
Work your way to the top of a cutthroat game studio in this retro roguelike deckbuilder! Crush the Industry features strategic combat with a unique twist and deep replayability.
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Languages: English*, French*, Italian*, German*, Japanese*, Korean*, 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.
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Reviews
This is one of those reviews where I really wish steam had a "mixed" or "neither" option to use. But I suppose one has to choose whether to recommend a game or not at the end of the day. TL;DR: I would recommend this on sale like I got it, but not at it's full asking price of $15. The game has great presentation, hit or miss humor that can feel mean spirited, an interesting but flawed combat system, with the killing blow being that it is a poor roguelike due to a lack of content and balancing. So, Crush the Industry is a rougelike (sorta) deckbuilding game that's half Earthbound JRPG combat, half Slay the Spire. The premise is simple: you are a game developer trying to make it in the games industry. Now, I'm exactly the target audience for this game. I love Slay the Spire. I love JRPGs, with Mother 3 (the sequel to Earthbound) being one of my favorite games ever made. I'm also a game developer myself who's published games. A junior, sure. But I've been around the block enough to get most of what this game is putting down. The art and presentation is excellent. The sprites are well made, perhaps a bit over-animated at times, but very well made and imaginative. There's clearly been a lot of work put into that and all of the psychedelic, earthbound-esque backgrounds the game has. The music in particular stands out. It's just good. Next comes the game's humor. This is pretty subjective, obviously. But I'm gonna try to explain it anyway. Crush the Industry has 3 main jokes. These jokes are: Video Game Reference, Gaming Culture/Consumer Parody and Game Industry Parody. Most of these are fairly standard. Do you like earthbound? Well, then you'll get most of the video game references. There's a bit of Chrono Trigger as well. The gaming culture jokes are more unique to this game's premise. They're fairly front loaded, actually. The first area of the game is entirely based around customer support, so most of your enemies are rowdy customers. Stuff like Neckbeards, Toxic MOBA Players, Angry Parents, Literally just Dr. Disrespect, etc. It's pretty much every single basic, universally disliked caricature within the gaming space. It's shockingly safe, only going after the easy targets. This more or less extends to the Game Industry Parody jokes. The vast majority of these are mostly just generic buisness bits, with some more specific gaming references. I laughed at these too, but again it feels a bit mean spirited. I think a bit more so, because I can't help but wonder who the real people are behind the caricatures. Like, we're making fun of the inexperienced junior for... trying to help you and making things worse. Really? If the whole game was sardonic, I wouldn't care as much. But there's one post-victory monologue from Buff Homoerotic Gabe Newell (don't ask) where he mentions the game was made by a two-person couple team, and says the line that made me want to write this review. "It's a tough industry, so we've all gotta help each other out." It's a nice sentiment, but it's the only positive message in the entire game. Like, I don't feel the positive vibe after you've just spent half the game disparaging your (presumably) former co-workers. But back to more objective things than humor. The gameplay. The thing that I, a fellow game designer, consider something I can comment on. The combat is good on paper. The combat system is fairly unique in how it handles the deck building aspect, using a set of skills that you can shuffle mid battle. I have no complaints with it in concept. The problem is that, to quote one of the game's enemies: "Pro gamer announces... that your game is too easy for [her]!" You can see that I have 21 hours in this game. Do you know how many times I lost? Maybe like, 4, 5 times. I have at this time already obtained the "Golden God" achievement, in which all 5 characters have completed the game's highest difficulty outside of nightmare mode. Now, I do consider myself skilled at these types of games, so I'm not going to say that it needs to be made harder. The problem is in the way that it's easy: it's easy in a boring way. Even at Corporate Hell, there's no room for a healthy in between where you're winning, but having to work for it. The most tense part of any run is either the first floor because you don't have a complete build yet, or the third floor because the boss in that floor is genuinely harder than either of the final bosses. The main culprit is one of the mechanics it has taken from Earthbound: rolling health. Your health physically rolls down during battles, meaning that no amount of fatal damage can kill you until you hit 0. If you beat a fight, it starts rolling down. This already means that going for aggressive strategies is good because it doesn't matter how glass you are if you kill the enemies before the health rolls down to 0. But it gets worse with characters who lean into it. There are a total of I think 3 different passives you can have on any character which passively slow down