
Colony Ship is a turn-based, party-based role-playing game set aboard a generation ship launched to Proxima Centauri. The game features a detailed skill-based character system, multiple ways to handle quests, choices & consequences, and branching dialogue trees.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Sep 14 → 4.2/day in the week after.
About

It is the Year of Our Lord 2754…
You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, all because you had the misfortune to be born on the Ship, chained to a fate you didn’t choose. You have never seen Earth and you’ll never see Proxima Centauri either. You’re doomed to live and die on the Ship in the name of the Mission, like your father before you, like his father before him.
The Ship is old. She had already been twenty years in service when she was rechristened Starfarer - a pretty name for a retrofitted interplanetary freighter. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Might as well get on with your life and try to make the best of it.

Colony Ship is an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices will determine who your friends and enemies are.

Your adventure starts in the Pit - a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks live free and die fast...

You open your eyes to a grey hull-metal ceiling, one panel of which flickers yellow, indicating dayshift. You overslept, not that it matters. With a grunt you roll off your stained mattress and open the "window" to let some fresh air in. Like everything else around here, fresh is relative. The Ship does its best to recycle air and water, but cargo holds aren’t high on Her priority list. You breathe in metal and burning oil and look up. Four of the bridge's six projectors are still operational, shining dully down on the container towers of Cargo Hold 3, better known as the Pit, the Free City.
Calling the Pit a city is a bit of a stretch, but so is calling this reddish-brown liquid water. You've read that water is supposed to be clear and cities are supposed to be big, but no ship-born has ever seen either. Maybe in another hundred years water will look and taste like oil and people will be talking about the good old days when it was the color of rust and tasted refreshingly bitter and tangy. That's the kind of optimism that keeps you going.
The elevator crawls up a groove in the cargo hold's wall like a black steel bug that's worn a path traveling to the bridge and back. It’s time to get up there and earn a few credits, but first you need a drink.
Once tasked with adapting Terran plants and grasses to the alien environment of Proxima Centauri, Hydroponics was abandoned during the Mutiny. Quickly overwhelmed by out-of-control mutant vegetation, it more closely resembles deep jungle than a research complex. In addition to the abnormal plants, oversized pest control species –bioengineered to safeguard the colony's farmlands– are also on hand to punish the careless.

Plants were sacred to the Founding Fathers. They represented our connection to Mother Earth, our sustenance, and our future. Picture rippling fields of wheat, rye, and barley to the horizon, mighty oaks and cedars, children eating apples right from the tree. That was the vision for Proxima.
But they didn't anticipate how many seedlings would fail in the Ship's simulated environments. And unless they found a way to make good those losses, it would be catastrophic. Alien fauna and poor soil were deemed the biggest threats, so they matched the most important plant species with customized, symbiont fungi. The latter were meant to act as pest killers. Unfortunately, the fungus did its job a little too well. We’re the pests now.
Before the Mutiny, the rooftops of the Habitat supported a sprawling amusement park. There, the people of the Ship could experience at least a few of the novelties they would never enjoy on Earth or Proxima: walk barefoot on real green grass – courtesy of Hydroponics – or soft, red-tinted 'Proxima' sand; sit under tall, artificial trees; and watch the sunrise on gigantic screens suspended all around. This last was said to be indistinguishable from the real thing, not that anyone aboard had ever seen it.
Nowadays, the three remaining rooftops are heavily fortified platforms, patrolled by armed guards. The sky-screens went dark long ago, a frivolous luxury in a decaying world. The grass underfoot and simulations of golden fields have likewise vanished, replaced by watchtowers and checkpoints. With enemies on all sides, cheap entertainment is a useless distraction from reality and its harsh demands.

The Armory - Among the stars, the children of Earth wish most of all for peace. Nevertheless, the wise prepare for every eventuality – we should not survive long without the means to protect our territory and interests, with violence if every other method is exhausted. To that end, the Ship launched with a wide assortment of peacekeeping weapons and armaments, most of it looted and spent during the Mutiny and the hundred lesser skirmishes that followed.
Mission Control - The century-old wreckage of the Ship Authority government complex that once controlled every aspect of life on the Ship. Now scavengers infest this ancient seat of power, a grim reminder that nothing lasts.
The Shuttle Bay - Noah relied on doves to find a landing place, the Ship carried twelve survey shuttles for that same purpose. Even though the Shuttle Bay survived the Mutiny intact, it was looted in the interim, the life support systems and emergency supplies stripped, and the shuttle interiors used by generations of squatters.
The Factory - An abandoned industrial complex that once worked 'round the clock to produce tools for the Ship and the future colony. Why squander your precious shekels on second-hand Earth machinery, when your captive workforce will have three hundred years to manufacture everything you need?
And many others.


