
City of Chains is a dark sci-fi RPG set in a dystopian city. Take control of a small group of escaped fugitives and lead them to their freedom. Decide whether to fight head on or to avoid combat, to help others or to go your own way, to show mercy or to kill. Your actions could affect the fate of the city.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**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
Перед вами очередной проект, созданный на движке RPG Maker, от студии "Astronomic Games". Их проекты заметно отличаются от многих игр (в хорошем смысле), созданных на этом движке, которые зачастую, однообразны, а иногда и откровенно плохи. И эта игра не исключение. Сюжет хорош, и по нему интересно продвигаться. В мире киберпанка вы берёте на себя роль опытного инженера, конструирующего роботов. Когда он отказывается создавать машины для войны, правительство компрометирует его и арестовывает. Ему удаётся сбежать и найти новых друзей, с которыми ему предстоит противостоять врагу. С этого и начинаются приключения нашего героя. Что же касается геймплея, то всё по классике жанра. Отряд из четырёх человек продвигается по локациям, расправляясь по пути с недругами. Исходя из возможностей каждого персонажа и их специализации, вы выбираете стиль прохождения. К тому же сюжет не так уж линеен, местами вам нужно принимать решения, которые изменят ход событий, что повлияет на концовку. Думаю стоит предупредить, что игра не русифицирована, а в игре очень много текста. Так что если совсем не дружите с английским, то не стоит связываться с ней. Ну а в целом же, это неплохой представитель игры, сделанной на движке RPG Maker. В игре неплохой сюжет, по которому интересно следовать, под сопровождение атмосферного саундтрека. В общем, годный среднячок.
[i] City of the Chains[/i] – третий проект [i] Astronomic Games[/i]. Я уже был знаком с дебютом - [i] Atonement Scourge of Time[/i], поэтому особой радости при запуске игры не испытывал, но разработчик шагнул вперёд, хотя сделал только один шаг. У нас тут город, дистопия и какие-то сомнительные ребята с туманными целями. Чем дальше идёшь, тем больше усиливается знакомое ощущение фильма группы Б, что уже не в первый раз. Действующие лица простые текстовые головы, в которых не прослеживается эмоционального следа. Всё это ощущается очень отстранённо. Игра нас старается знакомить с миром постепенно, но никакого даже обманчивого чувства приключений не следует после каждого шага. Необычно видеть игру в стилистике лёгкого киберпанка на [i] RPG Marker.[/i] Вроде бы всё как обычно, но есть пушки, выстрелы из пушек считаются чем-то вроде магии, расходуются боеприпасы вместо маны, но урон примерно на треть больше, чем от удара кулаком. А патроны валяются не везде. И всё начинает выглядеть глупо. В итоге зачем было мудруть дистопию в будущем, если можно сделать дистопию в прошлом? Всё работает и играется точно также как в обычных инди JRPG, в то время как ожидаешь увидеть что-то в духе [i] Jugged Alliance[/i]. Ладно хоть противники на экране видимые. Поначалу поединки будут несколько напряжёнными, но на середине пролога уже можно будет закликивать обычными ударами почти всех. Скучно. Может надо было выставить уровень сложности повыше? Тогда вы будете бегать по магазинам и закупаться патронами, чтобы двигаться дальше. И в таком случае механика с избеганием противников заиграет новыми красками, но это всё не то. НЕ ТО. Потому что дизайн не тот. Глупо хотеть от бедной инди игры уровень проработки [i] Deus Ex[/i], но обходить врагов через другой - точно такой же коридор… Хорошо, поставим там охранную систему, через которую герой просто не пройдёт, пока не обезвредит. Почему бы не ввести механику ловушек? К слову, чтобы обезвреживать ловушки, нужен навык, соответственно есть прокачка. Но прокачка кастрированная. Пассивные способности и активные способности не очень то и нужны, как я говорил ранее: можно тупо заколотить. Со снаряжением игра пытается создать некую вариативность, мол плазма против роботов, пульки против людей, но всё это выглядит также натужно и бесполезно. С графикой всё тот же уровень, что и на дебютном проекте, да это [i] RPG Marker[/i] со своими текстурами, а далее ничего особенного. Звуки так себе, с музыкой всё чуть лучше. Вроде бы мелодии неплохие, но всё это слишком зациклено и однообразно, так лучше сразу выключить звук и включить фоном что-то своё. Честно, не понимаю хвалебных отзывов, вроде бы отзывов даже очень много, чтобы обвинить издателя и разработчика в их покупке. Но вот за этими обзорами нет ничего больше. Нет видео, одно руководства и пустые обсуждения. Игра хороша по меркам треша из инди, но слишком плоха, чтобы уделять ей внимание. [h1] 4/10[/h1]
Looks terrible and boring as hell. Don't even bother.
