
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 →
Media

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
I played through, start to finish, in just under 6 hours. I enjoyed the game though. There's not much to it, and it doesn't hold your hand, but progress is intuitive and balanced. I didn't read any guides, and just figured it out as I went. It wasn't any better or worse than I was expecting from a budget indie game. I feel like a lot more could've been done with the game, but it is what it is.
[h1]3079 – A Rough, Strange and Surprisingly Addictive Sandbox RPG[/h1] [i]I have been gaming since the 1980s, have played thousands of games across PC and consoles, and have written close to 500 Steam Curator reviews. Steam shows nearly 74 hours for me in 3079, so this is not a case of judging it after twenty minutes. I have spent enough time with it to understand both why some players love it and why others immediately give up.[/i] [hr][/hr] [h2]Not Minecraft with guns[/h2] The first impression is a procedurally generated block world viewed from first person, but the actual structure is closer to a strange mix of an action RPG, Borderlands-style random loot and an experimental sandbox shooter. You are dropped onto a planet trapped in a permanent war between factions. You begin allied with one side, but your reputation can change, and it is possible to turn against your original allies. A third threat, the demons, attacks everyone and requires special equipment to defeat. The world, buildings, characters, items and quests are generated. Difficulty rises as you travel farther from the starting area, but equipment also becomes stronger. The main loop is simple: explore, fight, collect weapons, sell unwanted gear, improve skills and move into more dangerous regions. It is a game driven by systems rather than carefully scripted scenes. [h2]Loot, skills and progression[/h2] Weapons and equipment have different values, colours, weight limits and statistics. Finding a stronger rifle, shotgun, sword, launcher, grappling hook or anti-gravity pack can noticeably change how you play. There is no conventional ammunition system. Weapons use energy, and stronger equipment requires more of it. This is unusual, but it creates one of the largest balance problems. Early weapons can drain energy so quickly that combat becomes slow, while enemies may recover before you are ready to fire again. Skills improve through use. Firearms increase by shooting, engineering helps with upgrades, charisma affects followers, camouflage supports stealth, and other skills cover mining and stealing. Some advancement methods are repetitive or counter-intuitive, making progression feel more like exploiting a system than naturally developing a character. Death is also punishing because you lose a random item. Losing ordinary loot is manageable; losing your best gun or grappling hook can be extremely frustrating. Despite these flaws, the loot chase kept me playing. There is always another small goal: reach a new region, find equipment that supports more weight, improve a useful weapon or escape with valuable gear. [h2]Movement is the best part[/h2] The grappling hook and anti-gravity equipment are easily the most enjoyable mechanics. The hook lets you cross terrain, climb structures, escape battles and reach floating locations. The anti-gravity pack allows controlled movement through the air. Both have weight limits, so entering stronger regions eventually requires improved versions. That system can feel artificial because every new area makes old mobility equipment obsolete, but when everything works, movement is where 3079 feels most original. Grappling across a battlefield, landing on a tower and firing into a faction fight is more memorable than the simple graphics suggest. [h2]Combat, factions and AI[/h2] Combat is functional rather than polished. There are several weapon categories, body-part damage and dismemberment, but the shooting is stiff. Enemy health, energy requirements and generated weapon statistics can create battles that are either trivial or painfully slow. Allied characters can follow you, which is useful early in the game. Their AI is unreliable, especially inside buildings or around complicated terrain. Faction behaviour is unforgiving. Accidentally attacking an ally may turn the entire side against you, and changing allegiance is not always easy to reverse. Consequences are welcome, but the game does not explain them clearly enough before they happen. Demons add another complication. They require a specific weapon and can interfere with movement from a considerable distance. They are interesting at first but become irritating when they repeatedly interrupt exploration. [h2]Procedural freedom and repetition[/h2] Procedural generation is both the greatest strength and weakness. The world can continue almost endlessly, with stronger enemies, different terrain and newly generated equipment. Biomes include grasslands, mountains, snow, deserts, poison areas and seas. However, a larger world is not automatically a richer one. Buildings and settlements repeat, while missions usually follow a small set of templates: kill a target, protect someone, destroy an object or hack a computer. The game has a storyline with a beginning and ending, but it is easy to lose among random missions and exploration. This is not a narrative RPG where characters and handcrafted locations drive the experience. It is a sandbox where players create much of the meaning through equipment, travel and self-chosen goals. [h2]Building and additional systems[/h2] 3079 includes construction, mining, stealing, vehicles, aircraft and multiplayer. That is an impressive feature list for a game made by one developer, but many parts feel experimental rather than fully developed. Building has limited value because the game encourages constant travel into higher-level territory. Mining exists, but scavenging weapons from battles is often more profitable. Aircraft can be discovered and hijacked, though their controls and AI are unreliable. Co-op can make the chaos more enjoyable because another player helps compensate for the weak onboarding and harsh beginning. The store also lists cross-platform multiplayer. There is a lot here, but the systems do not always connect cleanly. [h2]Presentation and technical age[/h2] 3079 was released in 2011 and looks older in places. Character models, animations, menus and structures are crude. NPC and building scale can appear inconsistent, and the interface requires patience. It runs through Java, which supported Windows, macOS and Linux, but Java can also create setup friction on modern computers. The game still has a distinct identity. The strange models, stark landscapes and futuristic music create a lonely, surreal atmosphere, as though you are exploring an abandoned simulation containing a permanent war. Some players will find this charming; others will find it unacceptable. [h2]Final verdict[/h2] 3079 is ugly, confusing, repetitive and frequently unbalanced. It is also unusual, creative and capable of producing moments that polished mainstream games would never create in quite the same way. The grappling hook, anti-gravity movement, faction warfare, generated loot and dangerous exploration kept me returning even when the quest design and progression became tedious. [b]Recommended for patient players who enjoy rough sandbox RPGs.[/b] Do not buy it expecting Minecraft, Borderlands or a modern survival game with a clean interface. Buy it because you are curious about a strange procedural action RPG made by one developer and are willing to learn its rules through experimentation. The later 3089 may be easier to recommend to most players, but 3079 still has a distinctive identity. After nearly 74 hours, I cannot pretend there was nothing here worth playing.
Not that i care but the games broken for me. played it many years ago and it was...pretty bad
Not working. My rating 0/10, not recommended.
lsd+extasy bad trip
Good game , well played. Thanks!
Que merda de jogo é esse
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)
Ну ♥♥♥ знает, не моё.
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.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Kitty Powers' Love Life | $62K | 225 | 88% | $8.70 |
| Hacker Evolution Duality | $62K | 548 | 34% | $2.99 |
| HerrAnwalt: Lawyers Legacy | $62.1K | 500 | 78% | $5.99 |
| High School Odyssey | $62.1K | 618 | 93% | $3.59 |
| Placid Plastic Deck - A Quiet Quest | $62.1K | 233 | 82% | $12.99 |
| Exploding Kittens® 2 | $62K | 486 | 76% | $4.37 |