Combat is difficult. You’ll be outnumbered and outgunned, so you’ll have to figure out how to even the odds or avoid fights you can't win. There are 3 main factors determining the difficulty of any combat encounter and your character's life expectancy: Accuracy, Evasion, Damage (both dealt and taken). To succeed in combat, you must learn to control these factors.
Accuracy = 50 + bonuses from (stat + skill + feat + implant + helmet/goggles + weapon). You can easily neglect a couple of items from this list and still be a competent fighter, meaning you don't need to min/max your stats because it's only 1 item out of 6. The attacker's accuracy is further modified by the attack type (different attacks have different pros and cons), the weapon's gun's effective range, and inflicted penalties.
Evasion = bonuses from (stat + skill + feat + implant + armor handling – armor penalty). The defender's evasion is further modifier by cover (the exact bonus depends on the angle), gadget bonus (i.e., using a Disruptor Field), and smoke/spore cloud (smoke grenades and certain critters). More detailed information can be found on the character and inventory screens (which show your accuracy and evasion), and in combat, where you can press ALT when targeting while targeting to learn what is affecting the accuracy of a particular attack.
The damage depends on both the weapon and the target's defense. Incoming damage is reduced by damage resistance (feat + implants + armor) and energy shield (gadget and/or energy armor). Weapons with good penetration and/or aimed attacks can reduce enemy's damage resistance, dealing more damage.


When you enter the stealth mode all tiles are automatically assigned detection values, determined by the distance from the guards, which way they're facing, their Perception, and thermal vision gear, if any. Green - safe (you remain undetected), yellow - risky (if you end your turn there, you'll be spotted), red - instant discovery. High sneaking ability (modified by skill, feats, gear) turns more tiles green and opens up more options, whereas a low level thief might see nothing but yellow and red tiles.
Each step and action (lockpicking, climbing, using computers, killing guards in stealth mode, etc) generates noise. Not a whole lot of noise to instantly alert the guards the moment you do something, but enough to add up over time and raise the guards' suspicions. The higher the guards' Perception, the faster the alert bar is filled. An alerted guard turns towards the last noise generated, meaning a lot of safe tiles will turn red and if you're in the line of vision you'll be instantly discovered.


If fighting isn't you thing, you can avoid ALL combat by relying on speech skills: Persuasion, Streetwise, and Impersonate. Not every solution is in your face, but it is there. We check stats, skills, reputation, deeds, and track your choices to deliver appropriate consequences.

Ten party members (max party size is 4) and well over a hundred different characters, some less friendly than others.



Lord's Mercy was her given name. Though he wasn't a priest, her father had called himself a Man of Scripture, and never tired of reminding his only child of God's wrath, His vengeance, His untiring thirst for retribution. If that’s what her name meant, Mercy did her best to live up to it.

"Are you now?" Bartholomew looks at you with interest. "I assume you were on your way to the Habitat, but now you're stuck here... Your odds aren't looking good, my friend,” he gives you a salesman's smile. “Attacking the Black Hand's stronghold is suicide, with or without our help. If Stanton loses...” He makes a pause, letting you work it out on your own.

“You may address me as Harbinger. I no longer have a name." The bitterness in her voice is unmistakable. She must not have been doing this Harbinger thing for long. One of the guards removes his helmet to reveal an oddly leathery face with deep-sunk eyes and a lipless mouth. He grins as he savors your discomfort.
“I wonder if the Neanderthals were as shocked by your outlandish appearance,” the woman says. “I wonder if they foresaw their own doom.”


A generation ship is a perfect ant-farm where different societies can coexist within a limited space, influencing and affecting each others' development while fighting for that limited space, which adds 'the end justifies the means' pressure.

The Protectors' one truth is the Mission, and the sole way to ensure successful completion of the Mission is to follow the Old Ways. The ways of the fathers, forefathers, and Founding Fathers are together the beam upon which the Ship travels to our ultimate destination. The mutiny, which through their steadfast and timely intervention was thankfully aborted, was the ultimate betrayal of the Old Ways, of everyone who had come before, the nullification of every sacrifice and every life dedicated to the Mission.

