
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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Stats
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
Update: 09/08/2020 Game Version 1.21: Awesome game and very helpful developer. The new update has sorted out the problem I was having with being unable to walk over certain surfaces I had dug and getting stuck. Now I am able to dig tunnels to different elevations up/down which adds so many tactical options or escape routes. Really innovative concept I wish there were more games that modelled subterranean style warfare. Look forward to seeing how it develops further as I am sure there are lots of possibilities in terms of new content or even game modes. ---- Old Issue Now Fixed ---- I really like the concept of this game and many aspects of the game mechanics. I like how it models subterranean warfare but there are some issues surrounding digging/tunnelling that, unfortunately, I find to be game breaking. I was playing as the engineer (spider with bulldozer) and it became a frequent problem that my vehicle/robot could end up digging itself or being shot into a hole which it was not able to dig itself out from. I tied to use the dig command to dig an upward slanting tunnel that would get me back up to the main surface of the cave floor but found that my robot would only dig horizontally with a lot of restrictions in being able to move around over the uneven ground that the digging created. I persisted and dug out a huge area but no matter how I positioned the robot I could not get it to make a tunnel/ramp that would get me back up to the cave floor. Realising that this was an inescapable problem I started a new game and kept testing to see if I would have the same problem of different maps. What seemed to be the case is that there are a variety of stone/material types that the cave walls can be made from. Some types I was more easily able to move over after digging and so position my robot at a upward tilted angle when digging and thereby dig a ramp out of a hole in the floor. On other material types I encountered the same problem as before. I also encountered another problem more than once where I would dig a hole and my robot would get stuck in the side of the hole rather than fall to the bottom of it; the robot was then completely stuck being unable to perform any actions like move or dig. So in that situation there was absolutely nothing a player could do. These issues would become very frustrating if one made substantial progress but got stuck loosing all progress from a bug. I think a more precise digging/tunnelling mechanic would be good to resolve this issue. If there was a tool the player could use to plot and manipulate a path in 3d space that your robot would dig along (and showed action point costs) this could enable making tunnels at different elevations easily. This would also really improve the way the subterranean 3d space could be used tactically against ones enemies. Another feature I would like to see is the ability to reverse your vehicle. I hope the developer can address this issue because I really want to like this game and will be glad to change my review to positive. I am sure there are also so many types of new content that could enhance the game and look forward to updates.
I saw the enemy AI digging out a spot with a bulldozer, trying to pot-shot me from the ceiling, so as engineer for a following run, I dug over the level and copied the idea. Insanely fun part: It actually worked. 10/10 Everything I wanted a vehicle tactics game to be.
It's peak. Even if I haven't completed the game or beat the first boss in normal difficulty, this game is a truly challenging and addictive roguelike with many options and scarcity, there is always a dilemma presented infront of me especially being forced to abandon an important piece of equipment for another. I await your future projects! (Hopefully something like this turns up again ngl but with modding support)
mean little turn based tank shooter in procedurally generated caves that are fully destructible. remarkably well done & addictive. vehicle designs are really cool. this is a dev to watch!
Dark and Darker Killer
This is a good, albeit overpriced game. Buy only on >50% sales. If you ever wanted to play 3D Cogmind (for some reason), this is the closest you're going to get. It is not well balanced by any means, and you will most likely find yourself in wildly different situations every run to the point of absurdity, however the game does give you enough tools and specific starting hulls that can carry you before you will be able to find good gear. The mechanics are very specific and sometimes you'll get into situations where you cannot predict how the enemies are going to act without experience earlier experience, but the majority of the situations i have been in were solvable and i could tell what mistakes i've made, as you're punished clearly and directly. Dying is very easy if you're not careful, as nearly every single weapon has high-damage burst firemodes, and vehicles that can survive multiple of these volleys are nearly nonexistent, even minibosses can all be killed in a singular, well-planned out turn. In the long run, inventory management comes into play which reminds me even more of Cogmind than it probably should have, but i dislike that there's no granularity in it, forcing you to go all-in when picking what you should keep, as there's no option to split stacks, so you cannot drop half of your 5.56 ammo to grab a spare gun, you're either sacrificing all of your ammo (unless you have different ammunition types, which also exist!), or are forced to destroy something else. It forces you to be more mobile and to rely on salvage more, although the game has taken other precautions in that direction too - you cannot turtle for too long without expense. The worst part of the game is easily procedural generation. There are cave-like rooms with randomly generate walls and prefab rooms which are the same run to run. The variety is very low, although the enemy spawns and the way different enemy compositions interact with terrain and the overall variations and turbulence of a run will never make you replay the same thing verbatim twice, but you will notice it very quickly. Rough gem. A kind of game that would form a small cult following on some eastern european forum if it instead would've been released 25 years ago. Pick up at your own discretion.
