
Tonight you're on a rescue mission, infiltrating a nightclub that was once a coffin factory. Will you succeed? Will you fail? Or will your night take an unexpected detour? Roll the Pizza Dice and find out!
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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
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
Alright. [i]Betrayal at Club Low[/i] is done and dusted. Directly from the mind of the infamous Cosmo D Studios, this is a quirky and marginally surreal PnC RPG with a ton of character and an interesting twist on how to apply RPG mechanics to a PnC where dialogue options are essentially the game's battle system. It's weird and yet intuitive, unusual and yet approachable. https://steamcommunity.com/sharedfiles/filedetails/?id=3669959023 Where in most RPGs, you have a build in mind as you raise your stats, in this game, it's more of a reactive system based on dice rolls. You have several ability categories, such as Wit, Physique, and Cooking. Each ability is represented by six dice. Which are your ability scores. So, for example, perhaps your score in Wit is 0/1/2/3/4/5. Those are your potential die rolls when using Wit in conversation (battle). The goal is to increase each base die score so that your min/max rolls are higher. Which you can do with cash earned throughout this adventure. And can do at any point in time as long as you haven't already initiated a dialogue battle. As such, instead of having a pre-planned build, you will instead raise your stats as you go, and as needed for specific dialogue options. Making this more of a reactive build system. It's not just people you will be battling either. Pretty much anything you need to do will require a couple different dialogue battles using a few different abilities. For example, in order to jump over a bar to serve drinks, you might need to defeat the bar in Physique and perhaps Dancing skill battles. Maybe a bouncer needs to be defeated using Music, Dancing, and Wit. In each of these dialogue battles, your opponent also has their own dice scores. https://steamcommunity.com/sharedfiles/filedetails/?id=3670384753 And so, dialogue battles are resolved via a dice battle system. Additionally, as you do things, you will pickup certain limited effects which are basically their own set of dice rolls with buffs and disadvantages. And, as a core aspect of the story, you are attempting to infiltrate Club Low as a Pizza Delivery Guy, and as part of your disguise, you will of course have pizza with you. At various locations in the club, there are pizza ovens allowing you to craft new pizzas as you unlock the recipe and as you unlock ingredients. The pizza ingredients also represent die rolls that will be used during dialogue battles, lol. As a final bit of the dialogue battle system, you also have health and nerve. If either of the two are reduced to zero, you die and will need to start your mission over. Or load a convenient save slot. Some of the pizza topping can however restore these. :) So, with all that understood, your goal is rescue another agent who is being held by a mobster in the club. And via a variety of dialogue battles, hopefully you are able to rescue him before you are caught/killed. Each person or object you encounter will typically have at least three dialogue battles required in order to defeat them. Possibly more, possibly less. Some simply unlock new traversal options within the club, new areas to visit, new side quests, etc... while others directly affect your ability to rescue your fellow agent. https://steamcommunity.com/sharedfiles/filedetails/?id=3670384723 Now, it should go without saying, but most of the dialogue battles are based on ridiculous and silly premises. Like, maybe you need to get the crowd on your side by coming up with a hilarious dance routine, or you convince a chef to let you take over cooking duties by pretending you are a famous pizza chef or what have you. And that is very much the charm of this game. A steady stream of ridiculousness that is somehow still sensible and easy to understand. Personally, I thought this was a very fun game with a ton of replayability and a premise that is pretty much uniquely its own, guaranteeing that you get a gaming experience here that is not to be had anywhere else (except perhaps in Cosmo D's other games). Fun is the central theme here, and there is tons of fun to be had. Betrayal at Club Low is well worth a look. [b]I received this license via our IndieGems Curator program.[/b] [code]If you found this review helpful and would be interested in supporting my Curator group, [url=https://store.steampowered.com/curator/32549618/]Robilar's Reviews[/url], it would be appreciated. Cheers.[/code] [code]Also follow [url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems[/url] for more reviews like this one.[/code]
"Hey man. Wanna come to my house and play a tabletop RPG?" You show up and are greeted with the smell of fresh baked cookies and sulfur. It's not Dungeons and Dragons, it's some kind of ♥♥♥♥♥♥ up Modern GURPS homebrew. It's easier to learn as you go; don't ask too many questions. David Lynch is your DM. The universe is held together by the Fraternal Order of Pizza Deliver Men. What the hell are you rolling for? Who cares, David says you pass the skill check. Everyone gasps. The woman to your right is crying. The man to your left shakes your hand and says he's going to name his first-born son after you. You learn the secrets of DJing. 'This is going to be INCREDIBLY useful,' someone who isn't you thinks. You descend into the staff ballpit as a reward.
One of the most fun and unique games I have played in the last few years. Multiple endings lends to its replayability, and its skill system encourages you to try different play methods each time around. 10/10, would recommend.
great game that's short but pretty dense for a 10$ game, i want to see this kind of dice rolling system in more rpgs
Betrayal at Club Low is the next evolution of the universe of Cosmo D. Where its predecessors are focused first on first person exploration of a unique and unfolding world, Betrayal at Club Low pivots into an isometric strategic third person exchange of dice rolls. It may be unexpected, but its raw and shows the growth happening within the indie dev’s portfolio. It takes risks and tries something new. What you end up with is a fun customizable experience with multiple endings and plenty of replay value.
One of the most surreal experiences I have had gaming. This is what the art of video games can be. Highly recommended!
the Shorter Game With Worse Graphics of your Dead-Serious dreams
Betrayal at Club Low is one hell of a quirky game—peculiar in every possible sense. It’s clear that the developer is deeply into surreal experiences. I went in completely blind and definitely wasn’t expecting such an unpredictable journey. This game is simply art. It’s an RPG-lite (lighter than Disco Elysium) mixed with point-and-click adventure elements. Basically, you’re on a rescue mission that lasts at most three of your hours, but within that short time, there are surprisingly many ways to experience the game (the achievements suggest around 11 different endings). It may seem as a simple game, however every second feels worthwhile. Recommended.
This is bizarre adventure best consumed once and blind. I don't think I want to replay it, but I thoroughly enjoyed my single playthrough. Don't look at review, don't look at graphics, if you like adventures you cannot predict, you will love it.
Despite the weird looks, the game is pretty cool. It has fun and engaging mechanics. It's not too long, so you can complete it in one evening. Feels like TTRPG in a way. If I'd ever have to pick a good point-and-click (which I normally don't play), I'd pick this one.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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