The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally -which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee.

As inevitably happens in dark and challenging times, some citizens turn to God for reassurance, the promise of an end to pain and hunger. Or failing an end, at least a purpose. The Church of the Elect rejected both the Protectors of the Mission and the Brotherhood of Liberty as worldly fools distracted by politics and their own egos. Teaching their adherents that they were chosen by God, the Church frames the journey of the Ship as a centuries-long test of faith. When the Ship arrives at her destination, Judgment Day awaits every citizen. The righteous will be welcomed into the Promised Land of Proxima Centauri, while the unrepentant will be returned to the Hell from which we fled - Earth - to suffer for all eternity.
Plus lesser factions and groups: People of the Covenant (the mutants), the House of Ecclesiastes, formerly known as ECLSS - the Environmental Control and Life Support System, the Pit's Freemen, Thy Brother's Keepers, the Grangers, Jackson's Riflemen, and more!
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $15.99−60% | 4.3Kreviews | 88% | — | $1.2M |
| $15.99−60% | 248ratings | 88% | #164 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 890 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
PER AVERE IL GIOCO IN ITALIANO + ALTRE 6 LINGUE --- ITA Apri la beta Loctest su Steam e vai alla cartella di installazione, molto probabilmente situata in: C:\Program Files (x86)\Steam\steamapps\common\Colony Ship RPG\ColonyShipGame\Content e aggiungi una nuova cartella chiamata LocTest. Poi vai su Opzioni, Gioco, e seleziona una delle lingue attualmente disponibili. Tieni presente che è una beta e potrebbero esserci alcuni problemi. --- ENG Open beta loctest on steam and Go to your install folder, most likely located at: C:\Program Files (x86)\Steam\steamapps\common\Colony Ship RPG\ColonyShipGame\Content and add a new folder named LocTest. Then go to Options, Gameplay, and select one of the currently available languages. Keep in mind that it's a beta and there might be some issues
unfortunately, the combat is garbage and there's some annoying mechanics. possibly the most difficult game i've ever played.
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Reviews, worldwide (the counter carries no country): 3.78/day in the week to Aug 4 → 6.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, German, Czech, Russian, Simplified Chinese, Ukrainian
Hours played at review time, across 890 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Following Age of Decadence, I had some worries about Colony Ship being similarly "tough to get into". It relieved me to see that it had been streamlined while maintaining most of what made it feel special. These are games that need to be explored at your own pace. Heading into encounters head first will either result in clear death or close doors you might not've realised were there. This is the type of cRPG that is familiar if you're acquainted with the subgenre, yet avoids many of the hurdles others struggle to get past. Playthroughs feel unique, factions feel natural as opposed to a tropy good vs. evil paradigm and investing in skills feels rewarding. Many games hit one of those targets, few hit them as consistently as Colony Ship. 3 playthroughs in and I'm sure there'll be a 4th.
[h2] Positives [/h2] [list] [*]Good graphics, the lighting and texture work surpassed my expectation, I was afraid it was going to be a UE asset flop. The equipment, armor, gun, energy guns, all look good. [*]I don't encounter any bugs at all, no game breaking ones. Although, I need to access the options menu every time I boot up the game because the motion blur is on for some reason despite me already turning it off. Entering the options menu and exiting it immediately fixed it. [*]Skills increased from in-game usage instead of putting point every time you level up is a welcome change, unique as well, especially in an isometric C-RPG. [*]Combat systems and leveling up your characters are neat and simple in a good way (not overly complicated but still have some depth). Combat feels grounded, realistic and very lethal. It's not perfect though, there are some things I will address about it later. [/list] [h2] Mixed [/h2] [list] [*]Interesting CRPG setting and lore, which fully take place on a big spaceship with so many factions running amok. It sets up to be a treasure trove of story telling, especially if the developers truly lean on the gritty aspect of it. But sadly, the writing fell