health roll, with two characters having additional ways to slow it down. That's absurd when they stack. This, combined with rests restoring a whopping 75% of your missing health means it's very easy to push through with your raw meat alone. Just give me some drained stacks when I take additional fatal damage. Please. With that all that said, I don't think the low difficulty was that much of a negative in the long term, because realistically, I wouldn't have bothered getting Golden God if it was. And that's because of the game's fatal flaw; it is a poor roguelike. It simply lacks the content necessary, and this is AFTER the "content complete" update. There are only 3 boss options on the first two floors, and 2 options on the last two floors. Within the 3 boss options on the lower floors, one is just a recolor variant option of the prior fight. These bosses just aren't unique enough or interesting to make me want to keep fighting them. Hell, I can't even get the third floor variant to show up, I've fought him... once. At the game's highest difficulty, you also fight both final bosses at the end in sequence, so... This extends to normal enemies as well. There's maybe like, 5 unique enemies for normal encounters, which are just shuffled together. There's not even an easy/hard pool mechanic like STS, so encounter difficulty varies wildly. I once fought an enraged parent and a toxic moba player, then went into another fight... with just a single enraged parent. That seems wrong. Pathing is also non existent. You are given one room, then two to choose, then three to choose, then it repeats. Making one choice doesn't impact what you get in the other path, so there's barely any planning to speak. It's usually just "take a fight or harder fight", "rest or upgrade", and "take a fight or an event." Flavor is also really messed up in a way that impacts gameplay. Dodge reduces an attack's damage to 0, but doesn't actually stop status effects. That makes sense within the rules, but not any sort of flavor. Burn makes sense; it deals damage at the end of a turn, then decreases. Poison? You'd think it does the same thing, but it just adds it's stacks to damage taken by the target, then decreases. Nitpicking? Yes, it is. But flavor matters when you're trying to memorize these mechanics. I could go on, but you get the point. Even if the game was hard, I wouldn't really like it that much more. It was already starting to wear thin by 20 hours. I don't even want the game to be longer. I'd have rather paid $15 dollars for a 5 hour experience that was consistently fun the whole way through, than pay $3 for 20 hours of just ok gameplay. Which is why I ultimately cannot recommend it. While competently made, it is not worth the time it asks to go through something that is... just ok. The game also has enough positive reviews as is, so I don't think one non-recommendation is going to kill it dead in the water at this point.
Quick primer: I'm a former world record holder in Slay the Spire, have beaten dozens of games in the roguelike deckbuilder subgenre, and everything I say in this review will come from that background. I 100%'d the game. Crush the Industry is a small project that has a lot of love put into it. I adore the humor and aesthetic (though the meta narrator -- a weird guy in a hot tub -- didn't land with me, the rest of the game definitely did); the game pokes fun at gaming culture, especially gaming work culture in ways that only someone in the industry could. The art is solid but not mind-blowing, and I found the music listenable for my entire playtime. None of this stuff is top class, but it's definitely not bad, and certainly is good enough to rope you into the meat of the game: the strategy. So how's the gameplay? Well, it's a mixed bag with strong fundamentals. It blends an Earthbound/Mother battle system with a traditional deckbuilder system in a way that is wholly unique to it. You will be terribly overwhelmed at first, as the game's systems aren't online anywhere, so you only have this one page in-game to work off of, and there are actually a whopping THIRTY-FOUR keywords on this one screen. Thankfully, the game is great at letting you scroll over cards and keywords and explaining them, so after some lengthy reading, you will start to grasp the basics. The UI work for all this is relatively seemless, and other than some notable miscues (why isn't the difficulty shown during the run in the top right corner as is standard in the subgenre? Why can't you see what boss is coming up in the act when you click "show schedule [the map]"? There's no past runs or compendium in the main mentu?? Cmon this is basic stuff), the UI for explaining and playing the game is wonderful. So yes, the game's got a learning curve, but it tries to compensate for that by ... making the early difficulties a complete pushover. I didn't lose a run for the first 40 hours of me playing the game or something like that, I think. It took me until the final difficulty ("Corporate Hell"), on the special Nightmare "superhard" setting, to start losing a run here and there. Yes, I have a ton of experience in the subgenre, and yes this has happened to me in a lot of other games in the subgenre (I just did Roguebook recently and it was the same thing), but I know when it's tuned way, way too low. I can't imagine even players new to the genre dying at the early