That’s all fair enough criticism. The game actually has quite a bit of depth, like a crapton of pal active/passive/partner skills that you can carefully strategize, synergize, and breed them with. But the game itself does a shit job of explaining any of that to you — I had to play the whole time with a Claude window next to the game, asking it how the mechanics worked. It’s not quite as complex as something like Path of Exile, but it’s up there, especially compared to other survival games with much simpler mechanics. By the time you get to level 40 (halfway to the max), you’ve only been exposed to maybe like 20% of the actual game systems.
For example, it turns out there is a passive “Mercy Hit” skill that makes your pals not kill enemies, just bring them down to 1 hp so you can more easily capture them (like the “Mercy Ring” for PC players). Except you don’t see that passive until pretty late in the game, there’s no tutorial about it, and it doesn’t always work… some pals have primary attacks with their own DoTs, which bypass that mercy hit skill altogether. Whether that’s a bug, or just part of the general jank of the game, I don’t know. And there’s a LOT of jank in the game. I guess that’s what you get with a small indie studio turned overnight global sensation. A lot of breadth, quite a bit of depth, minimal polish.
Then it gets much more numbers-dense later on, as you basically start running multiple factory bases to optimize a statistics-based genetics breeding program to create your pal super-soldiers… it’s quite the tonal shift in the game, from happy-go-lucky Zelda-esque exploration and adventure into Satisfactory-lite + spreadsheets. And if all that is too much math and you don’t want to engage with those subsystems at all… then you’re left with a rather shallow, below-average run-and-gun survival-platformer. The pals are really the meat of the gameplay, and without them, the rest of the systems are mediocre at best.
Still, Palworld was the #1 Steam top seller for a while after its release, sold 30+ million copies, and hit 2 million concurrent players. It’s still the #4 global top-seller. It has to be doing something right, I guess. Maybe it finally scratched that Pokemon itch for Millennials and Gen Z? Everyone I know who actually played pokemon says this is how they wish the real pokemon games would’ve been. I dunno, since I never cared about those things.
It’s not a game for everyone, that’s for sure. It takes dozens of hours (and many external websites and AI references) to really get familiar with the game systems, and if you don’t like complex ARPG-survival games with low polish and hi jank, it will just be confusing and frustrating, kinda like how Ark and Valheim were upon their initial release. Shrug. Comes with the genre, I guess?