short, it's just... decent. If the developers did a better job of presenting the story, the pacing, the narrative, even the encounters, it would probably be able to make me feel like I am in an immersive sci-fi setting like the Expanse, but all I got is just generic sci-fi. It shouldn't feel [i] generic [/i] but there's something wrong in the execution of presenting the world to the players. It's still an interesting setting at the end of the day, but there's so many untapped potentials. [*]Playing as a character specializing in speech feels counterintuitive because the resolutions aren't satisfying. It's usually just me picking the green options, a skill check I had passed and it boils down to: Me - Just trust me. NPC - Okay. I am oversimplifying things here but you get the gist. And since the combat is fun/ the meat of the game, I ended up choosing the violent options more often than not. [/list] [h2] Negatives [/h2] [list] [*]The music is just passable and there is only one track per map. There are a few good ones but most of them are forgettable. The right ambient soundtrack can go a very long way in this game but the devs didn't put much effort into this. A shame. [*]Grenades are too powerful in combat, there is a reason the developers made a good grenade worth more than a pristine assault rifle. If you have plenty of good grenades in your belt, in the world of Colony Ship, you are the apex predator. The devs balance it by price and availability but you should still be able to accumulate a good amount of them. Using the grenades feel cheap and it could easily win some unwinnable fights. The grenades have 100% accuracy, and very low AP too. Want a good game that utilizes grenades very well? See Underrail. [*]Trying to block a shot from hitting your vulnerable party member is janky. [*]You cannot do reaction shots when being engaged in melee, but can still shoot other people besides the melee attacker when it's your turn. Why? Doesn't make sense. This goes for the AI as well. [*]My main character focus on stealth and have 10 stealth at the end of the game, but I feel it is underutilized and the stealth mechanics are very basic. I can only remember one mission where there is full-fledged stealth section, only to be ruined by patrolling, walking enemies (the stealth mechanics fail hard if there is a patrolling moving NPC). It gets easier when you obtain a Cloaking Field but still, it's basic. [/list] [h2] Conclusion [/h2] It is a solid 6.8/10 CRPG. This game reminded me of Wasteland 3 for some reason, for comparison purposes. Like I wrote above, Wasteland 3 presented it's world better than this game in many aspects, music, narrative, encounters, ambiance and systems. It's a shame because Colony Ship has a unique and interesting setting/premise, it's just lacking in execution. Still, the game kept me intrigued until the end and eventually I finished it, so it's not a bad game. Lastly, if you are an Age of Decadence fan, you will probably like this game.
The game is great, great atmosphere, writing, premise, all around great. I would only recommend it to RPG aficionados with a word of warning. this game is unforgiving with a steep difficulty spike, do not fight against your build, embrace it and you will succeed.
[h1] Review after 100% achievements... [/h1] [b] When the second game from Iron Tower Studio was released in November 2023, it gone unnoticed by me, but in 2025 I've decided to buy this game and play it several times to make a proper Steam review, and also I've promised Vince to write a review. So, I think the time has come. [/b] [h3] What's good [/h3] 1) Writing. Colony Ship's text was written by Vince, and it's still very good and recognizable without unnecessary fluff. 2) Armor's mechanics are better than in AoD, and now you must have proper skill and strength to wear it without penalties. 3) Non-standard and rare hard sci-fi setting with solid lore. 4) Companions are very likeable and intresting. With Evans, Faythe and Jed, I'm ready for everything! Even the Harbinger, despite her snarky aptitude, is a character you can believe in. 5) Fairly deep and understandable combat with a clear combat log. 6) Much better graphics and visuals. Yeah, Unreal Engine 4 >>>>> Torgue 3D. 7) It's possible to beat this game without any kills with non-combat talker build (but only for monks, if you're playing solo). 8) Music from Ryan Eston Paul at a high level, and thankfully, after latest patch Colony Ship now have more than one combat theme FOR THE WHOLE GAME! 9) Smiles. Just Smiles. I'm not your ♥♥♥♥♥♥♥ guide, spits the woman. [h3] 50/50 [/h3] 1) Sometimes I'm thinking that this game is [i] too gray [/i]. Every character have the good sides and bad sides, and it's distributed fifty-fifty to nearly all characters. 