
It's a retro-style strategy game, you can choose the Northsky Fleet or the Pirates, lead your commanders, controll many kinds of warships and robots, and fight a war with the enemy's fleet and alien horde on the galactic chessboard!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Spanish - Spain, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
It's ok - reminds me of old tactics games like "Balor of the Evil Eye" and such, but the UI is also very old-school, with tons of unnecessary clicks, so if you are accustomed to modern XCOM-like controls - better stay clear, it will drive you mad. Especially when ruthless RNG *** you up, forcing you to replay and savescam. The newer games from the dev seem to exploit the same tech, just expanding the scope from small 'sector' to vast 'galaxy', with added diplomacy and all, so this one looks like a demo.
作者一定很爱国,用大明辽东总兵李成梁和其子李如松的合体李成松,作为帝国将领,打败了小日子过得不错的北海道虾夷海贼,其中虾夷海贼还被核平了。这个背景设计的很好。 游戏内容类似于《机器人大战》,属于一款很不错耐玩的SLG小游戏。
You need to get Chaos Galaxy. That one is better and newer. Only play this if you want to experience the scenario first hand...
在我玩到《混沌宙域》的时候,心里有一种激动和感激的心态,我小时候是玩着掌机的《机器人大战》长大的,那时候我就在想,为什么我们国人做不出这样的游戏呢?终于,到了今天我们中国制造越来越强大的时候了,我也能玩到属于我们国人做出的宇宙和机器人题材的SLG游戏,有种圆梦的感觉。
Definitely recommended for fans of turn-based tactics, space, sci-fi, and strategy. Feels similar to a space XCOM. +Art style +Music +Battle animations, character portraits +Manual and auto-saving +Positioning matters +Characters/commanders +Upgrades/levels for units and commanders +Turn-based tactical space battles +Variety of different ships +3 factions +Weekly report decisions, commander suggestions +Strategy layer, planet development -Barebones options -No key shortcuts; mouse only -No rebinding -No voice -Only 1 faction at start -Low res/ pixelated -Lacking tutorial -Some unclear info, lacking tooltips -Edge pan camera only -Awkward dialogue/translation -No auto-end turn -Clunky UI -Only 1 action per week -Explorations are often a waste -Some balance issues -No choices on level up
Indie games are labours of love. This is quite apparent within Chaos Sector, which homages the classic turn based strategy genre in beautiful pixel art style. The game is light on story, but rich in setting and mechanically solid. As the first in a series and basically a solo job by its developer, the game runs fine with a few flaws but has a brutal difficulty curve and no formal tutorial. Once you get the hang on what you're doing though, (battle tool tips and taking manual command via "make my own decisions" during the council phases 80% of the time) it becomes a gritty tactical matchup that's surprisingly well balanced. I'll list flaws first as to end on a positive: 1 - limited battle maps. I struggled to tell exactly how many were in the game, because you play the same map(s?) in different positions rather than having smaller/dedicated maps per planet/node. This is generally not a glaring problem, other than how a lot of early turns can very much be "find the enemy" which can be quite frustrating combined with my second critique. 2 - the game homages classic fog of war TOO well in that the enemy knows where you are, you just have to find them. Surprisingly, this isn't an issue for the most part. As defensive missions will have them come to you and offensive ones only have them move to attack once you can see them/enter their range. Combined with the large map sizes however, it can make some missions very tedious. 3 - lets be honest, translating is hard. English is a horrible language to learn as a second because it has inconsistent rules and exceptions; Chinese, on the other hand, is complex and can struggle to convey exact meanings from its native state into another language. Don't get me wrong, the game is perfectly playable and intelligible, but there are a lot of little blips and oddities of wording (one example is the Imperial Crusade leaders having literal-ish translated names). It goes along with a handful of issues where sprites are partially missing (at least at my resolution) from certain angles. The game is a solo project and none of them crush gameplay, so leeway should be given on account of it working well despite these issues! 4 - the steal mechanic is great fun when it works, but an absolute nightmare to pull off most of the time. The pirate leader has a flat boost to the percentage which helps, but given how squishy most infantry are, capturing ships that are trying to kill you constantly can be a real pain. Especially in the endgame of the Pirate scenario where capturing the new ship type is critical to... not dying horrifically or losing tons of ships constantly. 