
AT THE LIMITS OF EARTH, AT THE EXTREMITY OF HEAVEN. A REAL-TIME STRATEGY NIGHTMARE.
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\\ Read bottom. After trying a while to like this game - and I do - I still have to give it a stark thumbs down. So many basic features and much intuition is just missing. The preset missions, I do not doubt are technically possible; If the game functioned, anyway. Largest issues for me, aside from crashes (which did improve with the most recent update, but are still somewhat present) are units.. Not listening. At all. They allow themselves to die out of refusing to move, or do anything else at all while attacking/being attacked, leading your units to dissolve and forcing you to expend resources to make more, whenever you're up against more than 1, maybe 2 enemies within your range. They will not build. Their pathfinding is incredibly subpar. Movement speed is ludicrously slow. Even the AI itself doesn't seem to understand the game or how to work, both for your units/structures/interface and the enemy's behaviors. I will say it's immensely frustrating, but also disappointing because I adore this game's aesthetic. Sadly I just can't recommend it to anyone - if the developer reads this, seriously, please consider putting up simply a text guide on steam of the tutorials, and button/command functions. There's never a truly clear answer, rather, you're told to do A, and B will happen naturally. But, when you do A, nothing occurs at all whatsoever, or it's done improperly. The biggest example of this is barricades - I've not been able to pass stage 3 as it is entirely, systematically impossible due to slow workers not performing the most inscrutably basic tasks imaginable, significantly overpowered enemy production, and barricades are fully unable to be built. At various points through said stage I have tried every possible command and input and click and press I know of, to attempt to get them to build barricades, and they simply will not, no matter what. While I assume the game could be much more pleasant if it worked, given the long time between updates I would say it's really not worth it yet. I choose to believe the developer isn't necessarily doing a bad job per se, rather, it's simply a difficult project, and one infrequently worked on for some circumstance/reason or another. Personally, since it appears to be one of the most prevalent (or intended to be used) features of the game, I strongly believe they should work on the levels individually and what mechanics they try to teach/use. Taking these one by one may help with focusing on the issues in order that people will encounter them. And again, please dev, just make a text guide on steam about the game's instructions, input, and mechanics. It would be helpful to have it all in one place and more coherent, and in depth at least slightly, compared to the barebones in game manual - and, key/button input info as well for actions and such beyond basic selection, would be a large assistance. Hoping the game gets better in time, and the dev doesn't lose steam/motivation on the project. I adore the aesthetic and visual design, and its somewhat more unusual style of management and in game systems, but there has to be functioning substance behind it for it to shine right; What's there technically works, but it could largely be improved, elaborated on, and explained better. Please don't give up on this game. I'd really like to see this become something more playable and proper. Edit://5\11\25// I am immensely grateful for the bit of return feedback, and the update; Thank you. While I do support the game, I will leave the review negative for the time being - this will change somewhat shortly, after I more thoroughly test through the changes. I will place additional edits appended to this afterward, and perhaps give other suggestions? Of course, it is your project but exterior experience can help on occasion. Now, I've mainly gone over the update in preliminary, having only finished stage 3; While I found it notably more feasible, I did end up winning due to spawning directly adjacent to the arriving enemy ship, and eradicating it within the first 40 seconds or so of the round. The barricade edit is a bit unintuitive at first, but it simply takes a moment to click in your mind - building uses all charge immediately to convert to all of the shield around the region, and will require regular siphoning during defense but is absolutely workable (particularly with upgrades to raw material yield). I did still encounter some instances of units stopping when attacking, but not all that frequently, and even less so when being attacked. However, I did encounter a handful of instances of "Garrisoned" units not responding to orders, but enough clicking about and recycling through menus got them out of that stunlock, also enemies drawing near. The building ability is noticeably improved, but I believe that there is an occasional error which occurs that ceases their focus on construction, if you give said units an order to move or do something else. While I'm no developer, I'd say perhaps add an option to specifically assign workers to the construction process, from the menu brought up by clicking the object in-progress - even "assign all" may work well for getting them back on task, if possible; This may also be a possibility for other objects, perhaps? As in, rallying units (selected ones, or all) to guard a specific structure you own via ordering them to move and right clicking directly on said structure, or adding another option to said structure's menu to "rally" or "recall" units for defense. Again I am unsure. This is a marked improvement and I will try to provide a full extent of detail as to my experience as i move forward in testing over the next few weeks. Again, I appreciate it, and don't give up. \\ The majority of my complaints here have been fixed or at least mitigated. Issues remain, but can be dealt with in time - as it stands, I personally would recommend this game if you're willing to play through the bumps, bugs and crashes of an in-development project.
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Languages: English*, Korean*languages with full audio support
Hours played at review time, across 36 reviews with recorded playtime.
Bit of an odd one, but unique.
