
Discover the secrets of the Calamity, a surreal catastrophe that shattered the world to pieces.
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Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 38.2Kreviews | 95% | — | $15.1M |
| $14.99 | 11.1Kratings | 93% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 852 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bastion is a pretty good game. Not amazing, but a good 7/10, and it's certainly served as a solid foundation for Supergiant's future games. I'd definitely recommend it to people that like Supergiant's other games, and will likely replay it myself sometime, either from the start or on New Game+. If you've played the other Supergiant games like Transistor, or either Hades games (I haven't yet played Pyre), Bastion will look familiar. It's an isometric action RPG that controls largely similarly to the games that come after. You have two weapons bound to the mouse buttons, a special skill that can be either bound to a specific weapon or can be used with any weapon, a shield and the ability to dodge roll. You get a pretty wide variety of weapons throughout the game, from a relatively slow hammer, a wide ranging musket, a lightning fast machete and many more. You can also upgrade each weapon with unique upgrade materials, and once you unlock an upgrade tier, you can swap between either of its two options at the game's hub area. I generally stuck with a single set of upgrades and didn't explore too much in my first playthrough, but I could see the variety of options lending significant extra depth to those willing to explore it. But that's enough about the weapons and abilities, let's get to where you actually use them. The game's levels are... okay. There's not a whole heck of a lot to them to be honest. I like how they look, as floating landscapes with ground rising up ahead of you and obstacles and such falling down from above. Each level usually has at least a couple side paths you can take to grab some extra fragments (the currency used to buy most everything in the hub area), or even just some healing tonics and/or skill tonics, but there's really not much to incentivize going off the beaten path if you aren't intrinsically motivated to do so. Usually, you'll be pressing forward, fighting enemies on your way to the end. The enemies themselves are largely fine as well. You've got melee attackers of various sizes, ranged attackers, stationary turrets and a variety of others foes. Most honestly aren't that interesting, but there are a few I'd call outright bad, particularly in one late game level. Getting locked in place for a few seconds while you get an acid glob launched at you that leaves a lingering, damaging pool isn't particularly fun, and the swarms of little birds that can be found in several levels are largely simple to deal with, but are very irritating with their high attack speed and propensity for flitting about outside your range until they come back for another attack. Aside from these though, levels and enemies are largely inoffensive. I also enjoy how, midway through the game, you unlock idols, representing the gods of this world, which enhance enemies in various ways while also granting you a boost to XP and fragments received. I love modular difficulty options like this and like Transistor's limiters. The idols did cause me irritation in a couple levels, and while I used every one I could for a good chunk of the game, I left them off for the last few levels in the interest of time. There are also proving grounds, special areas holding challenges for each weapon, with upgrade materials and special skills to be earned. These vary significantly in difficulty and quality in my reckoning, but are mostly okay. Now that I've alluded to the world's gods, I ought to finally speak a bit on the story and setting. The game begins with you taking control of the Kid, who awakens as his world is quite literally falling apart. He gets out of bed and immediately sets out for the Bastion, the place the inhabitants of the city of Caelondia are told to go if disaster strikes. The Kid is waylaid by windbags, creatures from underground, many of whom have been driven upward by "the Calamity," the disaster destroying the world. Eventually, the Kid finds the City's crystalline Core and takes it, hastening the crumbling of the City. He eventually makes it the Bastion, where he meets Rucks, who, as it turns out, has been the one narrating the story so far, and who will continue to do so throughout the game. Here at the Bastion, the Kid and the player learn what their ultimate goal is: gather Cores from the ruins of Caelondia to power the Bastion so that it can eventually serve its ultimate purpose. Along the way, the Kid meets a few more survivors, finds mementos of the old world, and learns more about the Calamity, why it happened and exactly what it did. I find it a nice story, set in a world that isn't explored too deeply, but gives enough to inspire curiosity. Characterization for what few characters there are is somewhat sparse, but I know I've missed some, and I still found Rucks in particular quite likeable. A significant part of that is his narration, performed by Logan Cunningham, who went on to voice the titular weapon in Transistor, as well several characters in the Hades games. As with Supergiant's other games, the narration adds a lot to the atmosphere of the game along with the excellent music composed by Darren Korb. Honestly, I would say that the atmosphere is a good part of the reason to play this game, and helps elevate what might otherwise be a merely decent action RPG to something quite good.
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Languages: English*, French, German, Italian, Spanish - Spain, Simplified Chinese*languages with full audio support
| $14.99 |
| 746ratings |
| 88% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 854 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I didn't expect to have fun. I am a cozy gamer and not really a fan of action BUT i loved the art, the music, the narration and the story. The weapon development was good and fun too. I didn't want to give it a bad review just because i am bad with action games. I appreciate that there is a mode to revive without limit. Otherwise, I wouldn't finish or enjoy the game as much.
Крутая
Exceptionally tight as an experience, modestly under written ending but presented well. Worth playing.
Bastion has so many things that later became Hades. Narrator and his reaction to your actions, core combat mechanics, arsenal, memorial (prophecies) and many more. It's interesting to see how everything started and later evolved. Music in the game is charming and I can see where the Hades soundtrack came from to be so perfect. It's really hard not to compare both games considering I played Hades first, and Bastion clearly is not coming on top of this comparison in any aspect. But the game is pretty short and it's definitely an interesting experience. Bastion supports the legendary legacy of its youngest brother and not trying to hide behind it.
Excellent music, art, and gameplay. An absolute timeless masterpiece.
its like the alpha of Hades one , simple and basic gameplay even the story is decent enough for a game that was made in 2011 playing it now it deserves the respect.
Just finished this, and I continue to be blown away by the quality of Supergiant's games. Highly recommended, they always have such an amazing OST as well
ich würde mehr waffen hinzufügen
OId game and good 7.5/10
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