
Face the Ancient Gods! Set the sails of your flying pirate ship and embark on a roguelite adventure in the steampunk world of Dead Weight. Explore floating islands in search of loot. Choose a class and enjoy turn-based tactical combat on tiny battlefields where every step matters.
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About

A marvelous steampunk adventure awaits you in the roguelite world of Dead Weight. Board a flying ship, stock up on fuel, hire a trusty crew and get ready to explore dangerous islands and fight the Ancient Gods in turn-based combat. Unlock new skills, characters, get stronger and uncover the darkest secrets of this world.
Face the Ancient Gods
The world is rapidly changing and you will have to change with it. Mighty creatures have risen from their eternal slumber. Will you fight them or follow them in pursuit of forbidden knowledge?
Enjoy Turn-based Combat
The battlefield is tiny. Think ahead if you want to survive.
Get Stronger
Upgrade your ship and train the crew. An extensive skill tree, 4 characters with unique gameplay. Combine different equipment to create a build that fits your playstyle.
Explore the World Full Of Danger
Travel across the skies on your swift ship. Find ancient ruins and uncharted islands scattered across the steampunk world.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese
Engagement
Hours played at review time, across 159 reviews with recorded playtime.
Reviews
Themes across 159 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
Perhaps this game gets better after much progression, but at least for the first few hours it is a repetitive slog, with annoying mechanics. Annoying mechanic #1: fuel. You burn fuel when moving between encounters, and when you inevitably run out of fuel, which always feels extremely premature, your run is over. There is apparently a gas station unlockable, but even after several hours of play, I never found it. Annoying mechanic #2: after ten encounters, your run is ended. Perhaps this is done for balance reasons, but it just feels annoying. Normally with rogue-lites your run is ended because you progressed to some combat that you couldn't win. But in Dead Weight, your run is ended just because you filled up this arbitrary progress bar. Annoying mechanic #3: the combat is akin to the Breach, which is fine, but it is more simplistic, and extremely repetitive. Due to Annoying Mechanics Numbers 1 & 2, everything is very slow to unlock, which adds further to the repetitiveness. If these annoying mechanics were removed or overhauled, there may be a good game in there.
If you liked Enter the Breach, but want a casual and RPG experience, this is the game you're looking for. The gameplay can be repetitive and easy, but again, it's a casual experience that scratches the Enter the Breach itch. There is a top negative review that a lot of people seem to think is helpful and are probably steering them away from playing this game, but their review is based on a poor understanding of the game. I respect the way the developers responded to them, and that's the reason I decided to pull the trigger and buy the game. The following is what that bad review said about the game, and I'll tell you exactly why they are wrong: "Annoying mechanic #1: fuel. You burn fuel when moving between encounters, and when you inevitably run out of fuel, which always feels extremely premature, your run is over. There is apparently a gas station unlockable, but even after several hours of play, I never found it." Your run is not directly over when you run out of fuel. You have options, but not one of them leads to a direct game over. The game will prompt you to use consumables to either replenish your fuel or send you back to the home island. If you have nothing, you have the option to drift with reversable minor "negative" side effects. This option sends you to a random enemy island. From there, you just have to beat the enemy island to refuel. I actually use this mechanic to find new locations without burning through consumables and to grind EXP. Outside of these options, you can refill at the home island gas station, event islands, defeating wandering pirate ships, and defeating enemy islands. Fuel is not a direct game-ending issue. "Annoying mechanic #2: after ten encounters, your run is ended. Perhaps this is done for balance reasons, but it just feels annoying. Normally with rogue-lites your run is ended because you progressed to some combat that you couldn't win. But in Dead Weight, your run is ended just because you filled up this arbitrary progress bar." The game has an encounter bar of 10. Most events and enemy encounters cost 1, but I have found 1-2 events out of 50 that cost me 2. You can empty it with 20 gold on rare island events or you can pay 100 gold at the tavern in the main island. If you have a certain perk, every time you empty your encounter bar at a tavern your maximum encounter bar is increased by 1. I'm almost done with the game, and this encounter bar has not been an issue at all. Just do your resource management. "Annoying mechanic #3: the combat is akin to the Breach, which is fine, but it is more simplistic, and extremely repetitive. Due to Annoying Mechanics Numbers 1 & 2, everything is very slow to unlock, which adds further to the repetitiveness." If this reviewer followed my advice, they can unlock things faster because as they progress further into the game they get more post-game currency. Of course, if they're only playing 10 encounters per run, they're going to have a rough time. Once I understood I can replenish my encounter bar on my third run, I am progressing through the entire story mode. Now I spend a lot of time just grinding away amassing my strength to make the boss battles trivial. Now I will agree the game is repetitive because of this and due to the lack enemy and event variety. But if you want the scratch the casual EtB itch after a long day, this is the game. If the reviewer reads this, I hope they change their review. You're leading people away from a decent game.
