
The multiverse is in danger! Defend the world of Coelho #6, in this retro styled open world FPS.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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The effort made and put into Apastron (especially from a one man developer) is pretty admirable. Here you have what amounts to the first episode (about 2 to 2-1/2 hours of game) of a unique world peopled by an oppressive corporation and the resistance that would oppose them. While the game has its 'open' moments, the structure is indeed Episode 1: Level 1 in structure and it does proceed normally, that is to say, completely linearly. There is a bit of down time between missions but that is mostly used exploring the small hub town and speaking to the denizens about their day-to-day and their individual goings-on and to collect some currency and spend it at the weapon-shop. One of the unique things in this game is that you may only carry 2 weapons at any one time and they are also infinite in ammo, only requiring a reload from you when they run dry. Every weapon does have its own feel and you will surely find your favourites early on and will be keeping them with you for the bulk of the adventure -- replacing them whenever better versions or prospects arise. Almost always these are static sprites that are then animated and transformed and I must say that this effect grew on me as I played and I became endeared to it. The designer was really able to milk a lot of personality out of the weapon sprites and thus the feel of the guns for such an indie-title. Overall I would absolutely recommend this if this sort of graphical style doesn't put you off at all and you are looking to support an indie-developer who clearly has more that they want to do with this title. I really look forward to seeing more of this game and their future projects! Peace, : )
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Hours played at review time, across 25 reviews with recorded playtime.
I was giving a copy of this game for free. This is a first impressions review. This game was given to me under a Steam Group for Doom Clones, as space for retro FPS like Doom or Duke Nukem, and as far as that's concerned I don't think Apastron meets the definition. To be 100% frank, I can't really mention any redeeming qualities for this game other than it's stable and ran fine on my pc (specs below). It clearly has a story inside, but I didn't play enough to uncover it, though there does seem to be a mystery elements to it. For this reason they may be a fiction rationale behind some of the gameplay decisions that will be lost to me. What little of plot seen in my short play time was often cryptic and vague. This game uses low fidelity art like many other indie projects, however in this case it made some sections hard to read or decipher where to go next. Sometimes this is somewhat minor, like functional doors and purely aesthetic doors appearing identical. This also applied to combat, as the Ground Pound was lost on me for a while. On that topic, there's a slight quirk where both the standard melee and ground pound animations can overlap. There appeared to be sections that would only activate or be playable after a certain trigger was set, often speaking to a dialogue box. There's an untaught ledge climb/vaulting ability that is required to reach certain locations, and while find running around seeing exactly how far I could get enjoyable, I was seldom met with any reward for that effort, and it appeared to work against some of the games other movement mechanics (such as no in-air movement control). What what little of the game I saw the only meaningful weapon decision is magazine capacity. I believe this because the pace of a battle is set mostly by your gun's rate of fire and pauses to reload, since all guns have infinite ammo and threats where so mild I was never in danger. On the topic of combat, there was a lack of clarity when taking damage and also enemy attacks. If I were to speculate, it appeared to what what is seen here might have only ever been played by the creator, who knew where to go and what to do. I believe some quality and responsive playtesting could have ironed out many of my concerns.
Excellent Cyberpunk shooter with minecraft art style. There was a lot of work put into this title even though the map can be confusing at times and some of the music annoying. https://www.youtube.com/watch?v=f7cv6yW9b6k&feature=youtu.be
🐊 The Reef Recommends You To Try This! 🐊
Not bad at all. It's an indie Borderlands, with a weird, very in-the-background story. Guns are fun, movement is a little raw, but still fun, and levels had care put into them, allowing you to explore as much as you'd like, and having options when approaching fights. There's a couple of problems, like corpses blocking your movement, and some enemies shooting through doors, but this doesn't happen often enough to be a deal-breaker. It's also a bit short, but for the asking price, it's plenty. Overall, totally worth the lower price, a fun and lovingly crafted little adventure with cool guns to loot.
STRANGE AND CONFUSING...BUT I LIKE IT!
From a casual standpoint this game is great. For the price it has so much content. You can play through the game several times and the massive amount of random weapons keeps the game fresh. There are cool hidden places to explore that you will find on subsequent runs that yield different weapons. Some weapons don't feel great but the dev patches so often and guns are constantly being made smoother. My big complaint with combat is that I cannot see my reticle easily. I don't know if this is a resolution scaling issue because I play on 2k or not. MOST IMPORTANTLY OF ALL the game is getting so much free content. New weapons, abilities, and areas have been patched in since I first started playing. A WHOLE NEW EXPANSION will be FREE at the end of the month that nearly doubles the games length. Now for those of you wondering how I have so many hours in this game, I speedrun it and boy is it amazing for that. The modern movement in a classic style shooter plus the perfect amount of breakable stuff makes it the most fun speedrun I've ever done. This game has something for everyone. If you struggle with the tutorialisation please don't just quit, give it an effort. The tutorial is much improved. It's $6 just try it gamers. NOTE: I was given a copy for free about a month early to help with some QA since I expressed interest, but I promise this does not vastly change my opinion nor was I paid for anything.
gameplay -- C+ story -- B- sound -- C+ design -- B detail -- B- ui -- C+ enjoyment -- B === overall -- B- === Note: Impressive for a one-person team.
