I Destroyed Every Enemy I Encountered and I Regret Nothing – Ancestors: The Humankind Odyssey

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A caveman with a sharpened stick just declared war on the entire jungle food chain.

IGP’s third installment of his Ancestors: The Humankind Odyssey playthrough drops any pretense of peaceful evolution and turns into a straight-up predator hunt. Ten million years deep into the African jungle, the YouTuber stops running from danger and starts starting fights with it, arming his hominid with sharpened sticks and altered stones to take down anything that so much as rustles a bush. The video’s title says it all: every enemy encountered, every enemy destroyed, zero regrets.

  • The video is Part 3 of IGP’s Ancestors: The Humankind Odyssey series, covering Panache Digital Games’ survival title that launched on PC via the Epic Games Store on August 27, 2019.
  • IGP uses crafted weapons — sharpened sticks and altered stones — paired with the game’s QTE-driven combat prompts to kill rather than dodge threats like the saber-toothed Machairodus, rock pythons, and hyenas.
  • The episode covers clan management, expanding the neuronal tree’s combat pathways, and inspecting/eating fallen enemies for nutritional value while clearing predators from the clan’s home territory.

From Prey to Predator

Patrice Désilets’ design for Ancestors has always leaned on fear as a mechanic — new players are meant to flinch, flee, and hide from the jungle’s wildlife before they ever think about fighting back. IGP flips that script almost immediately in Part 3, treating every predator encounter as an opportunity rather than a threat to escape. Instead of climbing to safety when a Machairodus prowls into view, he stands his ground and lets the game’s timing-based combat system decide the outcome.

That shift matters mechanically. Ancestors gates progress through its neuronal pathway system, and combat proficiency is one of the trees IGP actively grinds in this episode. Every successful kill, counterattack, or QTE-timed retaliation feeds back into unlocking new behaviors for the clan, which is the entire hook of his aggressive approach — violence isn’t just survival here, it’s advancement.

Weapons of Choice in the Jungle

The arsenal on display is deliberately primitive. Sharpened sticks function as stabbing weapons against larger threats, while altered stones give IGP something to throw or swing when a python coils up nearby. Neither weapon is subtle — they’re the raw, early-game tools Ancestors hands players before any tool-crafting tree gets fleshed out further.

I Destroyed Every Enemy I Encountered and I Regret Nothing.

That line, pulled straight from the video’s title, is the whole thesis of the episode. IGP doesn’t treat the saber-toothed cat, the rock pythons, or the hyenas as obstacles to route around — he treats them as target practice for a combat system he’s determined to master.

Clearing the Territory

Beyond the kill count, the episode is really about territory control. IGP methodically works through the immediate area surrounding his clan’s home base, picking fights with resident predators specifically to open up safer ground for the hominids to forage and expand. After each confrontation, he inspects and consumes the fallen enemy, tapping into the nutritional value system that rewards players for using a kill rather than just walking away from it.

It’s a loop that Ancestors rewards on multiple levels — safer territory, fuller bellies, and unlocked neuronal nodes all come from the same aggressive playstyle. For a game that spends its early hours teaching caution, watching IGP weaponize that same environment against its own wildlife is the clearest sign yet of how far the clan has come by Part 3.

Part 4 is presumably where that expanded territory gets put to use — more clan members, more nutrition banked from those kills, and, if the pattern holds, a lot more jungle wildlife regretting they ever crossed IGP’s hominid. For anyone chasing a different flavor of open-world survival in the meantime, Stranded Deep and BioMutant scratch a similar itch without the prehistoric body count.

4.5 Total Score

User Rating: 4 (3 votes)
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