the flesh and skin of their animal targets, make them good for dazing various small prey.



* RockBeatsLaser: Throwing rocks isn't the best ranged hunting or ranged self-defence method, but if you have nothing better at hand, ubiquitous rocks can come in fairly handy as improvised throwing weapons, especially within short distances.
* SeldomSeenSpecies: One of the few games to feature grouses, relatively typical wildfowl of many forested areas, and in several species, at that (the [[https://en.wikipedia.org/wiki/Western_capercaillie capercaillie]], [[https://en.wikipedia.org/wiki/Hazel_grouse hazel grouse]], [[https://en.wikipedia.org/wiki/Black_grouse black grouse]], ''[[ShownTheirWork etc.]]''). There are also some waterfowl species that aren't seen that often in the gaming medium, such as north European loons, or birds of prey like goshawks. Though the mammalian species and plant species tend to be more popularly recognisible choices, some small carnivores like weasels, stoats ("ermines") and martens, and some of the herb and marsh plant species and most mushroom species, are a fairly rare sight in most games that feature wilderness.



* WriteWhatYouKnow: Combined with a healthy dose of CreatorProvincialism, but in ''[[TropesAreNotBad a very smart and positive way]]''. The two devs behind the game, Sami Maaranen and Erkka Lehmus, share a life-long interest in historical crafts and archery, early Fennoscandian history, Finnish archaeology and ethnography, in addition to home-brewn game development. After just a few years of working on the initial StandardFantasySetting version of ''Unreal World'', they decided to change the entire setting in the mid 1990s to a Finnish-themed one, and ever since then, have focused on increasing immersion into the semi-historical Finnish-style setting ever since.
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* MedievalPrehistory: Played with, in a more plausible way. This is set in a world inspired by late prehistoric and ancient Scandinavia, so there are already things like swords, mail armour and iron axes, but at the same time, all of these items are [[AwesomeButImpractical the most expensive and rarest in the whole setting]], as [[TruthInTelevision iron tools still a precious and valued rarity]], even among the more developed cultures that trade abroad. Though there are larger villages and some of them are occassionally lightly fortified, there are no towns or urban society yet, no feudalism, no real nobility and no coin currency. It's a setting of fairly advanced cultures, but still largelly a primordial northern wilderness where the only abundant resources are those found in forests and lakes. A player character can own a few iron tools if they want, but can still live a lifestyle not too different from that of the Neolithic or Bronze Age. Due to TheGreatestHistoryNeverTold nature of the chosen setting, many people seem to confuse the game for a medieval one, even though it's better described as set in late prehistory or antiquity, just in the far north. All of the animals and plants appearing in the game also exist in the current world, and any fanciful extinct megafauna is avoided entirely.

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* MedievalPrehistory: Played with, in a more plausible way. This is set in a world inspired by late prehistoric and ancient Scandinavia, so there are already things like swords, mail armour and iron axes, but at the same time, all of these items are [[AwesomeButImpractical the most expensive and rarest in the whole setting]], as [[TruthInTelevision iron tools are still a precious and valued rarity]], even among the more developed cultures that trade abroad. Though there are larger villages and some of them are occassionally lightly fortified, there are no towns or urban society yet, no feudalism, no real nobility and no coin currency. It's a setting of fairly advanced cultures, but still largelly a primordial northern wilderness where the only abundant resources are those found in forests and lakes. A player character can own a few iron tools if they want, but can still live a lifestyle not too different from that of the Neolithic or Bronze Age. Due to TheGreatestHistoryNeverTold nature of the chosen setting, many people seem to confuse the game for a medieval one, even though it's better described as set in late prehistory or antiquity, just in the far north. All of the animals and plants appearing in the game also exist in the current world, and any fanciful extinct megafauna is avoided entirely.
Is there an issue? Send a MessageReason:
None


* MedievalPrehistory: Played with, in a more plausible way. This is set in a world inspired by late prehistoric and ancient Scandinavia, so there are already things like swords, mail armour and iron axes, but at the same time, all of these items are [[AwesomeButImpractical the most expensive and rarest in the whole setting]], as [[TruthInTelevision iron tools still a precious and valued rarity]], even among the more developed cultures that trade abroad. Though there are larger villages and some of them are occassionally lightly fortified, there are no towns or urban society yet, no feudalism, no real nobility and no coin currency. It's a setting of fairly advanced cultures, but still largelly a primordial northern wilderness where the only abundant resources are those found in forests and lakes. A player character can own a few iron tools if they want, but can still live a lifestyle not too different from that of the Neolithic or Bronze Age. Due to TheGreatestHistoryNeverTold nature of the chosen setting, many people seem to confuse the game for a medieval one, even though it's better described as set in late prehistory or antiquity, just in the far north.

