
8089 is a fully featured, open world procedural action RPG with randomly generated enemies, items and quests. Customize futuristic weapons with endless combinations in this fun game that doesn't take itself too seriously! VR is fully supported, but not required
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About
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
Been testing this since literal first alpha build so take this with a bit of "bias salt" if you want, but my honest opinion: - Game is great. Both in VR and non-VR modes. (I played primarily in non-VR). It's riding on 5089 success and it does so very well imo. Phr00t's charm is strong in this one. - Butter smooth controls, little bit of jank here and there, but otherwise game is great. runs smooth, framerate is stable and fairly well optimised (literally ran on GPD Win2). - Gameplay is pretty good. It's fun to annihilate alien bugs with stealth kills or just shoot groups of enemies with whatever shotgun-sniper-mortar automatic weapon you make. Plenty of good combat abilities to make combat even more fun. - Weapon and armor customisation is very open. A lot of possibilities, A lot of gameplay styles and player never is forced to lock into single gameplay style to continue. And always have ability to change way they play whenever they want. - Game isn't too long if you know what you are doing, but also very well replayable due to procedural generation aspect of the game. That said, going into it blind can as well mean a whole week for a single run of story. Game is designed to be taken slow (but has quite some freedom so a bunch of fast progression can be made if needed) - Complete freedom. Run where you want, do what you want, get whatever abilities you want and play how you want. No restrictions, no forced abilities, no requirements. Not even your standing faction is decided in story. How real sandbox RPGs should be. - Multiple endings! optional mechanics (item crafting is love), progressively increasing difficulty... Bunch of stuff that might sounds like expected or not really much, but add a bunch to general feel and quality of the game. - Built for VR. Literally. Desktop mode runs amazing tho. (And I'd say is better than VR, but that might be just me being relatively fresh to VR experience in general). Ability to reflect enemy shots with saber is worth it by itself imo. - OK visuals. Sure, it ain't triple A title with HD textures and some areas might generate looking pretty barren (that's procedural generation tho), but general graphics are not bad by far. Stuff doesn't look bad, visuals are clear, UI isn't covering half of screen... Screenshots speak for themselves already. Would say totally worth it's price. (afterall, at time of writing this I've had 140 hours in-game, completing this game more than 50 times in total and still didn't get bored of it. And that's only what Steam could see. There was more. a lot more.)
I really wanted to like this game and support the creator because earlier entries in the series were really addictive but unfortunately this one is just not fun. 5089 was a fantastic experience in proc-gen and experimental gaming. It felt easy to get into but deep once you were. Sadly this latest iteration is just that, an iteration on the previous formula and it really feels like things have been taken out instead of added in. The majority of improvements/changes seem to be in visual fidelity but somehow things feel more generic than before. Forts are identical to 5089, buildings are less interesting, and the new NPC design means that they all feel more similar than before. Combat feels like running in sludge, very little improvement in AI, quests are pretty lame. In general this was a chance to take all the different design elements of the project and ramp them up dramatically but instead it feels like the developer has created this somewhat reluctantly since attempts to branch out in other directions weren't as well received. The result is less of a game than 5089. I get it dude, the open world thing was just an experiment and now you feel you have to continue it to make money. The fact is that you've done really good work in the past and you could expand on it dramatically but you're gonna need to set yourself to it fully to get there. Could be really epic tho! Props for the tunnelling in the terrain generation btw, was particularly impressed by how the rain interacted with it correctly!
It's finally out, the next phr00t RPG. If you know how his games play, this should need no introduction. This is a solid evolution of his previous action RPG entries. If you don't know what you're in for, phr00t makes engaging, complex native VR games with simple, generally colorful graphics that you can spend days getting lost in. I found this much more approachable than the previous ones, a brighter clearer color palette, and dialogue and interaction that has significantly improved. The VR support is excellent. There aren't very many RPGs that are built from the ground up for VR, but phr00t's stuff is one of those. Unlike alot of VR RPGs where you are using some janky control setup to move around a game not designed for it, this is entirely natively made for VR -- the destkop mode is the optional one. If the idea of a replayable, procedural RPG made for VR with near infinite customizability sounds cool, then you shouldn't be disappointed.