5 - commander skills charge very slowly most of the time and some battles actually prevent you using yours if you're winning without losing ships or the enemy has no battle stations to charge it off. This is frustrating when trying to add the alien units to your collection because the skill that does that often means you're gambling as to what the final unit is on offence and few defence missions have enough enemies to use it at all. Now, to end on a good note: 1 - while not an easy game, this is a solid one. Both scenarios are beatable, fleet compositions are allowed to vary (excepting nuclear ships are best countered by other nuclear ships due to sheer insanity), and different commanders genuinely affect how the maps play out. 2 - while there isn't a lot of story, the setting details and lore that are given are well crafted and interesting; the creator has clearly put time into the art style and you can see the difference between factions, characters, and weapon systems. 3 - Both sides have different units, but they're all balanced enough to compete with clever thinking. Plus, the pirates are better at stealing ships so can field both pretty reliably. 4 - this is a solid standalone game, but also in effect a proof of concept for its sequels. Despite its first instalment issues (and a lot of classic series have this), I felt engaged and determined to complete it all the way through. There is enough content and variation to make both campaigns worthwhile and interesting, though part of me wishes I could play any commander on a skirmish-style map (will have to look for the sequels). Overall, I recommend this for those with patience who enjoy classic Nintendo-hard turn based strategy and/or who want to see a less traditional space-opera setting and style.
复古战棋,画面复古,操作也比较复古不太方便,但整体来看还是可以的,适合怀旧战棋爱好者。
Chaos Sector is a solo indie developed turn based tactics game that released October 8th of 2018 by Hong Kong based Han Zhiyu. I believe this is his first project? The game explains itself as a retro-1995-2005-style strategy experience with your faction choice of the Northsky Fleet or the Emishi Pirates as you use an intergalactic chessboard to battle eachother or a horde of aliens with warships and space robots. This is a neatly packaged product with cool tunes, nicely drawn pixel art, multiple commanders, units and even endings. When you first start up the game you'll only have the Northsky Fleet faction unlocked though on subsequent play throughs you'll have the option of choosing the Emishi Pirates led by Botenmaru. So, we'll get a quick little introduction tutorial in which the Fleet as led by Chengsong has the pirates surrounded and outnumbered for victory until... a bunch of aliens come up and destroy out fleet, letting the pirates escape which leads to a sector of space put into chaos. If you want to go a bit deeper than that we also get this star wars-esque scrolling text of history upon starting up a new game. From here its a bit of choose your own adventure as far as the story goes. The two faction choices both have a good and bad ending, additional commanders with their own sub-stories arrive, aswell as the little bits of lore gathered from your commanding officers. As you can maybe tell, the story is relatively light and not something of exceptional depth. It's got some translation wonky-ness and can be trope-y. Case in point the commander Jade has a dramatic character backstory about how her wedding dress is stained red with the blood of her lover and Thunder has a dramatic backstory about being the last soldier of his unit left and now his life purpose is to destroy all aliens. The story is okay, it gets the job done for all intents and purposes for me, but if you are expecting a deep and polished novel of a game this is not it. Now that the story is setup the game starts and you've got 50 weeks to win for your faction. This comes down to destroying the enemy factions. The aliens and the pirates or the fleet, depending on who you choose. At its most basic I'd say the game plays similarly to something like Advance Wars or Romance of the Three Kingdoms or maybe even Fire Emblem or Super Robot Wars? Okay so, first you're asked to consider the advice of your commanding officers. I'm not sure if there is any brains behind what they want to do as I've had to reload gamesaves and on the same week it seems their asks change? Anyways, they'll ask to do various things around the space map such as, attacking an enemy planet or developing one of ours for further monetary gain or building combat fortifications around our planet, or sapping enemy forts. Exploring the outer fringes for goodies, building more ships, or leveling up the technology talent tree. Whenever you choose one of these pieces of advice that commander can end up leveling up, which increases stats and will enable them further in combat with additional units or skills or can improve the non-combat abilities. You can of course ignore the commanders and do whatever you want instead. So basically you've got a little micromanagement here, tending to the multi-fronted war effort, your commanders and your finances. The combat portion of the game takes place on a grid, set in space. There's planets and asteroid belts. And thats it. Its essentially one map in the