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* MedievalPrehistory: Played with, in a more plausible way. This is set in a world inspired by late prehistoric and ancient Scandinavia, so there are already things like swords, mail armour and iron axes, but at the same time, all of these items are [[AwesomeButImpractical the most expensive and rarest in the whole setting]], as [[TruthInTelevision iron tools still a precious and valued rarity]], even among the more developed cultures that trade abroad. Though there are larger villages and some of them are occassionally lightly fortified, there are no towns or urban society yet, no feudalism, no real nobility and no coin currency. It's a setting of fairly advanced cultures, but still largelly a primordial northern wilderness where the only abundant resources are those found in forests and lakes. A player character can own a few iron tools if they want, but can still live a lifestyle not too different from that of the Neolithic or Bronze Age. Due to TheGreatestHistoryNeverTold nature of the chosen setting, many people seem to confuse the game for a medieval one, even though it's better described as set in late prehistory or antiquity, just in the far north. All of the animals and plants appearing in the game also exist in the current world, and any fanciful extinct megafauna is avoided entirely.

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''Unreal World'' is a computer role-playing game with {{roguelike}} elements about survival in a mythologized iron-age Finland. The player must struggle against starvation, thirst, dangerous animals, the vicious Njerpez, and greatest of all, the winter. On the other hand, there are many possibilities: building your own log cabin, making a long multi-kilometer fence of traps, raising a hunting party, eradicating enemy villages, and more. It recently became a free donationware game available [[http://www.unrealworld.fi/ at the official website]].

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->''[[{{Tagline}} Into the far north we shall take you... as far as we can by the means of computer role playing.]]''
--> - Opening text in the game and opening narration in the [[https://www.youtube.com/watch?v=MY-_F5W9Usg trailers]]

Developed by Finnish indie team Enormous Elk,
''Unreal World'' is a computer role-playing game with {{roguelike}} elements about survival in a mythologized iron-age Finland. The player must struggle against starvation, thirst, dangerous animals, the vicious Njerpez, and greatest of all, the winter. On the other hand, there are many possibilities: building your own log cabin, making a long multi-kilometer fence of traps, raising a hunting party, eradicating enemy villages, and more. It recently became a free donationware game available [[http://www.unrealworld.fi/ at the official website]].



* EarthDrift: Actually ''inverted'' during the game's long and patient development history. When home-brewn development began in the early 90s, the game had a more typical fantasy setting, but the devs decided to switch to a more original "ancient Finnish wilderness" idea around the mid 1990s. Though this shift was gradual, the game gravitated towards a more realistic, more semi-historical setting already twenty years ago. The setting itself is a FictionalEarth take on Fennoscandia centuries ''before'' the early Middle Ages arrived to that part of the world.
* EdutainmentGame: Not overtly, but [[ShownTheirWork a lot of attention has been payed]] towards a plausible portrayal of Iron Age prehistory in a Finnish-style setting, based on known archaeological and historical evidence. You can learn quite a few things about daily survival and chores in a northern European Iron Age society. Some older versions of the game even saw domestic releases on CD for Finnish libraries and schools, as an interactive learning tool.



* TheGreatestHistoryNeverTold: "Iron Age almost-Finland" is not exactly a common premise for a roguelike, or sim, or any game for that matter. The unique, fairly niche setting and the [[ShownTheirWork devs' great attention to detail]] are part of the game's appeal.



* FantasyCounterpartCulture: Every tribe represents some historical group or region of people living in iron-age Finland. Averted for the Njerpez, who are generic "foreign invaders" and do not represent any specific people.

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* FantasyCounterpartCulture: Every tribe represents some historical group or region of people living in iron-age Finland. The northern cultures and some of the technology (e.g. ''kota'' huts) are inspired mainly by the Sami, the western cultures reflect the more advanced cultures of the old Finnish southwest, and so on. Averted for the Njerpez, who are generic "foreign invaders" and do not represent any specific people.



* TheMarvelousDeer: Yep, great stags are in the game.

