
868-BACK is a computer-hacking strategy roguelike game where your mission is to dismantle capitalism one server at a time! Use hacking powers to fight enemies, steal the servers' data, and face increasingly nasty situations before being disconnected (again!) by the richest corporations on earth.
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About
The Mainframe is lost, and you might be the only person still able to fight the MegaCorps. Lucky you! Your mission: dismantle capitalism one computer server at a time.
Data is currency, money, moola 🤑 The MegaCorps have too much info on me, you, and everyone. You’ll be taking it back. After all, progs aren’t cheap!
Progs are powers, and the MegaCorps control them all. You'll be stealing their code, and using it against them. Expect consequences.
You didn’t think the MegaCorps were going to let you reach the Mainframe without a fight, did you? The cyberstakes are high. Get disconnected too many times, and your mission starts from scratch.
The Big Three’s defenses are strong, Hacker, but you can be stronger. Pick up new tricks on every run, use the MegaCorps' progs to change the world, and find that Mainframe!
Stats
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 42 reviews with recorded playtime.
Reviews
Themes across 42 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
At 30 hours in, I've only begun to scratch at the surface of the game, but I feel safe calling it my favorite release of this year. It's a tightly-packed, intensely engaging puzzlebox of design, where no choice feels without weight and no feature is without unerring intent. You are always on the edge of a knife, never more than one mistake away from disaster, your obstacles machiavellian in their insurmountable simplicity. Every situation requires a brand new plan and reevaluation of your choices thus far, an endless balancing act where you juggle the comfort of relative safety, the power of immediate benefit, and the hunger for long-term gains; skill and luck will occasionally bestow a chance for two of those simultaneously, but you will never have the luxury of having all three. That all this agonizingly delicious complexity is packed in such a compact form, a "coffeebreak roguelike" so condensed that it doesn't even have a "wait a turn" button, is no less than a work of genius. The basic layer of the hacking gameplay would be varied and thoughtful enough to carry a game by itself, but the addition of the overarching "campaign" creates a texture and flow unlike anything I've played. Many games exist where you'll play through a long series of missions or battles, broken up by visits to a home base or overworld map where you prepare for the next one; this is the only game I've played where those two layers feel completely inseparable, and where neither is the inferior. They feed into each other seamlessly, and choices in one have an uncountable number of cascading effects on the other, without ever feeling like an overwhelming mess or a nightmare of logistics and micromanagement: there's only a few buttons to press, only a handful of options to choose from at a time, but with a ton of weight behind each choice made. With the sheer amount of complications and gameplay modifiers to encounter (each of which feels like a new game by itself, even before you start considering their endless possible combinations), the complexity of the puzzle box feels genuinely infinite. Traditional Roguelikes are a curious animal, as rare and colorful as they are harsh, their robust genes built upon the hobby-old foundations of meaningful resource management and methodical, thoughtful action within a complicated ecosystem. 868-BACK is an apex predator, a beast of absolute intent and purpose, honed by years of evolution to be as sharp, lean and vicious as possible. Don't be fooled by its humble size or its cute smiling face - this game is a killer, and beneath its fur you will find only muscle and claws.
Started playing 868-BACK, and oh my god. It feels like I've never really played a real roguelike before. Like the world knew only checkers, and then someone came and invented chess. This will probably be my new obsession...
I'm shocked to write this, because this game, on the face of it, does not seem like it is for me. I'm not a big roguelike guy. I tend to favor full-reset mechanics in physical/analog/board games. I had 868-BACK on my Wishlist for a long while, but it was more a curiosity than anything. Then, a few days ago, on a whim, I decided to try the demo. I was *instantly* hooked by the insane level of intricacy in the design. Now I can't stop thinking about it. The whole traditional roguelike genre opened up to me because of this game. I'm blown away by the depth, but moreso blown away by how that depth is wholly in control of the player. My first few runs, I played overly safe, picking just a few things each time to learn what they do, and now, nearly 20 hours later, I'm engaging the systems on a completely different level. I'm looking for efficiencies in how to push each level that much further than I did before. Certain skill combos become the "oh I can do whatever I want now," skills, where before it was all a mystery. And it just keeps going. System and mechanical interactions are still revealing themselves to me each run. Every single run I say "oh I didn't know that was an option, too." Hell, I just found a new build out of two abilities I was convinced were the worst in the game, and now I think the pair are the strongest combo I've found yet. It's truly an astounding game. The music haunts my dreams. The story is surprisingly affecting for a game I expected literally 0 story from. I implore you to get it.
