They Are Billions: Steampunk, Colonialism and the Undead

They Are Billions in its current incarnation does little in the way of history-building. The world is as it is on first launch, consumed by the ever-present hordes of zombies that roam the earth’s surface in a state of constant hunger. It is, most importantly, empty: completely stripped of human inhabitants. The setting pits steampunk colonists against the ravenous horde, each side with a single-minded goal to maintain a foothold on the land itself.
Each level of They Are Billions begins the same. You have five small military units and one command center, placed randomly on a procedurally generated map. There is one defined goal in the game: to survive. There is a secondary goal that becomes immediately clear in the first few moments. Survival comes with security, and security requires land.
The game swiftly teaches a player that maintaining dominance over physical land is one of the most powerful tools at your disposal. Forests and stone veins may allow for resource acquisition, yes, but they must first be added to the power grid (extended by Tesla Towers from the initial command center) and then developed on by a resource-gathering building.
These buildings require colonists to staff them, so a diligent player will place down colonist dwellings in whatever spaces they can, to acquire enough colonists in order to staff the next resource-gathering building. The building then generates a trackable resource on a set timer. But there’s a threat—a zombie horde uncomfortably close to the north. A wall is necessary. But walls require wood, so a sawmill is necessary, so more colonists are necessary—and so on.
The underpinning of all of these mechanics is the tension of being underequipped in a strange land. The colonizing force that players control is, more often than not, overwhelmed by the horde at the end of a game. The colonizer is removed by force.
They Are Billions, either consciously or subconsciously, recalls the most basic of steampunk influences, the Victorian Era of England. To be sure, there are also zombies, and robots, and a few pieces of anachronistic technology and weaponry, but the game sticks not just to the look of Victorian England, but the attitudes. Chief among them, of course: colonialism.