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* LowFantasy: Explicitly described as such by its developers, including in official [[https://www.youtube.com/watch?v=Fibxbx31LUs interviews]]. The only overt fantasy element is the fictional geography (though still based on Finland) and some of the MaybeMagicMaybeMundane supernatural elements involving various rituals available to the player.
* TheMarvelousDeer: Yep, great stags are in the game. There are both male and female elks (mooses to North Americans), wild and tamed reindeer.
* MedievalPrehistory: Played with, in a more plausible way. This is set in a world inspired by late prehistoric and ancient Scandinavia, so there are already things like swords, mail armour and iron axes, but at the same time, all of these items are [[AwesomeButImpractical the most expensive and rarest in the whole setting]], as [[TruthInTelevision iron tools still a precious and valued rarity]], even among the more developed cultures that trade abroad. Though there are larger villages and some of them are occassionally lightly fortified, there are no towns or urban society yet, no feudalism, no real nobility and no coin currency. It's a setting of fairly advanced cultures, but still largelly a primordial northern wilderness where the only abundant resources are those found in forests and lakes. A player character can own a few iron tools if they want, but can still live a lifestyle not too different from that of the Neolithic or Bronze Age. Due to TheGreatestHistoryNeverTold nature of the chosen setting, many people seem to confuse the game for a medieval one, even though it's better described as set in late prehistory or antiquity, just in the far north.



** The Runaway Slave starting scenario. All you've got is a few pieces of clothing and a knife. And you start in the middle of a Njerpez camp. Each of them is more heavily armed than you are. Good luck, you'll need it. If that's still not enough for you, try starting it in winter.
** Hurt, Helpless, and Afraid. Same items as the above scenario, only you now also have a random collection of injuries ranging from bruises to broken ribs. Even more so, the Njerpez who did it to you have long since left; unlike the Runaway Slave scenario, where a very skilled player can kill one Njerpez, take his weapon, and use it to eliminate the rest one at a time in order to accumulate the entire wealth of their camp, there is no corresponding guaranteed boon of raiders to raid, even if your injuries permitted it. Best of fortune should you start this scenario in the dead of winter and end up with a bad arm injury.

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** The Runaway Slave "Runaway Slave" starting scenario. All you've got is a few pieces of clothing and a knife. And you start in the middle of a Njerpez camp. Each of them is more heavily armed than you are. Good luck, you'll need it. If that's still not enough for you, try starting it in winter.
** Hurt, "Hurt, Helpless, and Afraid.Afraid". Same items as the above scenario, only you now also have a random collection of injuries ranging from bruises to broken ribs. Even more so, the Njerpez who did it to you have long since left; unlike the Runaway Slave scenario, where a very skilled player can kill one Njerpez, take his weapon, and use it to eliminate the rest one at a time in order to accumulate the entire wealth of their camp, there is no corresponding guaranteed boon of raiders to raid, even if your injuries permitted it. Best of fortune should you start this scenario in the dead of winter and end up with a bad arm injury.


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* ShoutOut:
** Some of the inspiration for the tone of the setting and its mythical and cultural aspects is inspired by ''Literature/TheKalevala'', as well as other collected Finnish myth and folklore.
** One of the available starting scenarios, which has the player starting off with an animal companion, is called "[[http://tolkiengateway.net/wiki/The_Riddle_of_Strider Not All Who Wander are Lost]]". [[spoiler:Fittingly, [[Creator/JRRTolkien Tolkien]] was a big fan of ''The Kalevala'' and Finnish folklore and myths in general.]]


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* SnowMeansDeath: Winter is unsurprisingly the harshest season in the game, and players are encouraged to prepair for it well in advance, stockpiling preservable supplies, building more permanent dwellings with heat sources, etc. Walking in deep snow causes a character to get fatigued more quickly, and just walking outside in the cold for prolonged periods can have repercussions on the character's health. The snow might not kill you by itself, but if you don't have adequate clothing and other survival measures ready, winter can be overbearing and easily weaken your character, until they can no longer struggle on. Even water is harder to come by in winter, as most inland sources of water completely freeze over'' and the player has to create holes in the ice to even access fresh water for drinking or fishing. Forget about robbers, raiders or wildlife being your main enemy in the game - it's the elements, and especially a season like winter !


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* WriteWhatYouKnow: Combined with a healthy dose of CreatorProvincialism, but in ''[[TropesAreNotBad a very smart and positive way]]''. The two devs behind the game, Sami Maaranen and Erkka Lehmus, share a life-long interest in historical crafts and archery, early Fennoscandian history, Finnish archaeology and ethnography, in addition to home-brewn game development. After just a few years of working on the initial StandardFantasySetting version of ''Unreal World'', they decided to change the entire setting in the mid 1990s to a Finnish-themed one, and ever since then, have focused on increasing immersion into the semi-historical Finnish-style setting ever since.
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[[IThoughtThatWas Not to be confused]] with [[VideoGame/{{Unreal}} the FPS series]] created by Creator/EpicGames (or their namesake {{game engine}}s, for that matter).

