
3079 is a futuristic, open-world action first-person role playing game. All areas, buildings, items, quests and characters are randomly generated. You will find unique lands & challenges. I hope you enjoy it!
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
we need chinese, cloud save, Ach. 202211下,t a o宝,支付宝红包,杉果,本平台,本平台充值折扣掉卡,indie gala,fanatical,humble,daily indie game,loot boy,它处自定义包入的本体约3元。爱人如己,目前就这,看以后追评。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
3079 -- Block Action RPG, developed and published by Phr00t’s Software, is an ambitious sandbox experience that attempts to merge multiple genres into a single procedurally generated world. It blends elements of first-person shooters, RPG progression, and voxel-based exploration into a game that prioritizes freedom above all else. From the moment you begin, it becomes clear that the game is less about guiding the player through a structured journey and more about dropping them into a system-driven environment where experimentation and self-direction take center stage. The core appeal lies in its open-ended design. Players are placed on a hostile alien planet where factions are in constant conflict, and nearly every aspect of the world—from terrain to enemies to missions—is generated dynamically. This procedural approach ensures that no two playthroughs are exactly the same, offering a sense of unpredictability that can be compelling, especially in the early stages. Exploration becomes a central activity, as players move through deserts, mountains, and other biomes in search of loot, objectives, and opportunities to grow stronger. However, while the scale of the world is impressive, the lack of handcrafted detail can make environments feel repetitive or lacking in meaningful distinction over time. Combat is handled from a first-person perspective and incorporates a mix of shooting mechanics and movement-based abilities. Players have access to tools like jetpacks and grappling hooks, which add verticality and flexibility to both traversal and combat encounters. These mechanics can create moments of excitement, particularly when navigating large groups of enemies or escaping overwhelming situations. Despite this, the combat system itself is relatively straightforward, with enemy behavior that often feels predictable and encounters that lack variety. As a result, while the action is functional and occasionally engaging, it does not consistently evolve in a way that sustains long-term interest. A significant part of the gameplay loop revolves around collecting and upgrading gear. Weapons and items are generated with randomized attributes, encouraging players to continuously search for better equipment. This loot-driven progression system provides a sense of advancement, but the differences between items are often incremental rather than transformative. Over time, this can make the pursuit of new gear feel more like a numerical upgrade cycle than a meaningful change in playstyle. The game also includes light building mechanics, allowing players to modify the environment or construct simple structures. While this adds another layer to the sandbox experience, it is not as developed as the other systems and often feels secondary to exploration and combat. Similarly, the quest system provides objectives to follow, but these tasks tend to be repetitive and lack narrative depth, reinforcing the game’s reliance on systems rather than storytelling. Visually, 3079 adopts a blocky, voxel-based style that supports its procedural generation but also highlights its limitations. The environments are functional and colorful, but they lack the detail and variety needed to create a strong sense of immersion. Character models and animations are similarly simple, contributing to an overall presentation that feels rough and unpolished. Technical issues, such as inconsistent performance and awkward controls, further emphasize the game’s indie nature and can detract from the experience. What defines 3079 most is the gap between its ambition and its execution. It offers a wide range of systems and a level of freedom that is impressive for a small-scale project, but many of these elements feel underdeveloped or loosely connected. The game does not provide much direction, leaving players to figure out its mechanics and objectives on their own. For some, this open-ended approach can be appealing, creating a sense of discovery and experimentation. For others, it can lead to confusion and a lack of motivation to continue. Despite its shortcomings, there is a certain appeal to the game’s experimental nature. It feels like a project driven by ideas and creativity rather than strict design constraints, and this gives it a unique character that sets it apart from more polished titles. Players who enjoy sandbox experiences and are willing to tolerate rough edges may find moments of enjoyment in its exploration and freedom. In the end, 3079 -- Block Action RPG is a game that stands out more for what it attempts than for what it ultimately achieves. It presents a compelling concept—a procedurally generated world filled with endless possibilities—but struggles to fully realize that vision in a cohesive and refined way. It is best approached as an experimental indie title that offers a glimpse of potential, even if it falls short of delivering a consistently engaging experience. Rating: 6/10
3079 feels like a proof of concept. It's a procedurally generated "RPG" that has far too few variables to make that procedural generation meaningful. But let's step back for a moment. 3079 takes place on a planet consumed by war. Two factions have been fighting endlessly for seemingly no reason and it is your mission to figure out why and stop it. Who you are is never explained, nor is it explained why some galactic entity would care to intervene in a terrestrial war or why they would do so by sending in a single poorly equipped soldier. Once you arrive on the planet you realize that you have been cut off from communicating with HQ due to the actions of an army of demons that seemingly are the root cause of the planet's issues. So your mission is to destroy these demons. I'll admit to never actually destroying said demons so I can't tell you if that is the entire game or if more happens afterwards. On the planet you join with the humanoid faction and take on quests for their leaders. These quests are technically procedurally generated but they are so basic and pull from such a small pool of variables that it would be more accurate to say that there are about 5 quests that you simply repeat the entire game. The larger problem here is that the rewards are also random as are limitations like being unable to kill anyone. If you don't happen to like any of the variables you simply have to wait for a new quest to pop up or find another quest giver. This is infuriating as all quest givers (and all characters for that matter) look identical and have no names. So finding a quest that gives you whatever item it is you need to progress can be a nightmare. Of the 7 hours I played this game, five of them were spent trying to get a quest giver to reward me with the demon slaying sword you need to beat the demons. You cannot beat the game without it and there is no indication which of the randomly spawning (and unspawning) quest givers will give you the sword. After 5 hours of making no progress I eventually restarted the game and in 15 minutes had the sword I needed. So to summarize, the random elements this game is so proud of lead to boring, samey quests that can take hours to give you the items you need. Some of these items can also be purchased at shops but shopkeeper spawns are also random. Sometimes the only shopkeepers are fighting on the frontline of the war and combat does not stop while you are in a shop. Plus, again, all shopkeepers look identical and are not named, so good luck figuring out which shopkeepers you have checked in with and which you haven't. And of course their random inventories could mean that none of the shopkeepers have the item you need and so you just have to walk around killing enemies waiting for the current group of shopkeepers to be killed so a new batch can spawn that might have the items you want. 3079 also allows you to build and destroy blocks like in Minecraft but there is no crafting system and I could not for the life of me find any real benefit to mining or building, especially considering your efforts would be quickly demolished by the ever ongoing war. Lastly, you have your stats and skills, which are improved through use, The Elder Scrolls style. You do not gain new skills as the game progresses, only level up the skills you have. So just play the game and level up while your enemies do the same. Pointless. I am moving on now to try 3089. Let's hope the developers used their experience making this proof of concept to allow them to actually make a fully featured game.
Ну ♥♥♥ знает, не моё.
Not working. My rating 0/10, not recommended.
I remember buying this when I had a broke highschooler laptop because I could run so few games. The game itself I still do not understand but something about it kept me playing (I have ~74 on my other account)
Not that i care but the games broken for me. played it many years ago and it was...pretty bad
Que merda de jogo é esse
Good game , well played. Thanks!
3079 feels like it is a prototype more than a complete game. The procedural generation is serviceable until the two faction's buildings get placed feet from one another. The destructible environments are interesting until the map is a bomb-pecked ocean. Losing an item on death is a horrible punishment as it can strip away the best item in the inventory, meaning more time spent grinding quests or boxes to make enough credits. Improving stats by failing actions involving them is a terrible way to gain stats. It results in mindless grinding.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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