
Dead Hand is a turn based tactical roguelike game set in a fully destructible procedural environment. Guide your Autonomous Weapons Platform in a fatalistic trek through a multiple level underground cave complex in order to fulfill your directives.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 30 reviews with recorded playtime.
Reviews
THIS IS SO GOOD. Basic gameplay overview: You are an AI weapons platform. ♥♥♥♥ went south. You must complete your purpose and trigger the dead hand to launch the nukes. Enemy AI weapon platforms block you. Aiming is location or pointer based. So each weapon has a spread (represented by the crosshairs) and the bullets will land somewhere in it. The bullets are all physical and follow a path from the barrel. Where they land is where they impact. Terrain is destructible so that is VERY important. Movement and firing (also inventory actions) is all AP(action point) based. All relatively standard. You pick a weapons platform at the start then go through randomly generated levels. You can modify your platform with parts and weapons you find along the way. Kinda roguelite. Weapons do consume ammo and different types of ammo do different things (like damage etc). The combination of this is gameplay where you are playing a single player XCOM/ Phoenix Point tank game. I cannot emphasize how much I like this. I don't even really want to mod it from the base its that good. I wish there was a limited ++ reviews you could give out per so many reviews you did. This game would get one.
Uh, where do i even begin? Do i recommend this game? Do i recommend this ♥♥♥♥♥♥♥ game? Hell yeah i do! It was love at first sight. Now ill have to admit the price is a bit steep imho, but hot damn, this was the game i always wanted, no, that i always NEEDED and dint even know. And it just barely appeared on my radar. Its at the same time, unlike anything out there, and yet with a (good) familiar taste of great games like X-com (the original, UFO defense), Jagged alliance, Front Mission, and even Worms to a degree. The game isnt perfect, if fact, it oftens feel very crude and unrefined, the menus are the best example of this, however, im almost sure this game is made by a single dude, and and the while things like the menu are crude, the core mechanics, the way they where implemented and the way they mesh with each other is mindblowing, i take my hat off to the developer(s). You are a modular vehicle. You go around procedurally generated caves shooting other modular vehicles. Time to time they leave their parts/weapons/ammo for you to scavenge. You need to find a beacon and end your turn there to go to the next level. Pretty normal and basic dungeon crawling rogue-like. The combat, as described, is brutal and dirty, quick depends on the encounter, with some situations, especially ones where you have multiple enemies (and that happens very often) you may want to drag to various turns, as if you allow the AI (which is dumb, but competent and dangerous) to get free shots at you, you can very easily die from full health (full hull health) in one turn. Avoiding death is VERY tactical, and it all depends on your positioning and usage of cover and my deaths felt very much my fault even tho the AI can potentially kill me 3 times over in one turn (well, so can i, which makes the combat feel fair, if extreme). An absolute gem for fans of old school and tactical TBS, seriously, 11/10, i cant recommend this enough
pretty good game. really easy to get into the loop of trying, failing, learning and persevering. that being said, so far, after 12~ hours, i've found it to be pretty hard, and I consistently get flattened right at the beginning of the second area (easy difficulty), so be warned. also, i really dig its dark industrial soundtrack. goes really well with the spooky and mysterious tunnels you explore. In general, the atmosphere draws me in, even considering how simple it is.