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[[IThoughtThatWas [[JustForFun/IThoughtThatWas Not to be confused]] with [[VideoGame/{{Unreal}} the FPS series]] created by Creator/EpicGames (or their namesake {{game engine}}s, for that matter).
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[[IThoughtThatWas Not to be confused]] with [[VideoGame/{{Unreal}} the FPS series]] created by EpicGames (or their namesake {{game engine}}s, for that matter).

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[[IThoughtThatWas Not to be confused]] with [[VideoGame/{{Unreal}} the FPS series]] created by EpicGames Creator/EpicGames (or their namesake {{game engine}}s, for that matter).
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* {{Abandonware}}: Gloriously averted. The game was first released in 1992, and still receives regular updates to this day. It even got named the "game with longest update history" in the 2017 Gamer's Edition of the Guinness Book of Records.
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* GoodBadBugs: You can build a door between two water tile and deconstruct it to terraform it into land. The developer decided to leave the bug in.
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* FinnsWithFearsomeForests: You play as an iron-age Finn and get to deal with the fearsome forests.
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Correction.


* SprintMeter: Quite important, as it affects ''all'' skill checks. It is also used up by attacking and dodging.

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* SprintMeter: Quite important, as it affects ''all'' skill checks. It is also used up by attacking and dodging.dodging, and the max value is lowered by any injury.



* WideOpenSandbox: This game doesn't even have quests. You simply are.

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* WideOpenSandbox: This game doesn't even have quests. You simply are.can do pretty much what you want: explore the wilderness, go hunting (active with weapons or passive with traps) or fishing, attack Njerpez, build a house, start a farm, trade with villagers, and otherwise live the life in ancient Finland. In an old version of the game, you could also get married.
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Elaborated.


* BackStab: The opponent has no chance to block/dodge one.

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* BackStab: The opponent has no chance All characters and creatures have a 180° field of vision, and it's impossible to block/dodge one.dodge attacks coming from outside that range.

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Formatting.


* NintendoHard: Hunting - whether animals or Njerpez - takes quite a bit of practice to accomplish without getting killed.

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* NintendoHard: NintendoHard:
**
Hunting - whether animals or Njerpez - takes quite a bit of practice to accomplish without getting killed.

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* CriticalExistenceFailure: [[AvertedTrope Not quite!]] Any damage, including minor cuts and bruises, causes stacking penalties to combat and other actions. Limb damage will inhibit walking or weapon-use. Severe eye damage will actually reduce your field of view until healed. All of this affects your character, but can be exploited on your enemies, too. It's much easier to deliver a killing strike to the head ''after'' a foe's torso is battered a bit, and a game animal will have a difficult time escaping after an arrow has skewered its leg. Damage takes several days and repeated care to heal, and very severe wounds can worsen if mistreated or left alone.



* EyeScream: It's possible to take an arrow in the eye and lose vision in it. Luckily, the game isn't quite so realistic that you can't make a full recovery after a few weeks.



* ImAHumanitarian: Nobody bats an eye at human flesh and fat. The only thing you can't do is skin humans for leather.

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* ImAHumanitarian: Nobody bats an eye at human flesh and fat. The In older versions, this was a laughably easy source of food, as any non-Njerpez alone in the wilderness will not expect the first strike from you. Nowadays, you can only thing butcher a human when you can't do is are legitimately starving to death, and you cannot make human skin humans for leather.into leather or fur.



* VideoGameCrueltyPotential: Nearly as much as in the adventure mode of ''VideoGame/DwarfFortress''.

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* VideoGameCrueltyPotential: Nearly as much as in the adventure mode of ''VideoGame/DwarfFortress''. Provided that your tactics and combat skills are strong enough, nothing is stopping you from slaughtering every peaceful village and nonviolent vagabond you come across, taking their stuff for yourself. One of the more cruel actions is to invite a villager on a hunting trip, just to isolate and kill them without any witnesses. Their home village takes notice of this and are unlikely to offer any additional companions, but their attitude resets after a few months. And there are ''many'' villages spread throughout the map...
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* PracticalCurrency: There is no money in the game, but everything does have a set trade value (invisible to the player) based on rarity and utility. Arrows, good meat, furs, and iron weapons and armor are the items most desired by NPCs. An enterprising player can also construct dozens of "[[http://unrealworld.wikia.com/wiki/%22Käpälälauta%22-fox_trap käpälälauta]]" fox traps, as their only material component comes from any large tree.