entire game shifted around in different ways. When your unit lands on a planet they'll capture it, which enables them to regain health or wins the combat scenario depending. Certain units have the ability to travel through the asteroids at a movement penalty. So we should probably go over the units. All the factions essentially have the same units just with a different skin on'em. A stealthy submarine that can turn invisible, a smaller and a bigger warship. A supply shuttle and two units of humanoids. Mechs with swords or mechs with guns. The mechs have an interesting mechanic where they can capture damaged enemy units. There are also defensive fort units. The attacks, seemingly a circular radius of cannon fire, melee combat or a straight line laser shot. The tactics here mostly revolve around combat directionally. You'll get bonus depending on if you are flanking or behind enemies and vice versa. All units can also become more powerful via leveling up through combat experiences. Oh and you pick a commander per battle, as they all have unique stats and skills. Like Chengsong who seems to specialize in Beam Spear attacks, with the skill Lance Salvo and his passive Improved Lance. My personal favorite commander to take for combat was the robot Hardshell as his robo passive skill 'The A.I.' negates the entire fog of war mechanic per battle maps. The combat is decent. It's got just enough variety to remain interesting for my playtime but is definitely not the most intricate or indepth tactical system. This game is pretty light, all things considered. In my playtime I found little use in the supply ships and submarines, and was also troubled that the melee fighters had such a small movement range. I also couldn't manage to find any sort of sweet spot in a rock-paper-scissors sort of balance between units and weapon types as they all seemed to output almost identical damage across the board, which meant their only difference was in options of line of sight. Also the aliens in general had some maybe overpowered feeling abilities like auto-healing every turn or poisoning *every* unit on the map simultaneously? Admittedly, I'm not a very good tactician so this could all be ignorance spelt out by my smooth brain. Artistically I really enjoyed this one. Everything is very clean and legible looking. Every character has a unique design. I like that in combat each attack gets its own close-up animations but I'd be remiss if I didn't admit that turned that feature OFF most of the time just due to how much longer the game would be. I think its a bit of a pity so much work was put into these animations that most users are probably only going to look at one or two times before turning them off. If I do have a nitpick, I'm not sure if its something to do with the resolution scaling but visually some screens appear to be a bit blurry? Like maybe the artwork was getting stretched, which leads to the pixels looking a tad fuzzy instead of hard lined? It was noticeable but easy to get past for me. Likewise the music is pretty great, too. While perhaps it can get repetitive at a certain point, it definitely has that old-school super Nintendo sort of feel to it which when tied with the graphics really pulls on those nostalgia strings. Bugs. This game has given me a few problems. Menus disappearing, buttons becoming unpushable that sort of thing. No loss of save games and all these issues seem to become fixed after restarting the game so it wasn't locking up the whole thing but it was still very obviously noticeable. While maybe not as fully realized as its subsequent games, Chaos Sector remains a relatively short and sweet experience, at a fair pricepoint. You can definitely feel the love that went into crafting this one, even as a small scale experience. I enjoyed my time with this one with nearly 10 hours of playtime with further room to achieve alternate endings and I definitely feel like I got my moneys worth. The graphics were great, the music was cool and the gameplay was simple and easy to hop into. I greatly look forward to taking a peak into the next games to see how the mechanics have become expanded upon. full review on video here; https://www.youtube.com/watch?v=aVe8tpzZdeQ
It's a very cool game, though my opinion is a little biased I love strategy games with story progression. There is a game breaking bug actually, but besides that I really liked the challenge. It's not too easy, just saying, you gotta make use of the 50 turns you are given to put things into order and more I can run it on my Potato so, pretty cool
Left a positive review for the third game in the series, on a whim going back and leaving some for the previous entries. As the first obviously doesn't benefit from the experience and polish of the later works, but as the entry point it holds fond memories and was interesting on its own merits & as almost the 'proof of concept' of what was to come.
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