difficulties. There's a rest site like every other fight. Dying takes real effort. Corporate Hell, the hardest difficulty, was also incredibly easy, and it was only when I added Nightmare to it that I had to start thinking. In that final setting, the character and card imbalances start to truly show themselves, as you can do pretty much whatever you want before that. And even still...that wasn't that hard, either. I did it first try with like 3 of the characters, and I lost a couple with the underpowered characters (Zeke is especially weak) and then won. Getting to 90+% winrate on Corporate Hell Nightmare seems doable without a lot of work. The game is super forgiving the whole way through. This trickles down to achievements unfortunately, and I have to say they're quite poorly designed. This is primarily because the default/Normal difficulty is so insanely easy. Beating the game with no added or upgraded skills like one achievement asks of you sounds hard until you realize that the base deck for all the characters puts Normal difficulty in the grave without any effort (I went near damageless in my attempt...). A big part of a roguelike deckbuilders casual play is 1) how fun is the grind up the difficulty levels and 2) how fun are all the unlockables/achievements to get? And the game is way too easy to make either of those rewarding. I never felt the jump in difficulty from going from one ascension level to the next; I was rolling through the game, with most of my mental energy being spent still trying to wrap my mind around its systems. Super weird that Nightmare + Corporate Hell with 5 chars isn't its own achievement tho; it's represented in game as a Diamond trophy and everything. Whack. The thing that holds it all together is the process of evaluating cards, relics, and strategies is nonetheless fantastic and truly a joy, as the core fundamentals of the battle system are so unique and varied. You -do- have to pick specific cards to beat specific fights, and have to plan around the existence of certain enemies when making choices (this is great!! most deckbuilders get this wrong. Enemy designs are fantastic). This is not always a good thing for the game's balance (see: instead of being more dynamic, it simply railroads you to the small corner of the better cards/options that are strong. Finding and figuring out what's strong is SUPER fun but ... I don't know it's kind of whack that like 4 enemies make thorns unusably bad?). A unique mechanic the game presents is the "Sanity" meter. Low sanity and some negative effects happen to you. Both high sanity and low sanity builds are viable. This mechanic is...genius. So is rolling health. Actual pageantry. I want to kiss the devs for these ideas. Absolutely brilliant. Bravo. Having said that I wish Delirium (a low Sanity penalty which makes you use skills at random) didn't feel so bad. 2 of the runs I lost were directly as a result of bad Delirium rolls. Yuck. The core mechanics do a lot of heavy lifting for some pretty egregious design flaws outside that. Event design is some of the worst I've seen in the genre. The crypto (double or nothing) event is silly, the Nimble Upstream event (where you are forced to take thorns, which can lose you the entire run, or else swap out your entire deck for random cards) is incredibly poorly designed, and for the most part every event has 1 clearly correct option without much choice. Lightbulb events are meant to be "hard tradeoff choices" but they almost never are (how is +1 energy turn 1 ever a tradeoff lol that's just good. Nitpicking but lightbulbs are so consistently just free relics). You can go to up to 3 shops an act (an there are 4 acts) and you have 1 reroll in each shop, with a massive shop list. This means you can very consistently hunt for the broken shop relics; I can't imagine a scenario you'd click any of the terrible ones. Similarly character, card, and talent balance is all over the place. I wish I could go through every card but I will run out of text characters in Steam's review limit lol. Sanitize and Anticipate tho woo wee boy those are some insanely strong cards. Each of the 5 characters are very distinct from one another in playstyle (they did a great job with that), but your deck only has 10 cards max (and you often end with only 5 or 6 cards in the entire deck). This makes battle and deck variety a bit dull. You can consistently search for your best turn because you have Rethinks (similar to how Balatro lets you roll for new cards). The mechanics of this are fun, and necessary to make turns more engaging considering the low card to card interaction at play. So to sum it all up...it's a flawed game I still love LOL. It has a neat aesthetic, it's funny, and has so many one of a kind ideas. It's no masterpiece because it's held together by duct tape, but I can tell this is a result of a lot of sleepless nights. I can only imagine the eureka moments during the dev process because some of the ideas here are genius. I'd love to share some more in-depth feedback with the devs because I am limited by Steam's review character limit, but regardless...game's fun! Most players won't experience half of the depth of thought I did! Most will just laugh at the funny humor, clicky click and move on to the next game. But there's more here than that, even if in a highly flawed package, and it won me over despite all of it, warts and all.