I'll just start out here by saying outright, this is not only the greatest roguelike I've ever played, but one of the best games I've ever played, period, and I've been gaming since the Atari 2600 era (born in '81, you see). In fact I think this might be my new all-time favorite. It's that good. Now, I'd had high expectations going into this one. I've played Michael Brough's games before, particularly 868-HACK and Cinco Paus, and have spent boatloads of time enjoying each (HACK primarily played on my iPad, Cinco Paus on PC). Over the years, I keep coming back to both. And I've dabbled into other games of his too. These were all brilliant. If this could be even close to how good those were, I thought, that'd be amazing. But this goes well past those. Part of what makes these games so good is the uniquely focused design. There will be a central concept, and absolutely everything about the game will orbit around that. The core mechanic is always simple and easy to understand. But how everything else spins around and connects to that core mechanic creates an endless array of puzzling situations, wild interactions that are surprising yet make total sense when you find them, and so on. In this game, that core mechanic works like this: You have these siphons (usually 2 per room, sometimes 3) that you can pick up and use. When used, they suck stuff out of the tile you're standing on, and every adjacent tile. If they hit a floor space, you get the resources displayed on that space. You use those resources to activate programs, which you siphon out of cubes (walls) that have those programs displayed on them (so you always know what you'll get). If you hit a cube with a big number on it, you'll get data (points). And every cube also has a red number on it, showing how many enemies will spawn when you siphon that cube. Each program has a value (the Refresh program for example always brings out 4 enemies), and for data, if it's 8 points, it's gonna summon 8 enemies. You'll then use the resources you yoinked out of the floor to power the programs you yoinked out of the cubes to fight the enemies that were summoned when you did the yoinking of the cubes. All with the goal of getting as much data as you can, and then escaping the 8th sector (room) of the server you're on. And combat is simple: you can move in 4 directions, if you move in the direction of an enemy, you shoot a beam at it instead of moving. You can also activate a program. That's it. Simple, yet it absolutely isnt. Other elements are also there, interacting with all of this. You have a big map of servers you'll uncover as you go, and each server has a passive item to get (which you get the moment you enter, you dont have to find it in some maze or something), and special bonuses (for the enemies, not for you) that affect conditions within the rooms of the server. The passive items are all about having even more screwball interactions with the stuff in the servers. Maybe one lets you push walls around (which could allow you to push them into spots where you could siphon like 3 of them at once, for a big risk to get big points). Another might give you a turn of doing double damage, each time you use any program that causes you to move as part of its effect. Which makes for yet another interaction involving the main concepts. The passive items (called "devs") are done differently from how most roguelikes do them, too. You'll have a build of them, sure, but unlike other games, they arent just always on. When you start a server, all the devs are inactive. As you enter a new sector, you'll first choose one of your devs to turn on; it will then remain on until the end of the server. Or you might choose to boost one that is already on instead of turning a different one on. This means that even though your items are constantly there, the decisions you make in how you use them... and which ones to use... change depending on whatever lunacy might be happening in the server. Maybe the room you just entered has few walls in it, a mostly open space, so perhaps it's time to turn on the dev you got earlier that gives you double damage when hitting an enemy at a long distance. Stuff like that. What really gets me about this is that it allows for an absolutely insane amount of different combinations and situations and such to do, but without bloating everything. In a lot of roguelikes, they sorta have everything and the kitchen sink too. Too many mechanics, so many in fact that the interfaces for the game in question is a mangled mess and you need to memorize like 30 hotkeys, and you'll find more and more screwy mechanics as you go, with complexity increased by just adding more, more, more. I've always found that very frustrating. It's like, okay, I dont know what this potion does, so I gotta dunk it in this weird shrine so that a mysterious god can fart on it and then I figure out which potion it is based on which enemies gag when they smell it. There's too much going on in just one small mechanic (identification, in this case). And there's just... so much of that. So many mechanics, too much of everything. Here? Siphon works on cubes. Cubes give you things and summon monsters. There's only 5 monster types (and trust me, that's enough). Programs and devs directly interact with those things in very simple, easy to understand ways. They dont come with like 500 mechanics of their own. Instead, the complexity occurs as a result of the arrangement of all of these elements. All happening on a grid that fits in one screen. And what confusion you will experience, instead of being