Every time I try to play this [i]something[/i] always makes me want to stop and I never really enjoy myself that much. The biggest issue with this game is a shocking lack of QoL in many areas and how tedious a lot of things are. Getting quests is a needlessly annoying process with bad QoL, making you cycle through every quest type in the game to get the type you're after, including those that your build is extremely poorly suited for, and then you have to just [i]hope[/i] that the reward it offers isn't terrible. Undesirable reward? Time to cycle through every single quest again. I suggested a fix to this problem, which was simply a system that allows you to choose what type of quest is generated, and the response was that it was a bad idea because of the system that disincentivizes repeating the same quest over and over, even though what I had suggested in no way would have stopped people from putting their own variety into the quests they take. Some quests are also just plain bad. Protecting friendly NPCs is tedious, the NPC spawns far away from you meaning they could potentially get killed before you even have a [i]chance[/i] to protect them, and the timer to protect them in my experience is too long and makes this mission a drag every time I take it. Spying on an enemy NPC is even more tedious, there [i]are[/i] some things like invisibility, but you can't use them for very long before you need a very long recharge to use them again. I also almost never get to spy on the NPC for more than ~5 seconds at a time because the NPC always erratically looks in different directions, constantly turning around and almost detecting me, this alone causes this mission to take way too long to complete every single time, and that's assuming I don't get detected halfway through what is already a slog because of how erratic the NPC is. I have never successfully planted a bug on an enemy because of how close I have to get to them mixed with them just suddenly turning around with no warning so often, I never even consider taking these quests at this point. I cannot fathom why the toxic gas areas even need to exist, I've had kill targets quests put targets in unreachable areas because of it, I've had to tediously go a very long way around them just to get from one place to another, and I have only ever had my experience [i]negatively[/i] affected by these areas. Going through towers is also very tedious. I can go through them just fine, clearing out the enemies and getting some better items out of it, but having to slowly run back through the whole thing afterwards makes me not even want to enter them to begin with half of the time. Traveling takes a very long time, the only ways to really speed this up that I've found are scooters and ships, which have limited charge and most of the time I can't even find one at all, and giant cannons in the middle of nowhere that you have to just hope is facing the direction you want to go, and then hope it doesn't drop you in the middle of a toxic gas area with no protection. You can recharge the vehicles, but there have been times where I've effectively run out of charge in the middle of nowhere without that option, so I'd say that could still be better. Even just getting into cities is tedious because of how tall the walls are and how many times I've struggled to find an entrance, there [i]are[/i] items you can use to get over walls, but you won't always have them and the experience really suffers from those times. I've also had a number of issues with things that are apparently attributed to the fact that the game was designed for VR. Honestly, I think designing the game for VR was a mistake. While this game [i]does[/i] have its merits, the issues make me confused as to how the reviews are as positive as they are. In reply to the developer's response: You seem to have ignored the part where I mentioned that letting people choose what type of quest was generated [i]in no way stopped people from adding their own variety to quests.[/i] and regardless, the way it works now does not stop people from doing the same quest over and over if they really wanted to, it's just more tedious to do so. At that point, either put in some kind of limitation or make it less of a pain. And what I suggested does not include choosing your own rewards, those would still be random. Just the type of quest itself would be chosen by the player themself. I'm pretty sure I remember saying this myself when I previously suggested this change to the quest system, and you did not respond. In the [i]current version[/i] I have always had protect NPC quest targets spawn at an uncomfortable distance. Invisibility is not guaranteed and the way level scaling works means that when you [i]do[/i] get it you won't be able to use it for that long before the base item becomes worthless. And either way you can't use invisibility for long, as I said in the review already, without it draining all your energy causing you to have to wait for it to slowly recharge. I even had enough stealth to be silent in the area I did spying quests, and the erratic movement of the target meant that the mission was still a pain. And you say we shouldn't be forced to take quests we aren't suited for. Which is [i]exactly why[/i] I suggested a system to choose what quest type is generated. I kept having to sift through the same bad quests over and over to get good ones with rewards that weren't so low as to be pretty much