2) There's too many weapons and armors that resemble each other (like damaged combat armor and undamaged combat armor), but for the most part, you get used to it. 3) Some heroic feats, like Dodge This! or Mastermind, are much better than other feats like Juggernaut. First allows you to snowball crits, second gives you 3 additional feats, and in the latter case... knockdowns become stuns, that's all. Ah, yes, faster Armor skill gain! It won't help you, because enemies will kill you easily with weak spot attacks. 4) While I've personally found turn-based stealth very enjoyable, because in some cases it greatly simplifies the fights, it's easy to abuse with noise making and stealth gadget. 5) Nearly all skill-checks in the CS are Speech checks or Science checks. There's only 1 (ONE!) Weapon skill check in the ENTIRE GAME (Rifle 6, Factory). And this game could have more Heroic Feats checks, like the one with Cult Leader, which allows you to prevent the fight (thanks, Mother). This game could have more special checks for feats like Dodge This! or Healing Factor. 6) If you have regenetative feats/implants, they won't heal you beside the combat encounters like in AoD. And there's way too many medpacks. [h3] What's bad [/h3] 1) Replayability. It's [b] much worse than in AoD [/b]. In AoD you had 6 absolutely different questlines where you could betray your master and choose another side. But in CS, there's only two major factions choices: give the machine to the monks or stay with your faction and change your side during the Brotherhood/Protectors attack to Depot A2. Mainquest doesn't change from the choice of the Habitat's faction. The game is too linear. 2) No crafting. I know that Iron Tower Studio' devs didn't add crafting due to lack of funds, but after AoD and DR this is very noticeable. 3) This game have beliefs like atheism/theism, but there's no any checks in the game, only faction reputation. Unfinished/unrealised content, or it's just cosmetic? 4) Some covers for main characters and companions are not working and this is very noticeable in the final stand against other Habitat' factions (aka War Hero ending) 5) Some really dumb and illogical moments like that one in Mission Control, where game doesn't allow you to kill some scavs after you sneak past them. It's just a undisguised restriction. 6) AoD had much more game over screens that mocked players when their character died. Colony Ship have only one, two... FIVE texts! Even Dungeon Rats had more! [h2] Verdict [/h2] [b] I'm still recommend this game despite it's flaws and hiccups. Yeah, it's nowhere as good as Age of Decadence, but it's still a good computer role-playing game. Unfortunalety, the future of Iron Tower is very dubious, and if Vince and Ko will not earn enough money, it would be a death sentence for developers. Therefore, I sincerely hope for success of Heralds of the Third Apocalypse!!! [/b]
Alors, CS:APERPG... déjà, l’acronyme est bien dur à dire :D Que dire de ce jeu que j’avais acheté il y a un moment, puis totalement oublié en attendant sa sortie de l’accès anticipé… Bon, déjà : le jeu est pas mal. C’est plutôt sympathique, et l’histoire comme les combats m’ont un peu rappelé Fallout premier du nom, quand il était sorti il y a bien longtemps. On incarne un personnage lambda, homme ou femme (ce qui n’a strictement aucune incidence), et on doit simplement survivre dans le bidonville où l’on vit… enfin, plutôt dans le container-ville. Les combats sont bien dosés en mode de difficulté Underdog. Il y a presque toujours une alternative si l’on préfère discuter plutôt que tuer tout le monde à vue. J’aime beaucoup l’option « psychopathe » qui permet d’abattre un emmerdeur avant même de lui dire bonjour. Mais il est vrai que, souvent, épargner quelqu’un permet de débloquer de nouveaux pans de l’histoire. Je regrette cependant que les interactions avec les PNJ soient souvent des prétextes aux combats, ou carrément inutiles. Je m’explique : il y a pas mal de PNJ « de remplissage », comme la majorité des barmans, ou encore ceux qui tiennent des boutiques mais ne vendent rien, ou ne disent rien à part « LEAVE ». Une fois qu’on les a identifiés, ils ne servent plus à rien. On est très, très loin d’un Disco Elysium par exemple. Et c’est dommage, car toute l’intrigue du jeu repose sur deux grandes questions : « Dans quel état est le vaisseau ? » « Quand arrivera le vaisseau ? » En tant que survivant à bord d’un