
Broken Roads is a story-rich, party-based RPG set in a decaying, post-apocalyptic version of the vast Australian Outback, featuring a genre-redefining morality system. Survive, form bonds, and make tough choices that will shape your dangerous yet mesmerizing 25+ hour journey across the wilds.
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About
Born of a love for traditional computer role-playing from franchises such as Pillars of Eternity, Fallout, Wasteland, Tyranny, Pathfinder, and Baldur's Gate, Broken Roads provides a rich, engaging narrative in which players make their way across a desolated future Australia. Blending together traditional and all-new role-playing elements on top of a classless system offering nearly unlimited character development options, Broken Roads presents players with an original morality system: the Moral Compass. This novel design sees dialogue options and questing decisions influence, and be influenced by, a character's philosophical leaning.

Immerse yourself in a game world set in post-apocalyptic Western Australia filled with intricate lore, deep history, and compelling characters. As you embark on your epic journey, complex storylines, branching quests, and memorable encounters await. Uncover hidden secrets, unravel political intrigues, and confront moral dilemmas that challenge your assumptions about right and wrong. Every decision you make shapes the rich narrative, leading to multiple outcomes and ensuring a truly personalized gameplay experience. From the grand overarching plot to the smallest details, the world is brought to life with atmospheric descriptions and vivid dialogues, delivering an immersive and unforgettable adventure.

The game seamlessly merges classic RPG elements with innovative features, providing players with a unique and customizable gameplay experience. Building upon a classless system, it offers an extensive range of character development options, allowing players to shape their abilities and skills to suit their playstyle. The inclusion of all-new role-playing elements adds depth and complexity to the game's mechanics, intriguing moral choices, and immersive narrative arcs.

The Moral Compass introduces a groundbreaking morality system that goes beyond traditional notions of good and evil. Instead, it focuses on a character's philosophical leaning, allowing players to shape their protagonist's world view in unique and nuanced ways.
For example, a character who leans towards utilitarianism may prioritize the greater good, making decisions based on the overall benefit to society, even if it means sacrificing individual lives.
With every tough decision that is made, the characters Moral Compass can shift, potentially making them more broad or narrow-minded or even able to change their morality entirely as the journey progresses.
The system allows players to create a protagonist with a unique moral identity that influences their journey and relationships, but also is influenced by every choice they make.

Roam the vast Outback, explore decaying urban centers, and navigate treacherous desert regions as you uncover the secrets of this hauntingly beautiful and dangerous land. Survive, fight, and forge alliances in a unique setting that captures the essence of Western Australia's diverse people and landscapes and brings a fresh twist to the post-apocalyptic genre.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
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
It's a buggy mess and updates stopped over a year ago. It might be worth picking up if you can get it at a big discount, but since the base price is 34€ I have to judge it as a 34€ game and as such it's just not good enough for a thumbs up.
日本語化Toolを作成しました。 ↓↓ https://steamcommunity.com/app/1403440/discussions/0/803469175294196260/ プレイレビューではなくて、スミマセン。。。 その他ゲームの日本語化情報 https://steamcommunity.com/groups/japanesemod/curation キュレーターをフォローしていただくと、 ストアページから簡単に日本語化Mod/Tool入手先を表示できます。 また、当キュレーターにて日本語化した他の多数のゲームも、 同様にストアページから入手先を開けるようになります。
Очень красиво нарисовано, паб в первом городе - такое загляденье, что даже заскриншотил. Тексты литературные, умные, с толикой чёрного юмора, очень ветвистые с самого начала. Настоящая нелинейная РПГ, единственная, что вышла в 2024 - постоянные скилл-чеки и проверки мировозрения. Мировозрение реализовано очень круто, это лучше раз увидеть, чем 10 раз прочитать. Музыка же напротив рушит атмосферу, потому что создаёт иллюзию "Весёлой Фермы", а не постапокалипсиса. Ну, никак не подходит к жёстким антиутопическим текстам. Включил фоном OST из Фоллаутов первых - появился нужный настрой, прям любимым Wasteland 2 запахло. Но это всё хорошо либо терпимо. А теперь к плохому: очередные "гении" не добавили в пошаговые бои ускорение анимаций! У разраба просили это неоднократно и писали про этот минус весь 2024 год. И знаете, что он сделал? Правильно, добавил ускорение анимаций в свободное исследование, а в бою ничего не изменил. В первом же нетренировочном бою за город на нашу команду нападает более 10 врагов и ты просто спишь в ожидании хода каждого из 20-ти рыл. А они ещё издеваются, ибо не бегают по полю боя, а, 6лядь, ходят! И вот так вот дальше просто постоянно, меня хватило суммарно боёв на 10. Я шедевральные Divinity OS ненавижу и не рекомендую исключительно за вот этот фактор, так я буду терпеть эту помойку? И самое примечательное, что разраб лгал, будто игру можно пройти без единой битвы, включая финального босса. С одной стороны, это могло быть похоже на правду, потому что перед любым боем можно поговорить и что-то порешать, а если уж дошло до драки, то можно убежать из неё. С другой стороны, на карте мира постоянно попадаются случайные стычки с врагами, как в Фоллаутах первых, и вот там, если "успех" не выпал на избежание боя, то воевать придётся! И надо сказать, что рэндом тут такой, что и 3 раза подряд при шансе на успех в 86% я имел провал. На самом деле, тактически бои не так плохи и, может, оно и интересно было бы, но тут ощущение, что играют мной, а не я. Выводы делайте сами, исходя из вашей терпимости и свободного времени. Лично мне игру рефандить жалко, потому что изначально зацепила и сеттингом, и текстами, и картинкой, и уникальными решениями, и ценой в 4$, но и пpocpать жизнь на бои по 50 минут, как было в Divinity:OS, желания мало, когда тебе 45 лет, а не 15. Удалил пока, но, может, в 65 ещё раз попробую...
