
Colourful survival horror first-person shooter with manual weapon reloading and a mystery environment. Discover every secrets in an open world full of diverse enemies and hidden locations.
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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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Yeah this ♥♥♥♥ was definitely made by an edgy 14 year old who wants to make his own Cruelty Squad but clearly doesn't understand what makes Cruelty Squad so good to begin with.
[h1]4/10[/h1] I think what a lot of Cruelty Squad inspired games get wrong is that Cruelty Squad had a very tight and fun game-play loop with a lot of fun mechanics thrown in. This just seems like a game that tries to be an esoteric immersive sim-ish FPS with puzzle elements, fails at it, and distracts you from the failure with psychedelic visuals. I didn't care for the puzzles, I was half confused as it is and the game decides to throw puzzles and homicidal cacti at me. The noises are annoying. I can tell the dev put effort into this and maybe the game gets good after you exit the cactus-filled sewers. But it didn't make a great first impression.
max prestige lightskin ishowspeed gameplay mixxed with mickey mouse clubhouse horror elements together with tung tung tung sahur crazy penis music . . . . . . 👍
i have no idea how to feel about what I just went through
This Game succeeds in one thing, making the user feel physically ill. I really like games with psychedelic visuals and esoteric systems, so I don't think it's just a case of "the ugly graphics looks bad". Other than that it is a poorly put together Game. Normally these kinds of games have some sort of creative substance, but this feels like it's been put together on 'meme value'. None of the textures were actually interesting to look at, nor were the environments to explore. There wasn't much to find and it was very obvious where to go at every point. The Game was not mysterious. The game seems to be built around this atmosphere of profoundness and mystery but it's all fake, though perhaps that is in some way the point. There are no survival-horror elements and it fails as an FPS. The enemy designs I got to experience were not interesting to engage with. The weeping angel style cactus can be knocked over but then still has an active hitbox the frame it recovers, feeling very janky. There are no movement options. Moving in combat does not seem to matter nor does the environment, leaving it to feel very shallow as an FPS. The melee combat is horrendous and blocking doesn't seem to do anything. I did like the pistol, it had a neat reload. The price tag on this is outrageous, even on sale it's bad. It's not creative, it's not fun, it's not even profound. It felt like a roblox elevator game.
I didn't want to compare it to cruelty squad till the very end but.. - Mom can we have cruelty squad? - No, there is cruelty squad at home. - Cruelty squad at home: Anyway very enjoyable. Narratives are quite cryptic but nevermind, it's a dreamscape.
Это первый на моей памяти хоррор, что смог меня реально напугать. Мне неиронично страшно находиться в этой игре. Во-первых - локации это пространство отрицающее геометрию, физику и здравый смысл. Идя по условному коридору ощущается не перемещение героя, а скорее то, как герой сжимает пространство перед собой, приближая выход из коридора. Оружие, которое выглядит как потерянные текстура на сурсе. Жуткая монтировка с лапками и глазами, пистолет с магазином от ак 47 сверху, дробовик с лапами как у жука, или маутин Дью в качестве бомбы. Враги, это пи з дец, они выглядят как то, что снится после мне страшилок. Подытоживая стоит сказать, что это самая страшная игра в моей жизни, она пугает на неком подсознательном уровне, и я не знаю хорошо это или нет.
played for a while, got stuck, had to ask the dev what to do next, played a while, got stuck, refunded the game. the games visuals and textures are more random = funny than an actual attempt at creative textures, the game is poorly optimised and it's obvious it tries to be as esoteric as it possibly can but it just makes it look pretentious than actually interesting the level design is confusing and is pretty much a loop of - go to new area - find an important item - walk around the map trying to find where the hell to use it - kill some enemies - finally find the door to a new area and let me tell you it gets stale after less than an hour of gameplay maybe i didn't play it for long enough, and maybe I'm being too harsh. might try it out later, but as of right now i don't really feel like coming back to this game.
Эстетически мне тут пноравилось находится даже больше, чем в Круэлти Скваде. Но геймплейно, конечно, это чересчур своеобразно. Самый первый час игры оказался для меня очень уютным и комфортным, а затем игра разыгрывалась всё более яркими красками, чем дальше я по ней продвигался И от этого, так или иначе, я каким-то образом получил своеобразное удовольствие и хочу вернуться дальше чтобы обуздать больше контента. Хотя бы банально понять как к нему пробраться. Игра порой генерирует намеренно фрустрирующие ситуации, но почему-то внутри просыпается желание стиснуть зубы и по волевому затерпеть Моя любимая игровая ситуация, это когда после богомерзкой паркурной секуции я встретил дверь с замком. Рядом висела подсказка которая обязывала вернуться обратно и посчитать определенные предметы из предыдущей комнаты, нкоторые из которых из которых довольно неудобно посчитать. И мне было настолько впадлу прыгать снова, что я начал просто подбирать код для трёхзначного замка, но при этом в соседней комнате противник издавал какие-то инфернально давящие звуки и ни один ползунок настроек не смог заставить его умолкнуть. И это лишь одна из ситуаций великолепного дизайна этой игры, опыт которого формируется целенаправленными и случайными дизайнерскими решениями Довольно взбадривающий игровой опыт
There's a difference between "not holding the player's hand" and "being obtuse and jank to the point of barely functioning." On top of that, wackiness alone can't carry a game if playing it feels like pulling teeth. There are some cool concepts but they are all undercut by jank or poor design. The final straw for me was a janky and tedious platforming section. Maybe it was about to become the most mind-blowingly good game after that but based on everything else I find that hard to believe. Maybe in the future when I have totally exhausted my backlog I might give it a retry, but I don't feel I'm missing anything by stopping here.
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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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