
Uber-Hardcore, Turn-Based, Steampunk, Squad Tactics. Battle 6 other factions for control of Pangea in emergent, tactical gameplay.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
1. Нет русификатора! 2. Плохая графика! 3. Скучный гаймплей!
有点想法的SLG,然而光有想法是不够的…… 本作有着游戏史上数一数二反人类的操作方式和界面: · 明明是键鼠操作,却不让自由移动视角,只能追尾。 · 转动视角要先按右键,放开鼠标,转视角,再按右键确认。 · 没有小地图显示,大地图上只显示单位位置没有地形。所以明明战术地图很小,也会弄不清单位的位置。 · 每次移动之前必须按移动命令按钮,然后点地板。这个最常用的命令竟然没有快捷键,也不让设置。 · 点地板之后也不显示行动点消耗。另外寻路等于没有,如果移动路线中有不能穿过的地形,士兵会原地踏步空耗行动点。 · 单位移动堪称龟速,还不让跳过,可能是企图拖过退款窗口。 · 要射击目标,不能直接点目标,而是要先点开目标列表菜单,然后一个一个找,选择目标,再点射击。不按这个操作,士兵会开空枪犁地抗议。而且这个菜单竟然不是常驻的。 · 射击命中率、敌兵的职业、名字、血量等等自然是完全不显示的。 · 鼠标悬浮在UI元素或者单位上都没有任何反馈。 · 每次战斗前的整备画面是弱智交互和诡异UI逻辑的集大成之作,不夸张地说没有十年脑溢血是设计不出来的。 · 每次战斗开始前所有士兵的装备都要TM重新选一遍。这是梦回九二年的元祖幽浮啊! 如果这些没有把你劝退,能捏着鼻子继续玩下去,你会发现战斗也完全玩不下去: · 射界和命中判定都是乱搞的。有时候敌人出现在视野内,但是因为露个头,而射击是射胸口,所以射出的子弹永远会犁地。 · 站姿状态下的士兵瞄准蹲姿状态的士兵的话是永远无法命中的,因为瞄高了。 · 手榴弹竟然是超目标直线抛出的,所以大概率炸到自己。 · 选择跑步指令只要一个回合就能穿越大半张地图,加上单位视野无穷大,所以最简单的战术就是找一个免费的动员兵跑上高地肉侦,等探出敌人大致位置让剩下的小队跑进草丛、石头。城墙什么的后面打伸缩。 · AI只有两种行动模式:开着穿墙挂一路狂奔到掩体后面一枪糊脸;和找一个山坡瞎开几枪然后原地转圈。 如果再深究一下系统,你会发现本作的数值基本就是拿脚想的: · 射击消耗点超低,一轮能开三四枪。而装弹行动点消耗竟然比射击还低,每轮总能余出几点来装弹,所以弹夹容量限制等于没有。 · 射击距离惩罚巨高,直接把长程武器像是狙击枪什么的废了,反而短距离高射速的冲锋枪机枪等等因为每轮射出的子弹多,命中率反而比较高。 · 无论什么血量什么甲,都是两三枪就倒,所以武器威力高低没啥区别。 · 狙击枪也只比步枪射程多50,算上多出来的行动点消耗完全不划算。 · 综合以上几点,战术模式只要无脑出卡宾枪兵,一路狂奔进掩体,然后每轮重复跪姿探头→一通乱射→缩回掩体的操作就可以了。 主打的战役模式也是非常之谜: · 能选的六个国家,奥匈/苏俄/大清/英国/美帝/非洲,仅仅是单位皮肤区别。 · 开局一座城一艘船。 · 船可以用来给地图涂色,不需要占点,不需要拍城池,只要路过的地(和周边一格)统统自动归你,每轮自动产生收入……这是装了油漆的洒水车吧? · 城池[b]不能[/b]训练单位,[b]不能[/b]获得额外收入,[b]不能[/b]进行科技研究,所以城池是用来干嘛的? · 初始船是随机分配一艘行动力高装载力低的小船,行动力低和装载力高的大船,和两者平均一下的中船。 · 兵营和船是分开的,但是每次战斗可以直接从兵营选角色参战,而且同一个角色一轮内可以参加多次战斗——好家伙感情这不是船,这是移动传送门? · 每次战斗的装备,对应的购买费用要从国库里扣,战斗完了之后直接上交+折现,感情这武器都是租的? · 这个游戏的战略模式完全不需要战略,地图除了涂色就没有别的用途,不需要考虑布防和侦察,船只是地图上的一个棋子,用来和别的船碰上进入战斗而已。 总结,有着十年一遇的战斗设计,百年一遇的数值设计和千年一遇的UI设计。这样的游戏设计鬼才不送去精神病研究中心研究研究是人类文明的损失。
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Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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tutorial/step by step ? Nope, hra vás vyplivne a učte se. Po pár minutách snaživého klikání bez odezvy jsem to vzdal :D Kdybych to nedostal v random klíči, nedal bych za to ani půl eura..
