Eco’s player-driven economy let me create a financial meltdown

In the last week of my life in the survivalist civilization simulator Eco (which is out now in Early Access on Steam for $30), I attempted to destroy the friendly bartering/communist ecosystem that was keeping me and a dozen other players fed and advancing through the sim’s various skilltrees. I was of the opinion that we needed capitalism. The profit motive, you see, would encourage people to work toward larger goals instead of their personal projects. Maybe that will still happen, but for now, my capitalist dream has led to bickering, greed, and a financial crisis. And I’ve decided to destroy my currency’s value in response.

For anyone looking for a shortcut explanation of Eco, it’s Minecraft with a lot more systems. Developer Strange Loop Games created it partially as an educational experience about the effects humans have on the planet, so Eco models pollution, wildlife populations (our hunting has almost driven multiple species to extinction), and plant populations. These systems are interdependent, so if you cut down a forest, you’re going to damage some animals that rely on the trees for food. We’re still relatively early on, so as long as we practice a sliver of moderation, we can’t do too much permanent damage.

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