相當有意思的肉鴿爬塔小品遊戲,可以選各種職業和特殊能力,突發事件商店和打怪分歧路線,獨特的Q版美術風格和介面,不過設定背景是替換成幽默版的職場生態,話說這款戰鬥一直讓我想到地球冒險系列(MOTHER),而地球冒險系列在歐美市場比較紅,受地球冒險啟蒙的遊戲很多,包含著名神作undertale遊戲內容也看得出許多地方都有其影子, 日本任天堂的SWITCH還特地為了地球冒險粉絲在老牌IP大亂鬥中加入了主角奈斯 (Ness)這個超能力腳色,阿,我扯得太遠了,回到主題,我很喜歡美式街頭風格,遊戲難度也適中不會刁鑽,很適合沒事無聊開一局殺殺時間,推薦打折時購買
a good workplace satire with Earthbound-esque combat.
its so mid bro
[h1][b] TLDR: Good humor, solid unique mechanics, but greatly lacks content and staying power. [/b] [/h1] [h1]PROS: [/h1] ➕Gaming-based white collar humor ➕Unique mechanics like health rolling and “Rethinking” new cards ➕Interesting take on basic skills (upgrade instead of removing) [h1]CONS: [/h1] ➖Lacks build diversity ➖Repeats content quite frequently [h1] [b] Content (Game world/Narrative) – [6/10] [/b] [/h1] The game world takes place in an office building where the goal is to climb the corporate ladder. You complete daily tasks (battles), events, and end up fighting the boss to get “Promoted” to the next floor. The world is very similar to other stage-driven roguelikes like Slay the Spire. The battles themselves remind me of Dragon Quest, where it's a first-person perspective in a turn-based RPG fight. I’d have to say, though, that the world itself isn’t that impressive. While the narrative doesn’t have a cohesive story or plot, I absolutely adored the meme-y humor here. There are so many nerdy and corporate white collar references, that I got a kick out of every encounter. [h1][b] Gameplay (Mechanics/Difficulty) – [6/10] [/b] [/h1] The gameplay is a bit simple, yet fun. There are about 5 different characters, each one starts with a few unique trinkets and abilities. With the option of picking up a few new abilities along your playthrough. In a stark contrast to other CCG roguelikes, you can only have 10 abilities max, not including 2 basic abilities like attack/block. The cool thing about the basic abilities too is you enhance them as you progress, giving them new features. Each character interacts with the game through their starting passives, which provide some slightly different playstyles. There seems to be only about ~40 different abilities to choose from, with each character only having around ~2 that are unique to them. The difficulty starts out much easier than adjacent roguelikes. I started on Normal and won my first game. I played about 6 games and won 4 of them, each time increasing in difficulty. [h1] [b] Graphics (Quality/Technical) – [7/10] [/b] [/h1] The graphics are simple, yet the art is done well. It’s pixelated, but good enough to where I can easily discern what the art is. I would say this is a PS2-era game at best. On the technical side, I noticed no bugs or performance issues. i9-13900KF | RTX 4090 | 64GB RAM | 1440p @ 240hz | Windows 11 installed on SSD [h1] [b] Audio – [6/10] [/b] [/h1] The music is above average, I would be tapping my fingers as I played. Nothing very noteworthy, though. There is no voice acting aside from random shouts. [h1] [b] Replay Factor (Longevity) – [3/10] [/b] [/h1] Despite the game having an ever-increasing difficulty as you progress, I don’t think there’s a good amount of replay value. I started noticing a lot of repeat abilities, encounters, and events after only two playthroughs. Furthermore, there is no leaderboards, lack of achievements, no daily runs, ect. Unfortunate for a roguelike style game, but I don’t think the replay value is great. [h1] [b] Final Verdict – [6/10] [/b] [/h1] Crush the Industry (CtI) is a fun game that manages to differentiate itself from the increasingly oversaturated CCG roguelike game genre. It has some great ideas through ability (card) capping, enhancing normally useless basic/core abilities, and the setting/humor, but otherwise lacks content that makes it a contender for playing