For a one man project, this game ain’t bad. Looking past that, this game is bad. The guns have infinite ammo (Making the in-game currency and multitude of weapons redundant), the enemies are slow and underpowered, and the checkpoint system has no negative repercussions, making death seem like more of a minor setback than a legitimate issue. The result is an incredible lack of challenge, which for experienced FPS players just makes for a long and boring experience. Much of the post-release content feels somewhat lazy in comparison to episode 1, with more teleportation than exploration and seemingly unfinished enemy placement. The movement feels strange, the story is hard to follow, the music is headache-inducing, and the sprite design is a bit of an eyesore. If the gameplay wasn’t as bad, I’d probably go back and pay more attention to the story, but I just can’t see myself doing it.
Apastron, developed by Noah Lewin and published by Day Dreamer Games, is an ambitious indie first-person shooter that blends retro-inspired design with expansive worldbuilding and an unexpectedly layered narrative framework. At first glance, it evokes the spirit of classic shooters with its fast movement, stylized visuals, and arsenal-driven combat, but it quickly becomes clear that the game is reaching for something broader. Rather than confining players to tightly scripted corridors, Apastron unfolds across a large, open environment where exploration, side objectives, and optional encounters are just as important as the main storyline. The result is a game that feels both nostalgic and experimental, grounded in old-school sensibilities yet unafraid to pursue larger thematic ambitions. The premise centers on Phoebe Harper, a recurring defender reborn across generations to protect the planet Coelho #6 from catastrophic threats. This cyclical concept of reincarnation and multiversal conflict gives the narrative a mythic quality that distinguishes Apastron from more straightforward shooters. The story is not delivered through lengthy cinematic sequences but through environmental details, dialogue interactions, episodic progression, and fragments of lore scattered throughout the world. There is a comic-book-like tone to the universe, with an overarching sense that this is only one chapter in a larger saga. The developer’s commitment to expanding the universe through additional content reinforces the feeling that Apastron is part of an evolving narrative framework rather than a standalone, self-contained experience. Gameplay is where Apastron demonstrates both its strengths and its indie rough edges. Movement is fluid and energetic, incorporating mechanics like double jumping, sliding, and vaulting to keep traversal engaging. Combat feels fast-paced and kinetic, encouraging players to stay mobile while managing enemy threats from multiple angles. The sheer number of available weapons stands out immediately, with dozens of firearms to discover, purchase, or unlock. Each weapon offers distinct handling and situational utility, encouraging experimentation and allowing players to tailor their playstyle. In addition, talisman augmentations and other modifiers introduce a layer of build customization that adds replayability and strategic depth beyond simple run-and-gun action. The open-world structure adds both freedom and complexity. Players are free to roam interconnected areas, pursue side quests, unlock fast travel hubs, and uncover secrets at their own pace. This design approach lends the game a sense of scale that feels impressive for a largely solo-developed project. However, the ambition sometimes outpaces the polish. Objective tracking can occasionally feel unclear, and certain missions may require extra attention to environmental cues rather than explicit guidance. While some players will appreciate the hands-off design as part of the exploratory spirit, others may find it momentarily disorienting. These rough edges, though noticeable, are often offset by the passion evident in the game’s scope and design. Visually, Apastron embraces a stylized retro aesthetic rather than chasing hyper-realism. The graphics call back to older FPS titles while incorporating modern lighting and environmental design elements. This stylistic choice works well within the game’s tone, emphasizing atmosphere and identity over technical spectacle. The environments vary in layout and scale, and while not every area achieves the same level of visual detail, the overall presentation maintains cohesion. Performance tends to be stable, and the simplicity of the art direction ensures accessibility across a wide range of hardware configurations. What ultimately defines Apastron is its sense of ambition. For a modestly priced indie title, it offers a surprisingly expansive world, a dense arsenal, customizable builds, and a narrative premise that stretches across time and space. It may not deliver the seamless refinement of major studio shooters, but it compensates with creativity and scope. The game feels like a labor of love, driven by a clear vision and an eagerness to build something larger than its budget might suggest. For players who enjoy retro-flavored shooters with exploratory freedom and narrative intrigue layered on top, Apastron provides a distinctive and memorable experience. While it may demand patience in certain areas, it rewards that investment with a world that feels alive, ambitious, and full of potential. Rating: 6/10
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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