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Alaska Gold Fever: Bandits Lets You Take Over a Moonshine Business From Rival Outlaws

Writer: Niels Gys
Niels Gys
22 minutes ago
5 min read

Alaska Gold Fever: Bandits launched on September 25, and suddenly this wholesome-looking gold mining game has become considerably more interesting.


Because yes, you can take over a moonshine operation from rival bandits and run it yourself.


You gather ingredients, process and ferment them, distil alcohol and develop the business. There are also new territories, mines, outlaw camps, quests and armed encounters.


So somewhere between panning for gold and chopping wood, Alaska Gold Fever apparently decided the natural next step was organised crime.

I approve of this career development.



If taking over an illegal moonshine operation has awakened something financially irresponsible in you, Best Crime Games has considerably more ways to become a public nuisance from the comfort of your chair.



The moonshine business is the interesting bit

Bandits themselves aren't particularly remarkable.

Games are absolutely stuffed with bandits. Usually they're just ordinary enemies who have discovered leather waistcoats and unemployment. You shoot them, loot fourteen bullets and possibly an onion, then continue whatever heroic nonsense you were doing before they rudely interrupted.


The moonshine operation changes things.

You don't merely discover a criminal business. You can take it over.

And once you do, it becomes an actual production operation. Ingredients need gathering or growing, then processing, fermentation and distillation follow. The business can apparently be rebuilt and developed further afterward.

That is much more interesting to me than simply adding another collection of men who become hostile when you enter a postcode.


Because now you're doing something with the criminal economy.

You arrive.

There are bandits.

They own an illegal alcohol operation.

This situation is resolved in your favour.

You are now management.

Presumably there isn't an HR department because you shot them.


The thing I like about this is that it gives the criminal element some mechanical purpose. You're not an outlaw because the story tells you that outlaws exist somewhere nearby. Their business becomes part of what you do.

That's the difference.




It hasn't turned into a full crime simulator

Before we start calling this Breaking Bad: Yukon Edition, there are limits.

Most of Bandits still appears to involve fighting criminals rather than actually becoming one.

The DLC adds new areas, bandit camps, additional mines and quests built around their growing influence. Combat is naturally part of that, and defeated bandits can give you ammunition and gold.

Useful.

Although stealing ammunition from dead criminals before stealing their alcohol business does make the protagonist's moral position increasingly difficult to explain at dinner.


What we haven't seen is evidence of a proper outlaw ecosystem around the moonshine operation.

There's no confirmed police pressure. No wanted system attached to the business. No smuggling network. No protection rackets. No criminal organisation to manage. Nobody appears to arrive on Tuesday morning demanding their cut because Uncle Jimmy controls distribution north of the river.

Perhaps none of that matters.


The moonshine business can still be fun without the game requiring you to become Alaskan Pablo Escobar.

But it does mean the criminal fantasy is fairly specific: you take a business from criminals and operate it.

Which, frankly, is already considerably more interesting than "here is another bandit camp, please murder everyone until the compass stops flashing."


Two masked bandits run along abandoned mine tracks outside a forested mine entrance in Alaska Gold Fever: Bandits.

Running stolen businesses is one thing. Sometimes you want to stop pretending you're remotely redeemable. Games Where You Play As The Villain is where the moral paperwork gets shredded properly.



How deep does the moonshine business actually go?

This is the question now.

The production chain sounds good.

Ingredients. Processing. Fermentation. Distillation. Development.

There's enough there that the distillery could become a proper side business where you start thinking about production, supplies and expansion instead of simply pressing E beside something brown until moonshine happens.

But we don't know how far it goes yet.


Does the business keep developing?

Are there meaningful upgrades?

Does ingredient supply become something you actually need to manage?

Is producing moonshine profitable enough to matter?

Can parts eventually be automated?

Does the business remain relevant after its quests are finished?


Because there's a huge difference between a management system and a quest pretending to be one.

If I'm rebuilding an illegal distillery, improving production and gradually turning it into a reliable source of income, brilliant. That's exactly the sort of strange little criminal economy CRIMENET keeps finding interesting.


If I make six bottles because Cowboy Dave needs them for Quest #14 and then never think about the place again, considerably less exciting.

Dave can distil his own bloody alcohol.



The rest of Alaska Gold Fever is becoming more business-heavy too

Bandits launched alongside the free Homecoming Update, which also pushes Alaska Gold Fever further toward ownership and management.

Homecoming adds family-related content, expands the sawmill and introduces another shop/business layer.

That makes the moonshine operation more interesting in context.


This game started from the fairly straightforward fantasy of going to Alaska, digging around and hopefully becoming rich enough that you no longer have to dig around.

Now you're running businesses.


One happens to manufacture illegal alcohol acquired through frontier diplomacy.

Fine.

But there's clearly a broader movement here from doing every job yourself toward actually owning and developing things.

And I like that.


Mining games can easily trap you in the same bizarre economic situation many management games eventually create, where you're supposedly a wealthy industrialist but you're still personally carrying three planks across a yard because apparently hiring Kevin would destroy the company.


Business systems give progression somewhere else to go.

The moonshine operation just happens to arrive with firearms.


Player holding a large moonshine fermentation pot inside a rustic distillery with barrels and stills in Alaska Gold Fever: Bandits.

Prefer your criminal acquisitions with vaults, getaway plans and substantially fewer fermentation barrels? Best Heist Games has the next collection of catastrophically bad career choices waiting for you.



Is Bandits worth buying?

Too early to say.

The DLC launched at $8.99, and there simply isn't enough evidence yet to decide whether the new territory, quests, combat and moonshine operation justify that price.


The initial Steam review sample is tiny. At launch there were only a couple of reviews. Both positive, which is nice, but two people isn't community consensus.

Two people is a lift conversation.


The base game itself currently has a much larger body of generally positive Steam feedback, although it has also been criticised for grind, bugs and performance problems. The developers have continued patching it, including optimisation work around the release of Bandits.


So I'm much more interested in what happens over the next few days.

If players discover that the moonshine operation has real progression, useful profits and enough management depth to become something worth maintaining, Bandits suddenly becomes a fascinating little addition to the criminal-business corner of gaming.


If it's mostly a questline with several barrels attached, then we have merely discovered the world's most elaborate pub renovation.


Either way, Alaska Gold Fever has gone from mining simulator to a game where you can remove an outlaw gang from its property and assume control of alcohol production.

Somewhere, a bank manager is updating your business category.



FAQ

What does the Alaska Gold Fever: Bandits DLC add?

It adds new territories, mines, bandit camps, armed encounters, quests and a moonshine business you can take over and develop.


Can you run a moonshine business in Alaska Gold Fever?

Yes. The DLC lets you acquire a bandit-controlled distillery, gather ingredients, ferment them and distil moonshine.


Is Bandits a full crime simulator?

No. The criminal-business angle is real, but there is no confirmed wanted system, smuggling network or full outlaw-management system.


How much does Alaska Gold Fever: Bandits cost?

The DLC launched at $8.99 on Steam.


Is Alaska Gold Fever: Bandits worth buying?

It is still too early to give a proper verdict. The moonshine system looks promising, but there is not yet enough evidence about its depth, profitability or longevity.

   

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

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Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

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I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

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Not here.

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CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.​

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I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

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Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

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Think less "trusted reviewer."

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More "your inside man in the digital underworld."

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I'm not here to save the world.

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I'm here to tell you which crimes are worth committing. 🤘

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