Сами разработчики уверяют что это рогалик, я же вас уверяю что это тактическая стратегия в первую очередь. И вот если оценивать её как тактическую стратегию она откровенно слабовата: не страшно получить 200% безумия, противники предсказуемые, тебе не нужно думать на ход вперёд, достаточно просто сделать ход исходя из красных меток на земле. Если оценивать её именно как рогалик, то все рогалики оцениваются из роста игрока перед самим собой и тут игру достаточно легко освоить оказалось. Да все персонажи играются по разному, но понять как за них играть - дело пары боёв и дальше всё... впереди забеги в первом биоме с кучей однотипных гоблинов, во втором с такой же кучей пиратов, в третем роботов... И вот даже после первого биома ты сам для себя как будто не становишься опытней - ты просто гриндишь. Добавляет печали что на каждого персонажа фактически нету билда - в третьем биоме ты можешь прокачать обе ветки навыков полностью, а если учесть что часть из этих навыков - хрень, у тебя вырисовывается один билд и всё. В экипировке так же - на одного и того же персонажа ты будешь собирать практически одни и те же предметы. Механику поругал, теперь примемся за всё остальное)) Приятно смотреть на пиксель арты в игре, визуально приятно сделаны мини арены для боя, но их во первых мало, а во вторых они дают мало тактики как таковой Итог: Художник молодец, классно всё нарисовал, но тот кто делал дизайн карт с тактической точки зрения либо об этом вообще не думал, либо ну я не знаю даже... Музыка не мешает геймплею, не отвлекает во время боёв, но и запоминающейся не является. Как будто в боях плюсик, в городе и главном меню минусик) Мой итог. Чем я люблю инди разработчиков, так это за идею. Тут как будто она была, но её кор составляющая либо пошла под нож в итоге, либо не была доведена до того чем она должна была стать. Пока что я бы поставил игре минус, но буду краем глаза посматривать за грядущими обновлениями, потому что тут есть что довести до ума)
まだ40分しか遊んでないけど、大事な部分ことなので書いておきます。 日本語で遊べます。 キャラクター同士のやり取りが翻訳通しましたって感じで違和感あるけど、遊ぶ分には問題ないと思います。
Into the Breach gives you all of the information you need and then it's your job to figure out what to do with that information. This game consists of dancing around a nebulous blob of red squares until you're placed in a situation where you're unable to avoid ending your turn on a red square. The enemies have too much health to kill with one attack and, even though you have two action points, you're only allowed to attack once per turn. Maybe you can finish the job on the next turn but it doesn't matter because the boss just spawned a new enemy at a random location you couldn't prepare for and he's going to do something. I don't know what it is, but it must be impressive because it's effecting a five tile radius. All I know is he's third in the turn order of 5 enemies that are all doing similar five tile radius activities. Hypothetically, you can instantly kill an enemy by shoving them off a cliff. That's completely useless when every enemy is at least five spaces away from the edge of the map. It becomes painfully obvious early on that you're not expected to win with strategy, you're supposed to lose until you earn enough Meta Bucks to spend on making your character less ♥♥♥♥♥♥. I shant be doing that.
