
Between the radiation and everything else, I did not have anyone to spare to send into the Wasteland, which subsequently meant I did not have any items to sell.

The lack of water led to widespread radiation poisoning, reducing all Dweller HP down to 50% and zeroing out their happiness.Īt that point, I did not have enough Caps to build more Water Treatment rooms, and Caps themselves are a resource that is only gained from A) Wasteland exploring, B) selling items, C) Rushing rooms, or D) spontaneously when collecting other resources. I did not think I was expanding too quickly, but my glee at having a one-man repopulation strategy (mainly because it amused me) backfired when six, resource-consuming kids suddenly materialized. It is also entirely possible that you enter a depressing death spiral from which there hardly seems to be any escape. String enough of these events along – including tapping Dwellers to level them up, rearranging room makeups, planning ahead, etc – and you can legitimately play for 30 minutes or more at a time. A Gold Mine in Clash of Clans might take 12+ hours to fill to capacity, for example, but a fully-staffed room in Fallout Shelter might be ready to be clicked in four minutes or less. It features the construction of resource rooms and trying to maintain certain levels of supplies, but the timers themselves are generally incredibly short. In the broad genre that is time management games – in which I place all apps that feature activity timers – Fallout Shelter attempts to ride the line between time management and “normal” games.

That room was so busy that I’m not surprised it burst into flame.