画面:画面很有趣,但是真的看不清楚在发生什么,关闭UI motion会好受点,这个画面效果希望能优化,现在实在看不清楚,或许不一定要执着于黑白,用一些颜色强调不同的单位?或者改掉这个画面后效,真的太乱了根本选不中单位。 游戏引导:教程非常模糊,很难理解这游戏怎么玩,能看出作者想做很多设定,但是教程还是通俗点会更好吧 游戏性:单位操作非常诡异,类似于设置集结点?单位总是乱跑送死,单位于敌人交战时甚至不能撤退!?打着打着两边的人还会像傻瓜一样呆住,单位的AI非常愚蠢,搞不懂为什么不用常规RTS的框选控制。核心玩法的充电教程里几乎没好好说怎么用?第4关目标在地图外,地图全开也找不到。。。防御塔没电了还得一个一个手动点真的绝了,怪物分布完全没有随机补正,一开始就刷到玩家出生点上。第三关完全靠试才知道可以用抽电把敌人塔的电抽了,完全没任何提示。。。奇怪的弹出式建造窗口,每次都会挡住我要看的东西。。按钮以及快捷键经常失灵,重复按B也无法呼叫出建造界面 游戏奔溃:bug太多了,单位一多游戏就明显卡顿,甚至奔溃,希望尽快修改bug问题,过多恶性bug这游戏根本没法玩! 总结:希望制作组能好好修改,挺有潜力的美术设计,让人想到异形的GUI设计,但是缺点实在是太多了,希望能好好做完,算个半成品都够呛。目前只能说游玩体验过于痛苦,真的太糟糕了,从来没玩过如此令人痛苦的RTS
I love the game when it doesn't crash! Killed everything on the map for the 5th mission and as the last enemy died the game just shut off, so I guess that's the only way to fail that mission. Sure hope this game wasn't a scam because I had fun and i'll look like an idiot in front of all my friends after telling them how sick it was.
This game has some cool qualities but right now the bad outweighs the good. Hopefully the dev team will get the issues sorted, as the game has real potential. Cons: SInce the update on 7/22, the client has been unstable, crashing frequently. With most missions, your base starts with defenses on only one side, so you often end up forfeiting until RNG makes the enemy spawn on that side, at which point you have a chance to win. Unit AI has been buggy. Workers sometimes stop doing tasks for no apparent reason (have energy, not recharging or fortifying). Unit/building selection doesn't work well. You often end up selecting the ground tile instead, which is very frustrating in a fight. Keybindings cannot be changed. The key for recharging units/buildings is next to the self-destruct key. If you accidentally hit the wrong key on a unit or building in the core of your base, it usually starts a mission-ending chain reaction. Pros: Aesthetics Concept
Realmente algo além da mesmice, um louvável ato de coragem para um modo ainda não imaginado, é isso que precisamos! Intuitivo. Diferente. Desafiador. Curioso. Visual muito inspirado. Jogo bem bolado. Visão de um futuro além do plano. 10
Game developers are actively working on making this game a good experience. While i would not recommend the game in the current state, i would keep it on a wishlist and keep an eye out for updates. Game presentation is impeccable and the mechanics are fun, but right now they're a chore to get around, especially if you intend to play with a controller.
♥♥♥♥ man, I've been waiting for this game for a long time now, but unfortunately in it's current state it doesn't work. Bare with me I'm not good at writing reviews... (EDIT: As of recently, the devs posted an update that fixed a few issues and responding to posts here on steam. While issues still remain my hope for this game has returned. I'll be giving a thumbs up only because steam doesn't have a maybe option. I'll edit my review as updates keep getting posted.) Pros: -Looks amazing -Interesting concept -(Devs introduced some pop up texts that explains some mechanics as of the first update, yay!) Cons: -Units responding to commands is still a pick wonky. I'd rather be able to have more control over my units like telling some to work on one structure while others build another. -Barricades are still finicky. You have the option to build individual sections but it doesn't seem to work. However, if you zoom out you can build walls on the edges of your base. -Unwinnable single-player missions. (The maps are randomly generated so this results in scenarios where either the enemy spawn somewhere you can't reach them or they spawn on the side of your base that doesn't have the one tower and rush you. Still stuck on the third mission.) -Game crashes a lot, especially when exiting a session. The game is still buggy, but with the recent update there is hope but buyer beware. Lots of bugs and missions can be difficult. (Leaving this up because it's just my opinion. Might remove once the game is in a better state.) Whats weird is that the beta version of the game seemed better. I got back on it while writing this and I immediately noticed a few things... The Beta version is: -More readable, easier on the eyes -Gameplay was a bit different. You are tasked with either researching something, exploring tiles, or destroying a nest. You slowly expand out the tiles till you hit the edge of the playable map which was not very large. Your vehicles cannot defend themselves, instead they gather rocks and ♥♥♥♥ to bring back to your HQ or power buildings to turn them into energy to power structures, produce building materials, and you would use that energy to research new tech. Now that rocks and grass resources are just being used as XP or a worse material. You would research turrets to build around the base and buildings with full power could discharge their battery to kill monsters that would come out at night. At night? Yes, the beta had a day and night cycle with the day being mostly safe, why did that go away? Of course the beta was far from perfect, it was buggy as hell and the extermination gamemode (which doesn't exist now?) is basically impossible to survive. I was hoping the devs would fix that issue on full release but instead we are given a buggy mess that somehow ended up being a different game... sorry for the tangent.
I'm gonna be realistic, it's ok for a start, this isn't made by a huge studio and ya gotta understand that, and if you wanna go doing the game with trial and error, then by all means try it, just do not play Multiplayer for the time being it is extremely buggy, for now i'd say do not buy it until it gets fixed unless ya just wanna be stuck doing campaign missions all the time, overall the concept is great, and is ultimately unique, I will come back to this in the future when it's more polished, I do hope you Devs keep building on this game and fix it, it has potential. Sidenote: Giving it a Recommended to keep the rating in the more positive and or mixed, we don't want it totally in the negative, there is potential for this game, it just needs to be fixed.
I'm sorry. The monochrome presentation with tons of glitches, wireframes and other visual noise just makes it too annoying to parse. Also, does the game seriously reward you just for clicking tiles quickly enough? That's...I dunno, I didn't expect a clicker game here. All that said, I was really looking forward to this on account of the writing. "AT THE LIMITS OF EARTH, AT THE EXTREMITY OF HEAVEN. A REAL-TIME STRATEGY NIGHTMARE." That's just a first-class blurb. I really like it. Sadly, I bounced off of the game itself.
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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.
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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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