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* PracticalCurrency: There is no money in the game, but everything does have a set trade value (invisible to the player) based on rarity and utility. Arrows, good meat, furs, and iron weapons and armor are the items most desired by NPCs.[=NPCs=]. An enterprising player can also construct dozens of "[[http://unrealworld.wikia.com/wiki/%22Käpälälauta%22-fox_trap käpälälauta]]" fox traps, as their only material component comes from any large tree.

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* PracticalCurrency: There is no money in the game, but everything does have a set trade value (invisible to the player). Therefore, good meat, fox furs, and in desperate situations the "[[http://unrealworld.wikia.com/wiki/%22Käpälälauta%22-fox_trap käpälälauta]]" fox traps are the main units of exchange.

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* PracticalCurrency: There is no money in the game, but everything does have a set trade value (invisible to the player). Therefore, player) based on rarity and utility. Arrows, good meat, fox furs, and in desperate situations iron weapons and armor are the items most desired by NPCs. An enterprising player can also construct dozens of "[[http://unrealworld.wikia.com/wiki/%22Käpälälauta%22-fox_trap käpälälauta]]" fox traps are the main units of exchange.traps, as their only material component comes from any large tree.
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* GoodBadBugs: You can build a door between two water tile and deconstruct it to terraform it into land. The developer decided to leave the bug in.

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Changed: 102

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* FantasyCounterpartCulture: Every tribe represents some historical group or region of people living in iron-age Finland.

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* FantasyCounterpartCulture: Every tribe represents some historical group or region of people living in iron-age Finland. Averted for the Njerpez, who are generic "foreign invaders" and do not represent any specific people.


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* PantheraAwesome: The Lynx can be quite dangerous if cornered or provoked, and wounds caused by their claws have a nasty tendency to bleed. However, this is nothing compared to the earlier versions of the game, where it was by far the most dangerous animal in the game, was very aggressive, and could kill most characters with just 1-2 hits.
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** Hurt, Helpless, and Afraid. Same items as the above scenario, only you now also have a random collection of injuries ranging from bruises to broken ribs. Even more so, the Njerpez who did it to you have long since left; unlike the Runaway Slave scenario, where a very skilled player can kill one Njerpez, take his weapon, and use it to eliminate the rest one at a time in order to accumulate the entire wealth of their camp, there is no corresponding guaranteed boon of raiders to raid, even if your injuries permitted it. Best of fortune should you start this scenario in the dead of winter and end up with a bad arm injury.
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[[IThoughtItMeant Not to be confused]] with [[VideoGame/{{Unreal}} the FPS series]] created by EpicGames (or their namesake {{game engine}}s, for that matter).

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[[IThoughtItMeant [[IThoughtThatWas Not to be confused]] with [[VideoGame/{{Unreal}} the FPS series]] created by EpicGames (or their namesake {{game engine}}s, for that matter).
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[[IThouhtItMeant Not to be confused]] with [[VideoGame/{{Unreal}} the FPS series]] created by EpicGames (or their namesake {{game engine}}s, for that matter).

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[[IThouhtItMeant [[IThoughtItMeant Not to be confused]] with [[VideoGame/{{Unreal}} the FPS series]] created by EpicGames (or their namesake {{game engine}}s, for that matter).
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[[IThouhtItMeant Not to be confused]] with [[VideoGame/{{Unreal}} the FPS series]] created by EpicGames (or their namesake {{game engine}}s, for that matter).
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** The Runaway Slave starting scenario. All you've got is a few pieces of clothing and a knife. And you start in the middle of a Njerpez camp. Each of them is more heavily armed than you are. Good luck, you'll need it. If that's still not enough for you, try starting it in winter.
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* BackStab: They always automatically hit.

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* BackStab: They always automatically hit.The opponent has no chance to block/dodge one.



* PracticalCurrency: There is no money in the game, but everything does have a set trade value (invisible to the player). Therefore, good meat, fox furs, and "[[http://unrealworld.wikia.com/wiki/%22Käpälälauta%22-fox_trap käpälälauta]]" fox traps are the main units of exchange.

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* PracticalCurrency: There is no money in the game, but everything does have a set trade value (invisible to the player). Therefore, good meat, fox furs, and in desperate situations the "[[http://unrealworld.wikia.com/wiki/%22Käpälälauta%22-fox_trap käpälälauta]]" fox traps are the main units of exchange.
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* CallToAdventure: You can give this to others, especially sages.

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* CallToAdventure: You can give this to others, especially sages.others (a generous amount of food helps sweeten the deal).

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