Расслабиться и покайфовать с эстетики - пойдёт. Геймплей с начала тоже в основном радует. Не уверен, что не буду делать рефанд. Не хотелось бы, но пока им пахнет. Из плюсов: 1) Визуал. 2) Звуковое сопровождение. 3) Прикольная задумка ранов. На мой взгляд, реализация очень не очень, но можно допилить, не прибегая к кардинальным изменениям. 4) Совершенно ненапряжённая тактика. К минусам. Подробнее, чтобы фидбек был здравым: 0) UX в игре это п....ц, мягко говоря. Это прямо очень плохо. Совершенно нечитаемый. 1) На игрока сразу все механики в интерфейсе вывалены. Очень много "валюты" сразу, которая в событиях тратится. Непонятные слова в зданиях на стартовом острове. Сразу написаны условия открытия. Их стоило запихнуть в квесты, раз. Стоило их спрятать, два. Не надо сразу показывать игроку, что он может открыть, это перегружает. Всё должно открываться постепенно. И эти валюты тоже. 2) Нулевой челлендж в стартовом регионе. Судя по отзывам, там дальше что-то сильно сложнее. 3) Отсутствие внятного обучения топливу и дрейфу. Как будто само собой разумеющееся, что зарядка топливом на острове должна быть со старта, а не открываться. Либо так раны выстроить, чтобы последовательность открытия была маяк -> док -> таверна. 4) Отвратительное решение и топливо и усталость в игре иметь. Одна механика нужна, чтобы игрок всю карту сразу не исследовал, вторая нужна по той же причине. Зачем механики, дублирующие друг друга по своей цели? 5) Механика толкания недожата(дальше 1 акта не прошёл пока). Она буквально максимально неглубокая. Хотя есть примеры тактических игр, где это круто реализовано. Разработчикам желаю развития и учесть ошибки в следующих играх.
И я стрелял и в меня стреляли и я упал в бездну и лежал. Подходит ко мне богиня и говорит: "Человеческого во мне ♥♥♥♥♥. Что ты там стоишь свои одобрения дрочишь?", дает просто дары бездны и говорит: "Забирай и съебывай". Игра классная, объединены мои самые любимые жанры, пошаговые стратегии и рогалики. Красивая очень графика пиксельная, немного эмоций во время диалога не хватает, раз уж портреты тех кто разговаривает показывают крупным планом.
Don't blind buy this hoping for something good, it's a 7 under the most generous of circumstances. I'd go into critiques, but I'm not interested in wasting further time on machine translated trash. For some of you, $10 matters, and this ain't it. Edit: That the dev replied and couldn't figure out what language I'm talking about should tell you everything you need to know. ♥♥♥♥♥♥♥ slop.
Art is awesome, combat...has potential. but this game is incredibly inconsistent with giving information ans user interface. This skill consumes action point, but this one doesn't. Is it stated anywhere? no. This barrel has durability 1 so when i damage it...it breaks. This piece of ice has durability 1 so when i damage it...nothing happens?? two items are for accessory slot. one has "consumable" in its description, the other doesn't, yet both are consumed upon use. what the hell devs? "shoots over obstacles" yet it cannot shoot over this pitfall...but next turn when i move it CAN shoot over a different pitfall?? and this crap is all over the place. Oh, there is a blue square with an arrow on the battlefield...what does it do? i have no idea, no matter how much i tried to click on it or hover and search for some popup with info...no result. and after stepping on it you know what it does? nothing. or something that i didn't even notice. In highly tactical games such as this one tries to be its INCREDIBLY IMPORTANT to give player all information as clearly as possible and as consistently as possible. When you have to blindly do stuff to explore what it does thats just crappy design for this genre. Especially when it behaves differently every time oh my god. Devs, its not that hard to make everything consistent, i see you really tried to make a good game, but this is the worst ux i had playing strategy games ever. EDIT: I see you're trying to fix things. I dont want to discourage small studios from making new games and ruining releases so Im changing this review to positive. I will be waiting for new update that fixes these problems and would like to try this game again. Good luck.
It's like... okay. I would probably not have bought this again with the foresight of what the experience would be but I don't think the game is abysmal. I don't find the combat engaging, and the story is largely forgettable so far in my 4 hours of playing. The pixel art style is cool. I actually disagree with a previous comment here that was negative about the game being like punishingly hard with it's mechanics around fuel. I don't think the fuel mechanic is fun, but I actually don't really find this game hard at all. It plays a bit like into the breach but maybe someone who wasn't a diehard fan of this type of game would think otherwise. It's very... meh.
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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.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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