First battle, trying to figure out what to do - one of my units just runs into a wall :( I have to say that such a bad pathfinding just made me stop playing the game. I really liked the promise. (My gametime is so high due to card farming).
this game is bad. and i feel bad for buying it.
This game will test your patience...
I actually bought this game twice. I Greenlit it on Steam and then found a copy online. Knowing that not all games I vote for ever get approved, I purchased it direct from the publisher. As I always buy games I vote for, I bought it when it came available on Steam. It takes some getting used to, and it is sometimes hard to find the info you need. I'd like to see a mini-map so I don't have to swap between the map and the screen. I'd also reccomend that you deploy your troops left to right (or visa versa) so that as you cycle through your units, you're not jumping all over the map. Battles can take awhile and depending on how many airships you have, a "turn" could take quite awhile. Also reccomend you save after every successful battle in case you accidently quit without saving (only did it twice, was in a big hurry so it was my own fault). Additionally, keep a decent cash reserve, Tempting as it is to upgrade tech every turn, you need money when the AI does its turns. Say 1000 to 1500 per AI you border. More, I imagine later in the game when they have more airships. Remember that fielding troops and arming them take cash. Offensive troop numbers are determined by the size of the attacking airship (5-10-15), defending numbers are determined by the type of terrain. AND how much money you have to spend! Combat is sequential, but the non-moving side can do opportunuty fire if it has reserved action points from it's previous turn. APs are used for moving, attacks and reloading. Units have weight restrictions on how much they can carry. Reloading has to be done manually, so while you may fire at a target of opportunity if you have enough APs remaining, you cannot do a "reload of opportunity", so to speak. A word of caution: attacks of opportunity with explosive weapons can be hazardous to your health. If you are too close to a wall, rock, tree, or even a slight rise, your weapon could impact that, killing yourself. Visibility ranges from 50 to 300 . The attacking trooper has to be able to see the target himself in order to fire at it. And has to be within his weapon's range. There's a helpful counter that tells you how many enemies your active trooper can see. Click on it and a range will appear to the right. Click on the range and you will turn to face that target. You need to keep an eye on that counter while you are moving. You also get reports during the AI's movement phase if something enters your viewing range, so don't use the AI's turn as an opportunity to refresh your beverage or make room for more, you might miss something important. That's the mechanics. I have only played the P. campaign where you chose one nation (for ease of recognition, they resemble UK, USA, France, Zulu, Far East and Germanic) and fight the rest. Each side has distinctive uniforms. All sides have the same initial equipment (rifle, pistol, grenade, first aid kit). Every turn, cash allowing, you may research an item for specific class troopers. There are 4 ot 5 developments per class. Classes are Sapper, Reccon, Gunny, Grenadier, Marksman and Fusiler. All sides have access to the same developments. It gets progressively more expensive as you progress up the tech tree. For example, at Medium difficulty the first tier weapon research costs 1000, the second tier in the same class cost 3000. The AI does its own research. In my current game, the Chinese AI developed grenade launchers before I did (Grenadier tier 1). It was NOT a pleasant surprise.
There is a huge amount to enjoy and admire about this game. Anyone who favours gameplay over graphics, has a fondness for turn-based play and enjoys X-Com style games will likely get many hours of fun. The steampunk style gives a refreshing feel to the combat genre while the combat itself is gritty, nail-biting and hugely rewarding when you get your tactics right. The weapons, meanwhile, give a very satisfying thump or crack on firing and the resulting impacts are great to watch. The ability to recruit and upgrade your squad and develop new weapons adds a rewarding element to the gameplay. To think that this was produced by one dedicated developer is pretty amazing and helps account for the few shortcomings with the game. First, setting up your squad for each battle can be tedious as I could not find any way to remember "loadouts". Second, the opening turns can also be tedious as units can only be moved individually and watched all the way to their location. Finally, the campaign itself may feel a little underdeveloped at times. That said, a great wargame and a developer whose future efforts will be eagerly anticipated by this grizzled gamer.
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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.
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