[h1]美しいビジュアルと凶悪な難易度[/h1] クルマを改造して深部に挑むパーマデスのあるゲーム、としてとても期待して始めたのですが、「ローグライク」なゲームと知っていて被ダメージ半減のeasyでなおクリア不可能な状況に直面して心が折れました。 非常に残念ですが、オススメしません。 ■ゲームプレイ 敵味方の性能は同等で武器が恐ろしく強力なタイプのゲームです。 当然ながら多くの敵をさばくのには遮蔽物を駆使し、攻撃しては隠れ、ときに防御を捨てて攻撃に徹し、ダメージを受けずに進行することが求められます。 プレイフィールは概ねストアの動画通りで、あれを見て期待されるプレイは含まれているのですが…… ■凶悪な難易度設定 被ダメージ半減のeasyと、3Fまで遊べる練習用のpracticeモードが存在します。 ・戦闘 easyでは流石に一度撃ち込まれたくらいで壊されたりはしませんが、通路の奥に7-8の敵が存在していることはザラなので一体一体を確実に仕留めていく必要に迫られます。 遮蔽物に隠れ、近づいてきた敵の前に素早く顔を出してバースト射撃で破壊したり、遠距離ライフルを搭載したクルマで通路の奥に陣取って、顔を出したあらゆる敵を破壊するプレイはとても楽しいものでした。 しかし ・ハンターキラー 50ターンくらいでコイツが出てきます。 3連装のロケットで壁を破壊しながら迫ってきて、ガトリング砲の斉射であっさりとプレイヤーを破壊する、いわゆる「ハラヘリ度」「地震」「死神」に相当するプレイを急がせる要素です。 倒しても何も落とさないので、単に急がせることだけが目的の存在です。 ゆっくりとしたプレイは退屈、という判断なのだそうですが、次の理由でまったく噛み合っていません。 ①ターン経過を必要とするゲームデザイン 階段を探しながら敵と戦い、装備を調えていくなかで、移動、攻撃、loot、pickup、equip、use、といったあらゆる操作にAPを消費するため、普通にしていてもターン経過の激しいゲームです。 壁を破壊して通り道を見つけ、敵を奇襲することのできる仕組みも、ターン数の経過に一役買ってしまっています。 広間から湧いて出る敵を順番に始末していたら、行き止まりの部屋から引き返していたら、あっという間に20-30ターンは経過してしまいます。 ②装備とアイテムに限定された成長 いわゆるExperienceな仕組みは存在せず、lootしたアイテムとその使い道を学んだプレイヤーの力のみがキャラクターの能力です。 アイテムは箱を開けるか撃破した敵から集めるほかないため、どうしてもゆっくりと探索してアイテムを集めたくなります。 ③敵の回避が困難なレベルデザイン 複数の部屋が長い通路で繋がっていてレベルは非常に広いです。 迂回路はなく、壁を破壊して進むことが前提になっている場所もあり、出会った敵を回避することはほとんど不可能です。 これも、時間を要する要素です。 ④大量の敵 前述したように敵の数は非常に多く、部屋の向こうのは少なくとも3、多くて10に近い敵が徘徊しています。 これらの要素が組み合わさり、なにもなくてもターン経過する中、成長は不確実で、大量の敵を丁寧に倒し、装備を選別し、やっと階段を探そうというときに現れたハンターキラーに殺される、というプレイが完成するわけです。 ・ユニークモンスター 運良く2Fにたどり着いたところで赤文字のユニークモンスターが登場し始めます。 強力な敵から強力な武器をlootする、これ自体はたいへん結構なのですが…… 上記のデザインで強力な敵が次々と投入されるためあっさりと命を失ってしまいます。 例えば、ドーザーブレードを装備した赤青緑の3体のTrioという敵。 1Fで通常手に入る強力な部類のLight Gatlingでlong burstを接触してから撃ち込んでも1/3も削れない堅さで、それが3体連なって出てきました。 その後ろからはrocketが1体、light machine gunが1体。 もちろんこれが妙なる不運によってもたらされた可能性も理解してますが、確認する気にはなれません。 ■感想 戦車に装備積み替えて戦うゲーム、知ってますよね。あれ大好きなんですよ。 だからこのゲームも嫌いにはなれません。 でも、オススメしません。 急がなければハンターキラーに殺される、急げば装備が整わない、装備が整わない状況では勝てない敵が回避できない。 これのどれかひとつでもなんとかなっていれば、と思わずには居られません。
The First game I played an engineer with a shovel. I rammed a few walls before being machine gunned to death by the first two vehicles to appear. The second game I played a pick up truck with a rocket launcher. I killed one enemy but then got stuck in a pit where I suppose I was supposed to rocket my way out of. As I ran out of ammo, another enemy appeared and destroyed me. Third game I become one with my tank. I had some kind of gatling weapon with a mean burst weapon. I killed about 10 enemies if not more. I would pick up their weapons and loot crates. Repair nanites are the most crucial economy. A lucky rocket hit from an enemy knocked out my starting gatling and a light machine gun I had picked up. But I had other weapons like a rocket launcher and sniper rifle. Finally made it to level 2. I had a touch fight with what looked like serious enemy panzers. Killed three before getting wrecked. Fun game. Tons of potential. But a little bare bones. This is reminds of a three dimensional, turn-based version of that old fashioned tank on atari. A little bit of story and flair would go a long way. I'm super excited to see more.