It's interesting. Very much a passion project, almost art. Setting is cool and story is interesting enough. Slow at points due to some bugs or poor instructions. A few quests I could never finish because I clicked the wrong button at the wrong time (there's a fellow still stood on top of a grain silo to this day waiting for me to talk to him with no further instruction.) Received as part of a games bundle. I'd say it's worth playing for the story and setting, but wouldn't drop £30 (or full price equivalent) on it.
A bit of a mixed bag for me, but the game is clearly made with a vision and fair bit of passion. Positives: + Graphics are good. + Skill tree is logical and you can make fun builds like a drunken master gun slinger. + The morality system that lets you role play in an RPG! This one may be the best feature in this game. + A lot of dialogue for those who still like it in games. + Nods and references to Baldur's Gate 1/2, Wasteland and Fallout 1/2 are appreciated. Neutral : Lack of collectable ammo. On one hand, the focus is less on ammo management... On the other hand, exploration doesn't feel dangerous. : Bottomless inventory and lack of crafting. You just collect stuff, but are afraid to throw anything away (including s#*t) in fear that some quest-giving dweller somewhere requires 10 pieces of this, that or the other somewhere down the line. Negative: - Some exposition, dialogue and transitions are a bit slow for my taste. Pacing is a bit on the slow side in general. - Some quests may be a bit convoluted. - Despite build flexibility of the party members, combat wasn't really engaging during the 15-odd hours I played the game. - Looking for and accessing that underground thing wasted my limited gaming hours for one evening... If you know, you know. All in all, better than the one-dimensional Atom RPG of the same genre, but not even close to the likes of Wasteland 2. However, for morality system alone, Broken Roads is worth a try if you like the genre.
It's not a Triple A game but it holds it's worth. There's a pretty good philosophical backbone to it that explores morality and ethics in a world where everyone is trying to survive, but with a realization that loners won't work and civilization is key. Once you level up a bit the turn-based combat is more fun and there's metaphysical abilities that really shift the run and gun feel.
It's with a heavy heart that I give any indie RPG a thumb-down, but this one deserves it. Everything about it is so half-baked and not up-to-the-par that there is no other way. Here's my breakdown: 1) Quests: this is the biggest problem. The game is 95% fetch quests. You talk to one character, then go and talk to another character, quest complete. There is no sense of achievement, there are no obstacles to overcome. Scavenger's Hunt type of quests constitute another 2-3%, and I just don't find them very fun, too. 2) Narrative: frankly, I was permanently confused about my characters' goals. After the prologue ends, you're left without any particular direction. Sure, there is a hub town with quests, and the whole map to explore... But WHY? Something as simple as "Find out who was beyond destruction of your town" main quest would at least give SOME direction to the game, but it's just not there, so all you can do is blunder about and hope that you will somehow arrive at the ending. The ending, though? Comes pretty much out of nowhere. Also, the plot is too close to Fallout and Wasteland. I know it's hard to build a different kind of a plot in post-apocalyptic wasteland, but surely there is some way to avoid "evil organization wants to impose its will on everyone"? 3) Bugs and bad design: area transitions are not marked clearly and sometimes are obscured by static geometry. And you can't rotate the camera. Simple highlighting of exits/entrances would have done the trick, but it isn't there. Bugs are mostly ironed out... But I still got the wrong ending slide (I choose Not To Do A Thing, and the slide was all about how I Done The Thing). 4) Combat: impossibly easy and mostly boring, it still provides a reprieve from the endless fetch quests, to I found myself if not exactly enjoying it, then at least not dreading it, like in some games. It's quick enough, and very, very easy: the enmies rarely outnumber your party, there are no "boss battles", and your firepower scales faster than enemy's, plus you get to use some magic. 5) Graphics: the only nice thing I can honestly say is that the game looks good enough for an indie RPG. Not mind-exploding, of course, but entirely serviceable. So... No, I can't recommend this game, even for people like myself who are ready to play every turn-based isometric RPG that comes out. Although at 10-15 hours it doesn't eat too much of your time, so if you're a complete completionist, I guess go for it. I surely did.