worthless. Toxic gas areas do not [i]feel[/i] optional when they're so large, block my way when I'm trying to travel, and quest targets spawn in them even when I take quests in areas that [i]aren't[/i] toxic gas when I don't have protection for it. It just feels like a drag, and as I said before, only ever detracted from my experience. It never felt like it was a risk vs. reward mechanic, it was only a hindrance and nuisance. As for the towers, getting through them initially was fine because fighting the enemies along the way made it interesting. The problem is how slow the movement speed is when trying to leave when there are no threats left, it's just a slog to walk all the way back through the whole tower needlessly. If you're worried about people cheesing them by just running past the enemies straight to the bosses, then implement a system that makes that impossible. Make fighting the enemies along the way a necessity, have a door blocking the way to the bosses that won't open until the enemies are gone, [i]something[/i] that stops cheesing while not sacrificing QoL in the process. Also, as another review previously pointed out, things like grappling hooks aren't guaranteed. They're tied to RNG in a way that isn't fun and you have to just [i]hope[/i] that you get a decent armor that has them and even then it won't last for that long as they'll become obsolete as you progress to harder areas. Maybe just some sort of utility item you could use in the weapon slots, sacrificing space for weapons in favor of said utilities where you could have more permanent grappling hooks and whatnot could have been better. The way it's implemented now never felt good in my experience. And the game never really felt that exciting to begin with, so I [i]don't[/i] think it's a worthy addition to VR. Honestly, I really tried to enjoy the game but every single time something really would just tear it all down and make me want to stop, and each time I've found it harder to get back in. The issues in my experience have been so detrimental to the experience, especially when added together, that I genuinely fail to understand how so many people enjoy this. Honestly, at this point I just want to chock it up to Steam reviews being as unreliable as ever and yes-man fans not caring. The points I made still stand, and this response has only made me lose interest even more. I highly doubt I'll ever be launching this game again, and I'd be refunding it were I still eligible.
TLDR: Phroot's latest first person procedural action RPG offers a lot... but it may not be what you're looking for. I'm going back to 5089; that game just plays better. I get it. This isn't 5089 and wants to be its own game. That would be fine except for one niggling thing: a game has to be fun or else there's no point in spending your time with it. 5089 is fun. This game isn't. Full Disclosure: this game was designed to be VR friendly. I didn't play it in VR. It's possible that's where my troubles began. Here's what stood out during my playthrough: • The music is great. • The graphics are much improved over previous offerings. - The overall aesthetic reminds me of Sesame Street or Muppets. While I can roll with that for some truly righteous gameplay, it won't be everyone's cup of tea. • I'm very much missing the compass and ability to scroll around the map from 5089. • Movement is far too slow and floaty for me to put up with. It just feels bad, like I'm moving my character through pond water or the galaxy's largest Jell-O mold... or something. "But, Shades," you tell me, "...all you have to do is use any of a half-dozen locomotion methods that *don't* involve walking! Grappling hook, scooter, triple-jump, teleport... or just sprint!" • Scooters run out of energy way too soon to even START being useful. I never figured out where it is I'm supposed to refuel. • Sprinting increases speed marginally, but not nearly enough to justify the carpal tunnel syndrome I'm likely giving myself by holding down the key for it. • The grappler is okay and I guess I go a bit faster using that. It still feels like I'm floating through pond water while I pretend to be Spider-Man™. • The other cool methods of getting around never materialized for me. It takes time to acquire those and I wasn't about float around the entire planet in search of them. • Modules are also either bugged or inadequately explained in the game. I had a gun marked as broken due to no base damage module and no base cooldown module. I added modules with damage and cooldown and it was still listed as broken for the same reason. I searched around and could not find any other types of modules to add in order to fix the gun. There were no modules marked 'base damage' or 'base cooldown' in any of the stores. I think there's probably some fun gameplay in there somewhere. I can't be bothered to find out because navigating this amazing procedurally generated world just isn't fun. Maybe I got unlucky with the RNG but I couldn't find a spawn activator after I installed the first one (the multicolored one), so I never got my base radius extended past one. Yes, I know I'm supposed to find a quest station in a base and look for the activator as a reward. I never found one. My recommendation: If you want a looter-shooter set in a procedurally generated world, go back to 5089. This game seemed like it had the potential to be an improvement on that formula, but it plays like a step back into the Dark Ages.
