
Dark Prospect is an asymmetrical FPSvsRTS multiplayer game. FPS players must survive by gathering resources, building defenses and fighting against a player or AI who summons, commands, upgrades monsters and casts spells from an RTS perspective.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Korean, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America, Japanese*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
laggy and crashes A LOT
Great game, you can play as soldiers or overlords in multiplayer and have A.I against you. It would be a bonus to play as overlords in Single Player too. More polishing to the game would drive in more players.
还可以,画质很低,游戏性强。 服务器无,但有机器人。 创新很好,二三十吧,五十绝对贵了。 不喜欢这个类型的估计一折入手。
the concept is great and the gameplay is fleshed out just barely enough to make it playable. The graphics are good and being in the forest scavenging for resources while being hunted by the mobs is a nice action. All the animations are a little too slow and clunky in my opinion. The balancing is very RTS sided, at least in a 1v1 situation with 10 ai fps players and one singleplayer. Either the Fps side needs some constant base resource production so you dont run out of ammo or metal, or the rts side would need some kind of system which doesnt make it able to just spam any kind of unit as much and long as the player wants. Maybe reward the ai player for killing npcs or doing some kind of sideobjective to be able to have a resource themselves to spawn unit. Maybe make some kind of progression or tiersystem for the ai units. Or just make ammo more available to the fps players. I can only speak of a 1v1 situation though. I dont know how it would play out were all players to be fps players. But 3 portals that can constantly produce just seems very strong in addition with the earth quake and poison gas where you can destroy players in ther base. Maybe make a longer range round the base, where skills cannot be cast. The building systme is easy to understand however I do not know how ramps are supposed to work. I think it would also be a nice stratetig variation If fps players could fight the ai a little mor by maybe being able to temporarily disable a portal or something. It should be possible to have a fun 1v1 experience since this is the smallest possible playerbase to have a match and this game is always out of players. For a 10 bucks its alright and I really want to see more of this kind of concept. The fps Ai somehow stops farming iron at some point and gets steamrolled.
It's a really great concept and the foundation is there, but I think this game would really benefit from: - Background music, or at least musical queues when certain things happen - More noises from the monsters especially idle noises - More weapons, items, building parts, and devices like the turret - Either a better voice for the announcer (seriously the current one is pretty grating especially because she speaks very often) or non-verbal sounds to clue the players that their generator/plasma gun is being attacked - Different cosmetic player characters to choose from like in Killing Floor - (This one is the hardest to implement) player specializations/classes to pick from
Great concept, but only if you have friends to play it with... overall kind of clunky in regards to the graphics and mechanics
Dark Prospect, developed and published by CashcowGames, is built around a concept that immediately separates it from most multiplayer titles. It combines first-person shooter mechanics with real-time strategy in a fully asymmetrical format, where one player takes on the role of a commanding overlord while others fight on the ground in a cooperative survival setup. Instead of trying to blend these systems into a single perspective, the game fully commits to the contrast, creating two fundamentally different experiences that exist within the same match. For players on the ground, the game plays like a survival-focused shooter with an emphasis on preparation and teamwork. Gathering resources, constructing defenses, and organizing equipment becomes essential before the real pressure begins. There is a constant sense of urgency, as the team must build a stronghold capable of withstanding repeated assaults. Combat itself is straightforward, but the tension comes from managing multiple responsibilities at once, especially when defenses begin to fail and enemies start to overwhelm key positions. Success depends less on individual performance and more on how effectively the team coordinates its efforts. On the opposing side, the RTS player approaches the game from a completely different angle. Acting as a controller of invading forces, they summon creatures, manage resources generated from ongoing battles, and deploy abilities to disrupt the defending team. This role is more strategic, requiring observation and planning rather than quick reflexes. The challenge lies in identifying weaknesses in the defenders’ setup and exploiting them through well-timed attacks and unit placement. While the FPS players are reacting to immediate threats, the RTS player is shaping the flow of the entire encounter, creating a constant back-and-forth dynamic. The interaction between these two roles is where the game finds its identity. Matches feel like a tug-of-war between preparation and disruption, with each side trying to outthink the other. When both sides are evenly matched, the experience can be engaging, as strategies evolve and momentum shifts over time. However, this asymmetry also introduces balance challenges. A highly coordinated team can dominate if the RTS player fails to apply consistent pressure, while an experienced strategist can dismantle defenses quickly if the defenders are unorganized. This reliance on player skill and coordination means that the quality of each match can vary significantly. The game offers a range of options that extend beyond its core multiplayer mode. Players can experiment with different setups, play against AI, or explore both roles to better understand the mechanics. This flexibility helps make the experience more accessible, especially for those who may not always have a full group available. At the same time, it becomes clear that the game is at its best when played with others, as the cooperative and competitive elements are central to its design. Visually, Dark Prospect focuses on functionality rather than spectacle. The environments and character models are adequate, providing enough detail to support gameplay without drawing attention to themselves. The dark fantasy theme is consistent throughout, but the presentation does not stand out in a crowded market. Sound design adds some intensity during larger encounters, but it does not significantly elevate the overall experience. The emphasis is clearly on mechanics and interaction rather than visual polish. There are also limitations that affect the game’s longevity. The relatively small player base can impact matchmaking and overall engagement, which is a common challenge for asymmetrical multiplayer titles. The gameplay loop, while unique, does not evolve dramatically over time, and repetition can set in once players become familiar with its systems. Additionally, the balance between the two roles is difficult to maintain, and this can lead to matches that feel uneven or predictable depending on the skill level of participants. Despite these issues, Dark Prospect stands out because of its willingness to experiment. It does not attempt to refine existing formulas but instead introduces a concept that feels genuinely different. While the execution is not flawless, the core idea of merging two distinct genres into a shared competitive space gives it a distinct identity. In the end, Dark Prospect offers an experience that is defined more by its ambition than its polish. It delivers moments of tension and strategy that can be highly engaging, particularly when played with a coordinated group, but it also struggles with consistency and balance. For players interested in unconventional multiplayer designs, it provides something worth exploring, even if it does not fully realize its potential. Rating: 7/10
Needs to be awarded game of the decade. The turrets cured my tinnitus
Had the game since it first came out. Really great concept and good implementation. I've had an absolute blast playing it with my friends and it's one of our favorites when we can get enough people for it. Every new update is cool and worthwhile and I love testing out the new mechanics. Highly recommend you buy it and buy copies for all your friends!
构式游戏,当主机ue4崩溃,当客机掉线,玩两把一把完整的都没玩过
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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.
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