Pillage dead tank hulks in a computer-dreamed subterrain hell for heavy equipment. Featuring Killdozer. The only time I had a technical problem, the dev personally fixed my save file.
Dead Hand is probably the closest thing to a vehicular horror game that I've played. You control a robot whose sole purpose for existence is to tunnel through caves until it can launch a heavily guarded nuclear missile from deep within the earth. Combat is incredibly lethal, and a single enemy can kill you in one turn if you're not careful. Enemies can come from any direction (even underneath you!) and they also can't be seen unless they're within your line of sight or they're close enough to be picked up on short-range radar, which adds to the tension. Every vehicle type has a weight limit to how much it can carry, which often leads to the player being forced to make difficult decisions - often you'll have to dump weapons and ammo in order to pick up and install new hulls, so inventory management is key. To top it all off, if you don't reach the end of a level within a certain number of turns (which varies by difficulty) you will be relentlessly hunted down by nigh unstoppable killing machines. Combine all of that with a dark ambient/industrial soundtrack, and you'll get the oppressive atmosphere created by Dead Hand. Of course, it's not perfect, and there are a few things that I wish were different - the levels can be a little bare after you've played them enough, and the UI is pretty basic. One smaller thing that I do really love however is the camera. You have a regular top down camera that's standard in most turn based games, but you can also freely control the camera in order to better see where things are/line up shots/etc. Having the option to play through an entire level while keeping the camera close to your vehicle is incredibly atmospheric and creates a very different experience. Dead Hand is a unique game that is definitely not for everyone, but if you're interested in challenging/tactical turn based strategy games then I would very highly recommend it.
Overall summary: 'Dead Hand' feels like a working Early Access prototype to a good game. It has interesting mechanics, a cool industrial soundtrack, and a simple gameplay loop.... but, uh, that's all it has. What you see within the first hour is what you'll be seeing until the end, pretty much. Gear and enemies never really get too crazy and are mostly statistically superior versions of things you saw earlier; while this keeps gameplay and strategies consistent, it also keeps things stale once the novelty of the game's unique aspects wears off. Specific props: Free-form movement, multiple uses for weapons, and direct line-of-sight aiming means the player can pull off some 'Nethack' levels of savvy combat. The game is very simple to pick up and understand; once you have the controls down and are comfortable navigating sub-menus, everything flows pretty easily. Specific problems: Most "permadeath" games now-a-days have meta progression not just to make future runs easier, but also to keep the player feeling like they are making progress even after they had a bad run that ended early or a great run that was stonewalled in the home stretch by some new enemy or an unlucky situation. 'Slay The Spire' provides entirely new characters and cards that function drastically differently from each other to keep new runs feeling fresh; 'Dead Hand' offers you 4 starting vehicles that will all likely end up using the same parts by the end of a successful run anyways. Spawning bugs are common. Enemies often spawn partially within walls, which allows them to get vision on the player without allowing the player to actually shoot them; this would then alert their buddies, who all make kamikaze charges towards the player. It is very bad game design to have enemies know they are expendable so long as they end the player's run; while that fits the lore in this case, it is not fun to deal with, especially when enemies will outright use high-explosives at point-blank range if it means damaging the player. Final verdict: I actually like 'Dead Hand' and want more of it, but quick glances at playthrough videos tells me there is not much of it and some of what is there still needs some polishing. I can not recommend it at full price but try to snag it on a deep sale, I guess.
This game makes me want to cry. It's fantastic. edit: Took me 50 hours, but; The pure ecstasy of actually beating the game was amazing. Even if felt kind of like a stomp after the second boss. My nerves were on fire, i had to take a 2 hour break before I could come back.
This game has killdozer, and that's Based.
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