[quote]Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews,[/url] so you can be updated whenever I post a new review.[/quote] [h1]Overall Rating - Seriously Flawed ★★☆☆☆[/h1] [h1]First Impressions[/h1] I downloaded City of Chains (CC) to my laptop a few years ago because I thought it'd be a good game to play through while I was offline, visiting family. When I connected back to the internet, unlike other games where I'd done this before, it didn't recognize my game progress and give me all the achievements I would have earned if I'd been online. That put me off CC for a while, and having realized that was already four years ago now, I figured it was well past time to return and give it another try. [h1]Gameplay[/h1] CC might be a turn-based RPG, but the way its overworld is designed, it's the type where it allows players to resolve matters in more than one way. For instance, you can attack a handful of guards in front of you and fight them head-on, or you could use one of your grenades from your inventory and knock them all out. Depending on what skills you develop for your characters, you can also unlock other options, such as disarming a trip mine to sneak behind guards and avoid them altogether. Its features like this that people tend to appreciate in RPGs because it taps into player choice and how they would want to play out the characters. Are they more gung-ho or cautious, ruthless or compassionate, etc. [h1]Controls[/h1] The layout of the controls were slightly unusual, which I never quite got used to, but I was able to play the game with my controller. There was the option to play with keyboard controls, and is how CC was designed initially, because the control prompts are shown with those inputs. However, it functioned well enough, though I wouldn't choose to set things up the way they did. [h1]Story[/h1] This game takes place in a dystopian, authoritarian setting. Think of any sci-fi, shady government hell hole, and you more or less know what this place is like. In spite of all the amazing technology in place, most people are impoverished and barely able to survive, while strict police forces maintain the status quo through brutal punishments. Between forgetting what took place years ago and not getting very far this time, I can't comment on how the story plays out in the long run. However, I was already seeing obvious stereotypes and possible outcomes. I can't fairly say how the story would have turned out, but I'd be very surprised if it was anything special. [h1]Visuals[/h1] Although it might not be so obvious as others, CC was made with RPG Maker. When I realize that, I can see similarities between this and other Steam games I've played. The different graphics style and setting, compared to the several medieval fantasy ones out there, probably helps it not seem as cookie cutter. I think the settings and visuals are sufficient to get the job done, but I wasn't always positive about what background objects could and couldn't be interacted with. It only requires some trial and error to find out, but there's a lack of polish compared to games made independently. [h1]Sound Design[/h1] Keeping in mind the somber tone of the setting, the music is well-suited for this atmosphere, though I don't know how strongly they feel like sci-fi tunes. Despite having a pessimistic nature to them, overall the songs sound too simplistic to be that enjoyable. For example, I found the combat music really basic, and it wasn't that pleasant to listen to for very long. Something else that doesn't help combat is the somewhat annoying and unfitting noises from attacks. It just doesn't have the right tone or sound when you strike enemies, and it's a bit grating too. Not a great feature for something you're going to hear quite often. [h1]Pros[/h1] 🌟 I'd think you would want the resources from completing the side quests, but in theory they're entirely optional. 🌟 The ability to make choices when proceeding was nice. For example, whether to kill a guard or not. 🌟 Being able to save at any time is useful and convenient. [h1]Cons[/h1] ❌ The developers knew that Steam would use F12 to capture screenshots, but still used that same button input for a function in their game. I don't know why they didn't make an adaptation so it wouldn't disrupt people trying to take pictures of the game. ❌ I can only imagine how careful you'd have to be when playing on the hardest difficulty level. That doesn't seem like something I'd want to mess with. ❌ It's rather generic, and the fights were getting boring, when they weren't hating on a single character. [h1]Tips[/h1] 🔍 No matter what difficulty you're on, there's no consequence to saving frequently, so you might as well take advantage of it. In case you make a mistake, you'll probably want to alternate save files. 