like "how in the world was I supposed to know to shove the key up my nose?", here it's like "these things are arranged like THIS right now... how can I puzzle out a way to survive this?". You can only have 8 programs at once, so you'll have to work out how to use them in that unique situation. And there's no end to these puzzling situations. The game is definitely hard, but the difficulty is yet another thing that interacts with everything. Play defensively, dont go after too many points, you'll have less monsters. Take risks to get more stuff, you'll get more monsters, and that means things get darned tough. The difficulty spikes didnt happen because some god sneezed wrong. It happened because of decisions YOU made, servers you chose, cubes you chose, programs you chose, with effects that are absolutely communicated to you. Well... mostly. There are a few things that are going to be darned surprising when you see them the first time (just wait till you see "advanced graphics"). But never in a "geez I have to go to the wiki AGAIN" kind of way. All of this in a gorgeous style with some absolutely amazing sound design. Good golly do I love the anxiety-inducing music in the Megatron servers (no, not THAT Megatron). Or that calm yet distressing theme in the much too sterile Unified corporation servers. All in a world that I find interesting. A lot of games have big stories I cant remember later. But I aint gonna forget the Basilisk moment from this game, that one's gonna stick with me, I loved that. I have no complaints about this game. None. Heck, every time I think "well this dev doesnt seem very useful", I soon find that it is. Every time. And there's just... nothing negative for me to say here. I tried thinking of something, because my name is Misery and what's what you'd expect, but I've got nothing. Seriously, this game is a masterpiece of the highest tier. Stuff this good comes along like once a decade. It's a hard game with a tough road to mastery, but in the best way possible.
868-BACK is the best roguelike ever made. It's got all the things that made 868-HACK great: simple mechanics that combo in surprising ways, a delicious risk/reward scoring system, and a tendency to put you in deadly situations where you feel brilliant for surviving. But the new stuff, oh man. There is *so* much depth to the meta layer of how you explore the map, but the devices and server bonuses make each decision manageable, and every single detail is perfectly designed. It's the only roguelike I've ever played where no part of the progression is boring.
Another triumph from Michael Brough. 868-BACK has everything you've come to expect from Brough's catalog. Thoughtful game design with concepts explored to their fullest, while adding new unexpected wrinkles in the high score chase that keeps each run feeling fresh. Like other 'Broughlikes', this game rewards your curiosity and desire to learn, but doesn't hold your hand while you figure things out. Highly Recommended. Special shout out to the banger soundtrack, incredible vibes and like the game, endlessly repayable.
It's hard to think of another game that's bursting with this many exciting ideas... maybe the closest thing to actual "12 dimensional chess", only it's a *lot* more fun/joyful/rich/etc. than chess. If you like puzzle games, or strategy games, or quirky personality-filled games with a totally unique aesthetic/voice, or just great game design: buy this NOW! :D
thirty six squares, 100% chance of snatching defeat from the jaws of victory. a fantastic follow-up to the original. This game is hard, but there isn't any burden of knowledge involved. Everything is on the screen in front of you. There's very little, if anything, that you need to memorise or learn other than how to play the game and what you can get away with.
I've always loved the concept of Roguelikes more than I actually like them. I love the specific turn-based-ness of a roguelike but never really clicked with things like Cogmind, Caves of Qud, or even DF adventure mode I don't know why, but I have *CLICKED* with this game. It is so simple yet SO complex. And despite being nothing like hacking it really does feel like hacking. Using an ability to dial into every incoming enemy and kill them all before they spawn just *feels* like cheating, which makes it feel like hacking! This game seriously is a masterpiece. And btw it controls AMAZINGLY on controller. Which I think is not reflected in the demo (at least when I played it)
So after giving the game some more time I have to say that this is without doubt one of the greatest video games I've ever played and I've been gaming since I was 4 years old in the early nineties. Mr. Brough is without a doubt a game design genius. To be able to make a game so coherent, integrated and deep in all it's moving parts and complexity is nothing short of extraordinary and I can't remember when I've been so awestruck as by what Brough has accomplished. No filler, no fluff, no modern gaming fake mechanics; only you, getting better with every failure, gaining skill and understanding. Besides the great gameplay, the game harkens back to the days gone by, the time when the internet wasn't a corporate cesspool but a mysterious and magical place with secrets lurking behind every corner. It actually made me sit between runs late at night and think about people who are now also long gone and for that I am forever grateful. Sincere thanks Mr. Brough, you made a masterpiece.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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