Choose vehicle. Click easy (Acknowledge you suck) . Play. Move. Die to a rocket truck. Retry. Engage brain. Tacticool through two levels. Find an entire two C-RAM systems in a cave for no reason. Die. Repeat.
Dead Hand, developed and published by One Man Army Games, is a turn-based tactical roguelike that builds its identity around modular customization and freeform movement rather than rigid, grid-based conventions. It places players in control of a lone combat unit navigating hostile, procedurally generated underground environments, where survival depends on careful positioning, efficient use of resources, and the ability to adapt to whatever tools the game provides. It’s a focused design that emphasizes mechanical experimentation, though it doesn’t always sustain that initial intrigue over longer sessions. The core gameplay loop revolves around exploration and combat within interconnected cavern systems. Players move through these spaces using an action point system, allowing for flexible positioning and tactical decision-making. Unlike many turn-based strategy games that rely on strict tile-based movement, Dead Hand offers a more fluid approach, where line-of-sight, angles, and terrain play a larger role in shaping encounters. This creates a sense of freedom in how battles are approached, encouraging players to think spatially rather than simply counting movement squares. A defining feature of the game is its modular upgrade system. Instead of progressing through traditional leveling mechanics, players improve their unit by scavenging parts from defeated enemies and integrating them into their build. Weapons, armor, and utility components can all be swapped and combined, resulting in a constantly evolving setup that reflects the player’s choices and circumstances. This system encourages experimentation, as players must adapt to whatever equipment becomes available rather than relying on a predetermined progression path. When it works well, it creates a satisfying loop of discovery and customization. Combat itself is deliberate and often tense. Encounters require careful planning, as resources are limited and enemies can quickly overwhelm an unprepared player. The destructible environment adds another layer of strategy, allowing players to alter the battlefield or create new opportunities for attack and defense. This interplay between movement, environment, and equipment gives each encounter a dynamic quality, even within the game’s relatively simple framework. The roguelike structure, complete with procedural generation and permadeath, reinforces this unpredictability, ensuring that each run presents new challenges. However, the game’s strengths are somewhat constrained by its limited scope. While the core mechanics are engaging, they don’t evolve significantly over time. Enemy types and scenarios introduce variation, but they rarely change the fundamental approach to gameplay. As a result, the experience can begin to feel repetitive once the initial novelty of its systems wears off. The lack of new mechanics or meaningful escalation in complexity means that later stages often feel like extensions of earlier ones rather than distinct phases. Presentation is functional but minimal. The visual design prioritizes clarity, making it easy to track movement and understand the battlefield, but it lacks detail and variety. Environments tend to blend together, and the overall aesthetic doesn’t leave a strong impression. The interface is straightforward, though it reflects the game’s modest production values. Audio design provides a fitting backdrop with an industrial tone, but it remains understated and does little to enhance immersion. Another area where the game feels limited is in its thematic and narrative presence. There is little in the way of story or world-building to contextualize the player’s actions. The setting serves primarily as a backdrop for the mechanics, which can make the experience feel somewhat detached. While this aligns with the game’s focus on systems, it also reduces the sense of progression beyond mechanical improvement. Despite these shortcomings, Dead Hand offers a compelling experience in short bursts. Its combination of freeform movement, modular customization, and procedural challenges creates moments where strategy and improvisation come together in satisfying ways. Players who enjoy experimenting with systems and refining their approach through repeated runs will likely find value in its design. Ultimately, Dead Hand is a game defined by its mechanics rather than its scope. It succeeds in delivering a focused tactical experience built around adaptation and planning, but it lacks the variety and depth needed to maintain long-term engagement. It feels like a strong foundation that could have supported a more expansive game, but remains a concise, somewhat limited experience as it stands. Rating: 6/10
СТРАННАЯ ИГРА ТАНКИ И МАШИНКИ ВРОДЕ БЕСКОНЕЧНЫ ХЗ ОЧЕНЬ КРИПОВАЯ И СКУЧНАЯ . ПЛОХОЕ ПРИЦЕЛИВАНИЕ .
Others have mentioned that this game is a little bare bones, which is true. However, I find the gameplay pretty engaging, since you have to seriously consider things like positioning. A lot of the fun comes from dying, analyzing what went wrong, and trying again with a new approach. If you like brutal, traditional roguelikes, this definitely fits the bill. I just wish there was a little more variety is all
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