🔍 Even though you might want to unlock passive skills to open up different routes, it's probably best to use some early skill points to increase their stats. They're so weak otherwise. [h1]Final Thoughts[/h1] My biggest annoyance with CC was that in spite of playing on the casual difficulty, the amount of damage dealt by enemies could still rapidly deplete the HP of my characters. When each only has 200, with enemy attacks doing as much as 60 damage, they can survive only about 4 attacks each. Adding in how common it is for the same character to suffer multiple attacks and be knocked out because of it, you create situations that aren't fun or challenging, just cheap. Hopefully you saved recently so you can reload, try again, and hope for better dispersal of their attacks. In the past, I might have had more patience for slogging through this, but if I'm already getting annoyed this early, I'm not going to waste more time forcing myself onward. From what I remember of the game beforehand, it was pretty stereotypical and wasn't blowing me away with anything. If so I wouldn't have waited this many years to come back to it. [table] [tr] [th]PC Specs[/th] [th]Performance[/th] [/tr] [tr] [td]Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 [/td] [td]The game ran without incident on default settings. 💖 - CC is healthy [/td] [/tr] [/table]
[h1] City of Chains links your Actions to your End [/h1] The world of this game is really fleshed out. It's a very dark and gritty city. The artwork and music all lend to an inhospitable place. I enjoyed seeing how all the different choices affected the endings. My only complaint would be I wish we got more backstory with some of the characters. There was a lot of side-quests, but only a few of them related to one of the party members directly. [h1]Pros[/h1] +The character portraits are incredibly detailed. +The soundtrack always new and engaging appropriately with the environment +Chests are nice and flashy to show their location +Story and world is well-written +Puzzles are short and diverse +No backtracking needed. Story moves briskly chapter to chapter. +Party of 4 unique characters with their own specific set of skills that ONLY they can learn. Makes you feel like everyone is important. [h1]Neutral[/h1] ~Enemies do not respawn. Means less need to fight, but also you can't grind for money. ~No experience points to level up. Skill Points are earned through main and side quests. ~Characters recover by walking. Interesting mechanic. Definitely saves on healing items if you don't mind walking a lot. Doesn't logically make sense though. How are they healing themselves by walking? Maybe if they explained it as if there are nanomachines that activate in response to calmly walking. [h1]Cons[/h1] -Characters a bit one-note. -The skill First Aid only heals up to 25% of a character's Max Health and only outside of battle. That's a bit useless. Example: Have a character only has 40/200 HP. Use First Aid and it recovers only 10 HP or up to 50/200. Since health is recovered by walking, it's more efficient to just walk to heal. [h1]Overall Grade: 7.5/10[/h1]
RPG Maker - сразу минус 1 пунктик. Пошаговая боёвка и скучный сюжет отбивают желание проходить игру полностью. Ладно хоть тут гриндить не надо в отличие от всех игр подобного жанра.
It's another jank RPGMaker game, but it has some entertaining values. Although I'd rather choose neutral over positive. [b]Story:[/b] Feels like a B-rated movie, not really good or memorable. While your choices have some impact on the story, it seems you can obtain all endings no matter the choice you made earlier. [b]Visual/Audio:[/b] The overall visual it's just okay, where some assets either look ugly or somewhat good. The audio is just your typical RPGMaker game. [b]Gameplay:[/b] The combat is passable, without grinding requirements or spamming attack nonstop. I managed to avoid many combats by craft and buy lots of standard and plasma grenades (that are thrown while walking) and learn certain passive skills. But boss HP is very bloaty, where it took at least 5 turns to beat the boss with best items and skills I could obtain. So it's not surprising many people gave up quickly and even left negative review.
The game tries to sell itself as a gritty cyberunk rpg, but it is far from it. The story wants to be deep, but the writing’s stiff and the pacing drags like a busted hovercar. The combat’s repetitive, the environments all blur together, and the atmosphere that should feel oppressive just comes off as lifeless. It’s definitely not the cyberpunk rebellion it wants to be.
Unbalanced, frustrating combat with no enemy health info, poor pacing and limited settings
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Related
| Shooting Range Simulator | $90.7K | 196 | 78% | $11.99 |
| Dark Rose Valkyrie | $90.6K | 184 | 47% | $19.99 |
| River City: Rival Showdown | $90.6K | 186 | 54% | $24.99 |
| Livestream 2: Escape from Togaezuka Happy Place | $90.6K | 187 | 86% | $24.99 |
| LUST & MAGIC ✨ | $90.6K | 159 | 70% | $14.99 |
| Deiland: Pocket Planet | $90.6K | 229 | 69% | $14.99 |