long term. Still, I found it fun to play and adored the humor, I just wish there was more stuff to do/collect. The game mostly lacks the ability to create builds on the fly that I loved in other CCGs. The amount of unique cards for each character combined with the small card pool means that the few builds you can create are mostly shared between each character, resulting in runs that feel very similar. There’s a lot of neat things like status effects, but I feel they were so underutilized, that its a missed opportunity of what could be possible with, say, ~20 more universal cards and ~10 more dedicated to each character. Overall, I do recommend CtI, but probably only on sale. If you like CCG roguelikes, you would probably enjoy this for a bit. [h1] [b] Recommend? (Price) [Y/N] [/b] [/h1] [h1]Yes[/h1] $15 base is a tad pricy for the amount of content. I would suggest waiting for a sale. Sub $8 is a good area. You can find my curator page here: https://steamcommunity.com/groups/Synik_GR
Got this on sale. but I kinda want to pay in full price now. This is worth far more than $2 to be completely honest. What I love the most is probally this game's setting. I've only really seen action/rpg games with a bit of a corporate setting one other time (Stick it to the Stickman) Still though, I love the pixel art done and occasional mid-battle banter. A beautiful game made with love like this deserves more of a community in the future. :)
not my favourite "deck builder". dont like the health going down as you fight. it even goes down while animations for skills happen. got to the final boss easy then my health started dropping while the boss had 800 health. then i spend time using block so he doesnt hit me, but while i dop that i lose like 10 health. then all his turn i take more damage passively. other than that i like it, looks nice. i like the scanlines option. wish you could upgrade your skills in more ways like in monster train. you can only upgrade each skill once, and its a preset amount. you can also add effects only to your 2 character specific skills to a max of 5. i also feel like the skills you get as you play have good synergies but you can only hold 10 skills and because you need 3-5 block cards, its hard to get them going from my experience so far. i have played other card games where like this you have a 'deck limit', but in some of them you can store the cards and swap them out inbetween rounds. which is cool because sometimes you get a rare card/ability thats very good but requires another item to actually work properly. so you can store it for later in your run. but with this game, you cant do that. so if you see a pog upgrade that needs another card, you have to cop a dead slot or ignore it. i just played 1 playthrough so far and i wasnt thinking 'oh lets go again' so i dont rate it highly, but its not ♥♥♥♥. But these are just my early thoughts of the game. might update when/if i play more. i think its worth it if on sale, i wouldnt buy full price. i think there are better choices for less
This (so far) is a fantastic game, I really enjoy the rolling health mechanic, it's very unique and means that even if you get hit by a monstrous attack, you can survive if you kill the enemy quickly enough. Feeling strategy fly out the window as I frantically try and kill them ASAP is super fun, and I like that each character has felt quite different.
It's the earthbound comabt system with some minor rouge elemtns mixed. It's pretty good the sound is on point, it looks pretty, runs are short and its really fun to build an absoulte beast that just wrecks through the foes. It is very short and there isn't anything besdie pick a character try to beat the final boss..
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