
Acid Planet is a caustic blend of horde-survival, tower-defense and strategy. Build, fight and evolve to survive against rampaging swarms of monsters and fearsome Kaiju.
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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
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dev has abandoned this game. Its fun but shallow.
The game was abandoned in early access. The gameplay is actually a lot of fun. Choosing upgrades between waves is a pleasure as well. The issue that Acid Planet has, is long term progression and level variety. All levels feel too much like variations of a single level. There's meta progression, but after a few runs you can max out to have 5 starting bonuses and not be able to get any stronger after that. After a couple of hours of playing this game, I've already began to lose interest. This game reminds me quite a bit of [b]Deep Among the Swarm[/b]. While neither game is perfect, they are both good fun, however I sunk about 30 hours into DAtS comparitively because: 1. It was a little deeper (building walls, connecting electricity, more 'hands on' control of your crews). 2. Levels felt different and runs would take far longer, spanning multiple levels 3. Meta-progression had plenty to unlock even after 30 hours of play - which was when I eventually stopped playing that one. While I can get some entertainment out of this game, [b]Deep Among the Swarm[/b] is the superior choice to hold my attention long-term. I suppose one thing that Acid Planet does have going for it, is that its biggest weakness (short runs) can also be seen as a strength in the right circumstances. You can just jump in and complete a run quickly, whereas DAtS a run can comprise of many stages, sometimes taking you an hour to complete just one of them. Another game that sprung to mind while playing this was [b]Thronefall[/b], though the progression in that one managed to hold my interest for a lot longer as well. Anyway, this dev created something quite fun and straightforward with this game. It's a pity they abandoned it rather than try to expand on it and work towards making long-term play more captivating like some of its competition. The game's cheap, easy to get into and worth a look
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Полная фигня, три часа игры максимум
idea sounded good sadly its not fun. u have 4 starting weapons to choose from pistol, greanate launcher, bombsuitcase and sword. sword and bombsuitcase are horrible as the range or attackrate is really low u cant kill or get close to bosses with those 2 weapons. u have differetn buildings some produce drones that should attack enemys but the ai of them is kinda stupid. in waves with mainly range enemies it can happen that you lose the base (or alot of towers) from other end of the map. and sometimes enemies ignore every tower and just run straight at your base seems odd. the worste part is the "roguelike " aspect of the game the only thing u have to gain are up to 5 "items" that give u some boni and often some debuffs too so after a few runs there is no progression at all and its than just luck of lvlup draws
Unpleasant game, that seems to not be going anywhere. Biggest problem seems to be having a lot of mechanics that cannot flourish, due to way to short gameplay range of 16 rounds. Interest is obsolete mechanic, because you never sit on money worth of producing enough extra money. RNG pick of upgrades is limited by only having 16 rounds of game, events and paywalled by reroll costing money. You need weapon/turret upgrade? Go f yourself, have boosters and buildings that are useless to you. Item selection for upgrades also isn’t changing gameplay in any meaningful way.
There's nothing inherently wrong with the game, it's just not my personal cup of tea. As a tower defense game, the idea of moving around seemed really interesting at first. But then during game play, it takes my focus away from the towers, which is the point of a tower defense game. It's really innovative to think outside the box like that, it just doesn't do anything for me. Aside from that, there's not much that I can see coming from this game (imo). The music isn't exactly a bop, but it's not bad. And you really don't get enough coins after each level. The idea (I'm assuming) is to conserve on your coins and only buy what you absolutely need for the next wave, but to me, that's a far cry from your common tower defense game. In a way, it's unique, thus I bought the game. In execution, it's not as fun as it appears.
I really loved this tower defense / vampire survivors blend. Really fun & rewarding loop with each wave, with meaningful upgrades between rounds. Really recommend giving it a go.
Good game, game is a bit easy, please release an endless mode!!
Okay first and foremost - it's well worth the price (got it on sale for 3.99 - a steal!) and can be enjoyable. Sort of a Vampire survivor meets tower defense. Great start for sure Devs but quite imbalanced, a bit sparse, and needs more time in the oven for polish (obviously as its in EA version .6 at time of writing this). Hero/kit/base/talents The Base mechanics are probably my favorite part of the game. The unique towers, buffs, etc. can be enjoyable to play with and find. The shield is super limited and doesn't refill during a match? Limited weapon load-out kinda makes your hero worthless in later rounds outside of being a fragile bait distraction. Some towers are SIGNIFICANTLY more effective than others. Tesla + flamer I'm looking at you. Drones are worthless even en-mass as they break and don't re-spawn mid combat. Bomber drones, the worst of the lot, self destruct and don't re-spawn in waves. The talents are middling to sub-par at best. Some are just down right not worth even investing in. Enemies/game progression Waves with enemies that shoot are substantially more dangerous than others creating an inconsistent feel where no mater what you do the mechanics of the game are not enough to compensate. Consider adding some shooters in with the hordes instead of full waves of shooters that blitz your shield down from across the map. The final bosses of each level appear to be playing an entirely different game regarding the mechanics. Specifically, unless you have a specific set up to BURN them down, they'll just bully right through your base ending an otherwise perfect match. Can we get a pit with stakes or some sort of wall they can't casually walk or roll over? Devs potentially have something here ... its not to late to take action on changes to keep this from being just another mediocre game in the already bustling genre and becoming something of substance that draws the crowd. My criticisms are meant to help shine a light on potential opportunities not to bring down the game. It's decent for what it is. I'm just hopeful for what it can become <3 :)
So far it's a simple game of tower defense meets Vampire Survivors but only scratches the surface. There are only 4 "personal weapons" and a maybe like 5 or 6 different towers and every round is only to 16 waves. I enjoyed the 4 hours I put into it and I did so in hopes the developer will release more content because if so; I will be back. Wishlist: Wacky weapons of all kinds, lasers, sparkles, blades, ropes, saws, miniguns, rail guns, whatever... More upgrade options and charms with larger variety. Way more towers. Maybe a few missions beyond the same protect the ship for 16 rounds. Or simply longer stages. Infinite mode to let me just see how far I can go before I drown when the mission is over. Otherwise though honestly really fun.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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