
Battle an army of sycophantic cultists, zombies, gargoyles, hellhounds, and an insatiable host of horrors in your quest to defeat the evil Tchernobog. Squirm through 42 loathesome levels filled with more atmosphere than a Lovecraftian mausoleum.
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Phenomenal game. However, after buying One Unit Whole (GOG version) and then Fresh Supply, Atari wants $30 for Refreshed Supply. No discount or anything for preexisting owners. Lol.
I fail to understand certain Nightdive's decisions.
We love you Monolith 1994-2025
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Concurrent players on Steam, sampled daily since tracking started.
Languages: English**languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dementia maxxing cuz am lost on half of the maps skrill issue but I refuse to watch guides on yt
thank god I still have this in the library... I aint spencin' 30 ♥♥♥♥♥♥' dollars, folks
I LIVE AGAIIIIINN! calebin voice lineları müthiş stephan weyte diyorum başka da bir şey demiyorum
bring it BACK
Not a shooter As you have next to no ammo, this garbage cannot seriously be called a shooter. And even if you happen to have some ammo, it is next to useless, when the enemies are bullet sponges. The whole design of the levels is tedious and boring, and they all have in common to be totally unfair. Avoid.
Now Playing: "Love You to Death" by Type-O-Negative
水下控制一坨,BOSS战也是一坨 真有人能玩e4m5不被气笑吗,开头一群hitscanner、石像鬼和地狱犬,洞窟错综复杂,又分散又限制走位,墙体上捅几个破窟窿,大粪场景差异和辨识度 有些机关后面的敌人被提前杀死了,机关不会动 人物的移动会影响发射物的矢量 鲜血供应的暗部是有大问题的,根本看不清,却从未看见过有人提这点 物理细节还不错,敌人被霰弹轰飞,如果后面有扇窗,窗玻璃会被撞碎,敌人飞出窗外 击中不同材质的物体溅起的碎屑和残渣不同,敌人死亡动画也有好几种 敌人的大半身体越过障碍,才会向玩家射击 e1m5有点难 e6也难,玩e6心都吃撑了妈的。各种hitscanner明哨暗哨刁钻点位相互掩护,玩家侦察风险也很高,地图设计也生硬,感觉某些地方纯粹是为了给你塞两个敌人偷袭,哪些个byd混蛋饭桶设计的 某些跳出传统意义上的边界才能进的超级隐藏挺难找的 能够直接踩头越过敌人的跳跃让玩家有在怪群里周旋的能力,这是好文明,有些bs被怪围住就比较难脱困了 projectiler在近身时的状态机动作是近战,也为玩家立回提供了便利 感觉血祭炸药也不能说比老王grenade luncher好用多少 尽管它的伤害的确不俗,备弹量大,延时、感应或者定时爆炸的操作让炸点和时机也可以控制 但有时候蓄力抛物线让它不太好扔精准,手感和出手速度也差点 我觉得两者定位还是类似的,强度也没差多少,只是血祭炸药的战术价值更高,很多局面都得靠炸药打开 难度在well done发生质变,整个战斗逻辑完全改变,开始对玩家资源的运用、对敌的侦测和针对布敌与环境制定战术与进攻路线产生要求 一些有大量分散hitscanner的战点还是配合面具、球与斗篷更好打 石像鬼和幽灵的AI也是狗屎,一直放风筝 资源的配给倒是挺慷慨的,一般不挥霍都会溢出,心脏让玩家在高难度下也能续航 地图设计很棒,能第一时间回想起来的闪灵旅馆不错,e1m1m5m6 e3m2不错 e2m7矿洞e3m1城市就是比较平庸的图了,高低落差大,各部分也没什么有机的连接 游戏中人物移动变向会有一个短暂的加速度变化停顿,所以来回peak容易被打中,从门的一侧平移到另一侧这种情况更不容易受击 手炮和火箭筒的弹药有索敌的机制,但不清楚怎么回事,火箭筒的弹道太抽象了,真就梦到哪儿往哪儿飞,副开火挺猛,但耗弹量太大基本没用过 手炮副开火因为其飞行后半程的aoe范围挺大,很多时候在中距离面对群敌时,从障碍物边缘发射出去能打开局面。不过手炮容易被障碍和敌人挡住,它的碰撞判定是一个圈,比普通枪械子弹大 蜘蛛BOSS就是纯大粪,纯血牛还生一堆小杂种出来 hrot霰弹枪因为散射只要少了一部分弹丸未击中敌人就打不死稍微硬点的敌人 blood霰弹枪双发近距离击中hitscanner躯干基本就打死了,不过有时候敌人侧身可能打不死,不知道霰弹枪的伤害判定机制是怎样的 初见冰川隐藏关开局没有巫毒娃娃很难受,这武器的确是高效的远程,切角定位再提前枪,面对hitscanner能抢得先机,对付精英类敌人也好使。但巫毒娃娃的判定有点没明白,有时候能咒到有时候咒不到,似乎跟在玩家和敌人之间的直线中有无障碍有关 高难度下真正让我觉得棘手的敌人是手和地狱犬,这些玩意儿太阴了,初见不背板的情况下够喝一壶的 敌人有预设朝向,有时候可以悄悄溜到它们后面
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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