vaisseau en route depuis 400 ans, ce sont clairement les deux questions qu’on devrait se poser. La première est vite réglée (il suffit de voir le délabrement général), mais la deuxième reste en fil rouge tout du long… jusqu’à ce qu’elle disparaisse complètement au profit d’une guerre territoriale entre trois grandes factions (puis une quatrième qui se greffe à la fête) et six mineures. Et là, pendant tout le périple, on n’est plus qu’un simple garçon de course : « Va ici, rapporte ça, parle à untel ». Franchement, j’aurais aimé creuser davantage l’histoire et le lore du vaisseau. J’aurais aimé explorer des coins oubliés, tomber sur des datapads datant des premiers jours du voyage… mais non. Les cartes sont petites, bien fournies certes, mais pas assez vastes pour donner l’impression de parcourir un véritable Space Hulk. Pourtant, ce vaisseau est censé en être un ! Quand un « compartiment » banal est assez vaste pour héberger une ville entière et plusieurs factions, on imagine quelque chose de gigantesque… mais le jeu passe à côté de ça. Résultat : on se retrouve propulsé dans des intrigues politiques improbables, alors que notre personnage est un parfait inconnu. Et même quand il demande « Mais pourquoi moi ? », on nous répond par des banalités du genre « On te fait confiance parce que personne ne te connaît… ah au fait, c’est quoi ton prénom déjà ? » MOUAIS… Bref. Malgré tout, j’ai fini le jeu d’une traite en deux jours, parce que j’aime les univers post-apo. Pas sûr que j’aurais tenu le coup si ça avait été du médiéval-fantasy. Pour résumer : L’histoire est sympa. Les combats ne sont pas faciles. Il y a pas mal de loot, mais peu de compétences. Petit conseil sans spoiler : investissez dans Computer/Electronic et Lockpick. Sans ces trois-là, vous passez à côté de la moitié du jeu. Et si vous n’avez pas 8 en Computer, l’une des fins est carrément bloquée. J’ai joué full solo. J’ai eu un bref espoir en découvrant qu’on pouvait avoir un compagnon robotique, mais c’est une vaste blague : même full amélioré, il ne sert à rien. Idem pour les implants : ils donnent quelques bonus, mais franchement on peut finir le jeu sans eux, ce qui est décevant. Autre incohérence : dans ma partie, j’étais pote avec les révolutionnaires pacifiques, je détestais la religion, et je tolérais mal les militaires. Résultat ? Tout est parti à l’inverse : les révolutionnaires voulaient la guerre, les militaires que je détestais étaient très cools avec moi, et les religieux m’adoraient. Allez comprendre… Quant aux mutants, ils apparaissent à peine dans deux-trois quêtes et disparaissent complètement. On aurait pu croire qu’ils avaient une vraie cause à défendre, mais c’est sous-développé. Par contre, le gros point noir, c’est l’optimisation. Le jeu plante tout le temps, de manière aléatoire et pour n’importe quoi. Je sais d’avance qu’on va me traiter d’incapable qui ne sait pas gérer son PC… mais je ne répondrai pas, donc gardez votre salive :p Le jeu aurait tourné sur Vulkan, aucun problème. Mais avec DirectX, c’est une purge. Si vous êtes dans le même cas que moi : F5 TOUT LE TEMPS. Après chaque dialogue, chaque combat, chaque ouverture d’inventaire. Le jeu plante vite, certes, mais il redémarre aussi vite, et heureusement il relance directement la session. Ça fait perdre du temps, mais c’est jouable. En conclusion : malgré ses défauts, je recommande ce jeu si vous cherchez un petit RPG post-apo sympa. Il m’a accroché au point que j’ai enchaîné les 16h de campagne d’une traite, en finissant toutes les quêtes secondaires croisées sur ma route ;)
A whole game about the boomer's "I will be long gone before that affects me" worldview. Iron Tower games are tough beasts to tame, but I don't regret a moment I have spent on them. Serious review coming in 12 to 18 months.
Having played Wasteland 2 &3 as other RPGs, I can say that this is a beautifully made RPG that, in my opinion represents a pinnacle of that genre! There are multiple paths to take through the game and some new paths appear to offer surprise twists! I highly recommend this game!
Surprisingly fun isometric rpg game. Took me a few tries to get the hang of combat (and when to not combat), but interesting story, and fun game to play. Didn't experience any bugs or crashes.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.9K | 53 | 94% | $12.74 | |
| $6K | 17 | 94% | $12.79 | |
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.2M | 4K | 88% | $9.99 | |
| $1.2M | 1.6K | 81% | $19.99 | |
| $1.2M | 16K | 73% | $4.49 | |
| $1.2M | 3.4K | 94% | $14.99 | |
| $1.2M | 3K | 92% | $17.99 | |
| $1.2M | 2.7K | 82% | $9.74 |