When I first woke up on that desolate planet in The Alters Act 1, I didn’t know if I’d survive. What I did know is the cloning chamber wasn’t just a tool — it was a lifeline. One by one, I created my Alters team that would carry me through the storm. Each alter had a purpose, a personality, and a price. Together, we built something bigger than survival.
Mechanic: The First Spark or Electrical Fire?

Strengths:
- High durability and repair speed
- Efficient with resource usage
- Unlocks early infrastructure and power systems
Weaknesses:
- Limited scientific aptitude
- Struggles with complex diagnostics
- The Scientist lol
Personality:
Pragmatic, grounded, and quietly loyal. The mechanic was the first alter I created — not flashy, but essential. He didn’t talk much, but his actions spoke volumes. He kept the base running when everything else was falling apart. Was my the first run through with the “you are a clone” spiel. We bonded over Perogies to help him get over it.
As time went by, he became quite moody and always wanted the creature comforts. He asked for a dormitory to sleep in, social space to unwind and he even asked for a day off. As I reached Act 2 and 3, he seemed to complain more and more, no matter what I did. I even built him a holographic park and still he rebelled.
Scientist: The Mind Behind the Curtain, Smartest Guy in the Room

Strengths:
- Unlocks advanced research and upgrades
- Boosts efficiency of other alters
- Critical for implant development
Weaknesses:
- Physically fragile
- Prone to overanalyzing under pressure
- Knows he’s the smartest one and likes to remind us all
- All work and no fun, well mostly
Personality:
Analytical, curious, and slightly aloof. He was the one who asked questions no one else thought to ask — and found answers that changed everything. The implants? His project. Risky, yes. But without him, we’d never have reached the level of precision we needed.
He also helped me unravel the anomalies and how we could use them to our advantage. Turns out he’s a bit of an artist too. Had him create a tattoo for our doctor. Yeah we all bonded like that.
Miner: The Pill Popping, One Armed Man

Strengths:
- High resource yield
- Can operate in hazardous zones
- Unlocks deeper excavation paths
Weaknesses:
- Low stamina
- Pain killer addiction
- Phantom arm pain
- Vulnerable to environmental hazards
Personality:
Gruff, stubborn, and fiercely independent. He didn’t care much for strategy — just handed me the raw materials and disappeared into the dust. But when the base needed rapidium, he was the one who dug deeper, faster, and harder than anyone else.
It came at a cost though. In his mind record, he believed he lost his arm in a mining accident. The cloning process gave him 2 arms, but the one always had pain. He ended up addicted to pain killers and kept getting into accidents. When I took them away, he promptly cut his arm off. That’s when I knew I needed a doctor.
Refiner: The Alchemist Doubling my Resources

Strengths:
- Converts raw materials with minimal waste
- Unlocks advanced crafting recipes
- Boosts production speed
Weaknesses:
- Requires constant input
- Easily overwhelmed by multitasking
- A bit of a workout obsession
- Is that a man bun?
Personality:
Meticulous, perfectionist, and a bit neurotic. He treated the refinery like a sacred temple — every batch had to be flawless. He clashed with the miner often, but together they formed the engine of our survival. Without him, the arks would’ve remained a dream.
His hippie dippie ways did help me sort out the miner’s mental issues to solidify the team.
Doctor: The Quiet Guardian and Great Cook

Strengths:
- Heals injuries and boosts morale
- Prevents clone degradation
- Critical during high-risk missions
- Doubles as an efficient cook
Weaknesses:
- Limited operational range
- Passive role in resource gathering
- Would rather die than doing something immorale
Personality:
Empathetic, calm, and deeply observant. He didn’t speak unless necessary, but when he did, it was always the right words. He kept the team alive — not just physically, but emotionally. When the implants started taking their toll, he was the one who kept us grounded.
After the miner’s arm mishap, we didn’t have any major injuries so his cooking skills were key. It was also his idea to build a tattoo machine, because why not?
Botanist: The Roots of the Base and the Veggies

Strengths:
- Generates sustainable food
- Improves environmental stability
- Unlocks bio-upgrades
Weaknesses:
- Slow production cycle
- Vulnerable to contamination
- Way too in touch with his feelings
Personality:
Gentle, optimistic, and quietly rebellious. He believed in life beyond survival — in beauty, in growth. His greenhouse became a sanctuary. When morale dipped, he reminded us what we were fighting for. He was the last alter I made, and maybe the most important.
The Alters Implant Gamble

Using the implants was a turning point. They amplified our strengths, but they came with a cost — physically, mentally, ethically. The scientist warned me. The doctor monitored us. But once we saw the results, we couldn’t go back.
Every alter became sharper, faster, more capable. We became a machine — and I was the conductor. For me, it was just a morally better choice than creating some clone husk to harvest parts from. The Miner and Technician absolutely hated it though. Big brother implant made them paranoid.
The Four Rapidium Arks

Building four rapidium arks wasn’t just a feat — it was a statement. Each one represented a backup plan, a future, a refusal to be cornered. The miner and refiner worked overtime. The mechanic kept the systems humming. And I oversaw it all, watching the pieces fall into place like a symphony of survival.
With the corporation responsible for my rescue obviously only interested in Rapidium, I figured striving for more gave me more leverage. In the end, it helped me secure a “good” ending.
The Good Ending: Hiding the Alters and Taking the Blame

When the final decision came, I chose to hide the alters. They weren’t just tools — they were people. Flawed, brilliant, and real. Sarah and Lucas helped me cover our tracks, shield the chamber, and secure the arks. We didn’t broadcast our victory. We protected it and the Alters all more than earned it.
The world may never know what we did. But the alters are safe. The arks are ready and helping even smaller businesses. Plus, I walk away knowing we didn’t just survive or bend to the corporate will, we chose who we became.
My Journey Through the Alters the Game

The Alters isn’t just a game about cloning. It’s a game about identity, sacrifice, and the blurry line between utility and humanity. My team wasn’t perfect. But they were mine. And together, we built something worth remembering. It wasn’t just about gathering resources, it was about balancing the Alter’s wants and needs.
Limited materials meant I could only build, research or manufacture so much at a given time. The Alters helped a ton, but tough choices were made. This is not a game for someone that wants all the upgrades in a single playthrough.
That is where the game really stuck with me. Making tough choices knowing it would anger other Alters was part of the appeal. Hard choices led to great rewards. Hopefully my ever expanding backlog will eventually allow me to do another The Alters playthrough, so I can clone the Alters I have yet to meet.