Having played 5089, this game is similar in some ways but improved in a lot of others. It plays more like an actual RPG game with npc's you talk to. It has similar gameplay of jumping around fighting enemies, talking to terminals to buy equipment or modules for equipment, and taking over areas for the blue side. Just like 5089, there is a large amount of ways to play this game as your character with a plethora of stats that all completely change how you play this game. Everything is also randomized, alongside the ability to build your own equipment, every time you play will be completely different. 8089 also adds in abilities such as a blink teleport, and a summon-wall ability, which create a whole new dimension to character building. I wanted to add here that though I am playing the game in VR (Rift S) and pancake mode, I would definitely say I prefer it in VR. It's much more engaging and immersive that way, though I will continue to play it in pancake when I don't have the time to put on a headset. Both ways play great. Edit : Smooth turning is now in the game! :] That was my only complaint, and it was addressed incredibly fast (1 day). Thanks phr00t! <3 If you're a fan of *deep* RPG customization and randomized/rogue-lite-ish action gameplay in a strange almost fever-dream fantasy world, this game is for you!
Combat felt very unappealing. The UI was confusing. There was a lack of explanation available in the game for what different skills or stats did. Nearly every quest was annoying -- e.g. kill 4 enemies, but one of them is inside of an enemy town so good luck getting past the 30 guards.
[h1]One of the best ARPG gameplay for VR[/h1] [i]Experienced on Rift S[/i] [b]TLDR; Best gameplay, Complex, Good replayability, 4X like, Nice VR implement, Strange graphic[/b] Tho I tried several of phr00t's game before, for the first time, this one got me what people calls phr00t's magic. Learning entry is easier than 5089 and graphics also more tempted. What to expect in gameplay? - Explore, level up, capture base, upgrade. - Various character stats ( guns, stealth, leader, ..., ) - Equipment customization (like build from ground up by combining different ability modules) - Various Ability ( grappling hook, invisible, vehicles, ..., ) - Open World People left a request for dev, i woke up, entered the game and that request's already been patched within a night. Don't let the looks fool you. If you are looking for a good VR ARPG gameplay, Imo this counts among one of the best. [b]★★★★☆ 9/10[/b] [i]The game's price is reasonable, you can safely buy it on full tag.[/i] [h1]C.J. Maboo[/h1]
Very fun game!! Despite being built entirely for VR, the desktop mode has not been forgotten about and plays just like any non-VR game! Customizing and specializing my loadout was VERY fun!
This is not only one of the most unique games I've ever played, but it's also super entertaining. There is also a sense of nostalgia about it, as it brings you back to 90's era of shooters. Don't expect some linear Quake style game though (I love Quake!), because this game has a huge open world and gives you many choices. You can focus on upgrading specific stats, like stealth, Guns, or even leadership, which will allow you to recruit a gang of NPC's. There are also abilities which come with gear and a huge combination of weapon and armor modifiers to add to pieces of said gear (There is a lot of gear). The soundtrack kind of ties everything together. It legitimately feels awesome running around the open world with that epic soundtrack blasting. You'll come across random battles being fought between NPC'S, crates with loot, structures with shops, and even VEHICLES. It really emulates the feel of an ongoing conflict well, despite it's cartoony, strange vibe. The developer Phroot, is also really on point. He takes suggestions and actually applies them to the game quickly. Buy it. (It's best in VR imo)
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