Really enjoyed this one, you don’t see many cool isometric post-apocalyptic RPGs these days. The moral system is actually really smart and makes your choices feel meaningful. You can tell it’s made by a team that really cares. Worth checking out if you like story-driven games.
There's potential here, but it doesn't work out. Broken Roads is a game that takes place in post-apocalyptic Australia that doesn't really pull from Mad Max, which is something I find refreshing. Something it DOES do which I enjoyed is that it wears its clearly home grown Australian roots on its sleeve, not just in the obvious haha teehee drop bears and giant spiders way, but in little ways like how some of the little healing items you find are very clearly snacks that people who live in Australia would know about and have. A lot of local slang used in dialog and environment descriptions, I really like it, it always nice when people from a place make a game that takes place there and it ends up feeling that much more authentic than the alternative, which is a big AAA studio walking up with a mask going "HOW DO YOU DO FELLOW AUSTRALIANS?". The game opens as you'd might expect, after character creation and picking an origin you're a new guy in town walking in from the Outback trying to find your place and getting to know your new neighbors, checking out the immediate area around town, learning how the game controls and works. The problem with this set up is that you can probably guess what's going to happen to this starting RPG town as you're walking around meeting people. When the inevitable happens you're set loose into the wider game world and things properly begin. There's a decent framework of a game here, and some things in it that I enjoyed, but problems start to pile on. Getting the biggest and most egregious problems out of the way is that multiple quests bugged out and became unfinishable. Other things were fairly unclear, like if I should or shouldn't be able to do or bring up something, because context made it feel like I should but the opportunity never came. There's a not insignificant amount of combat, and for lack of a better way to term it, it lacks pizazz. There's only so many different types of enemies to fight and not much visual variety inside those types. The random combat encounters where you get jumped when on the overworld map are very samey and you can see the repeating spawns and eventually they just blur together. There is a combat encounter with a fairly significant character that you can get into and its disappointing how its set up as JUST a regular encounter of them and four other dudes, what should be a big story beat is a meh fight and you move on. There's dialog that isn't voiced that frankly should be, and some things that are voiced that end up feeling like a waste in the light of other way more important things not being voiced. As a setting, this hypothetical Outback years and years after the bombs has some WEIRD stuff going on that frankly isn't investigated enough. You can get some tidbits but this should be a thing where anyone seeing it for the first time and for a long time after, including your party members (and you if you so choose) should be screaming in all caps "WOW WHAT THE HELL WAS THAT", but instead its not given the weight it feels like it deserves and instead people go "huh that's odd"/"I wouldn't mess with it". Broken Roads has some good ideas, there's ideas being explored about philosophy, what it means to be a good person, and how best to build a society after everything is blown to hell post WW3. You can tickle people's brains for their opinion, there's someone to talk about about differing philosophies, and there's even a cool mechanic of the moral compass that tracks your choices and gives you bonuses depending on how you behave. You can do a thing I love in RPGs in general where if you hoard things like a packrat you can automatically do quests when you already have the stuff someone asks for. "Oh you need a huge magnet? HERE YOU GO". There's potential here, but I think the game didn't get enough time in the oven and it never reaches that potential because of it. I give Broken Roads a "Automatically knowing the answer to a question by being an alcoholic" out of "Why didn't they take my weapons away when they arrested me?", there's good and bad, and unfortunately the bad outweighs the good, I have to say give it a skip, which is disappointing.
Games getting too much hate but it has a lot of heart and the developer hasn't given up. Buy it now while its on a good sale, and wait for it to improve, I'd say, or enjoy it for the decent game it is now and play it again when it's great. But don't let the negativity overwhelm this game's fun style and writing, and rest assured it will only improve.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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