
An atmospheric first-person narrative adventure set in a surreal seascape locked between ice and rock. Following an incident, you and a friend must find power, defeat strange and deadly creatures, and decipher what mysterious forces are attempting to prevent your escape. Escape together or die alone.
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About



Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Czech, Hungarian, Korean*languages with full audio support
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
On a gameplay level this game is exceedingly boring and slow. However the story alongside some magnificent voice acting and an incredible ending redeems this small game. When I finished the game I was absolutely on board for what it was attempting to simulate, for someone who loves psychology this game was a pure treat to play even though many sections of the game were frustratingly confusing and repetitive. I found myself numerous times heading backwards in the larger areas and when I finally realized I was it would take me another 10 min to get back to where I was before. In comparison this game is a lot like the game Narcosis, Narcosis however being alot more grounded in reality. The true horror of Debris is in the realization of your character's situation in the end of the game, and how it reflects a terrifyingly real world problem of how grandiose some delusions are.
From the outset, Debris focuses on creating a sense of atmosphere and intrigue, expecting that sense of mystery to propel the player forward as they navigate through obstacles and dodge hazards. The game opens with the player getting caught in a maze of collapsed rock and thawing ice, and doesn’t let up with the darkness and sense of being trapped. The game itself does a reasonably good job building that atmosphere, with the timer counting down oxygen serving as a constant reminder of how tenuous Ryan’s connection to life actually is, and what the stakes are as he explores the cave system. Its snippets of dialogue further build the mystery, forcing the player to think more deeply about their surroundings, and the effect mining has had on the environment around them. User tags for Debris on Steam label this as a walking simulator, and while that label is incorrect - there’s too much actual gameplay for me to classify this as a walking simulator - I can understand why it’s been attached to this game. While there are side passages to explore, much of the game is linear, with Ryan moving from obstacle-laden cavern to obstacle-laden cavern. There is a path to the surface. He will follow that path. Along the way, the sound and visual design of the world do a good job furthering that sense of obstacle, filling the player’s ears with odd thumps and clicks, and creating a general sense of unease. I hesitate to call this a walking simulator, however, specifically because it does have gameplay. That gameplay is, ultimately, what sinks this game. Early in the game, the player is given a gun and a companion, and with these two tools in hand, is expected to move through the caves, fighting enemies and exploring the mystery of what makes these caves what they are. Mechanically, the gun works by deducting time from the player for each shot; a flare deducts one minute, while a spear deducts three. In theory, this ought to instil a sense of caution in the player, forcing them to think strategically about when to fight and when to run. Indeed, a mechanic like that would further the horror atmosphere, creating a real sense of tension in fights, and making the obstacles that require a fight feel more meaningful when finally encountered. Instead, the game undermines both its horror atmosphere and its survival mechanics with the addition of a companion dumber than the rocks entombing poor Ryan, thus stripping any real sense of agency or strategy from the player as they scramble to rescue their companion from their own poor decision-making. The game’s mechanics and atmosphere suggest to the player that they should think strategically about how and when to approach the guarded groves. If each shot costs energy, and taking damage costs energy, then the energy gained from the grove should outweigh what’s spent to harvest it. Indeed, the game’s plot also suggests that the player should be thinking critically about how to engage with the groves, as everything suggests the more that’s harvested, the worse the consequences for their health and chance of survival. This is not, however, how the game actually plays. Instead of thinking strategically and skipping groves or sniping at guards from a distance, the ROV companion makes the decisions for the player, barrelling into the middle of a group of guards, then complaining when the player doesn’t immediately rescue it from its predicament. More times than I care to count, I successfully slipped past a guarded grove because I was nearly full on energy, only to get hit notifications because the ROV decided to harvest energy we did not need. Other times, after clearing a grove, the ROV would refuse to fully harvest, leaving me with less energy than when I started. All sense of strategy or agency went out the window, replaced by frustration and a sense that this companion was either willfully stupid, or actively sabotaging me, and knowing neither was actually canonically the case. However, calling out the misery of the ROV companion still doesn’t fully capture why this game fundamentally does not work, and why I had such a miserable time with it. Even without considering the companion, the level designs themselves create a poor gameplay experience that is in and of itself immersion breaking. To understand that, it’s important to look back at the level design and the gauntlets themselves. The game’s gauntlets function as obstacle courses, with the player being haphazardly shunted past monster after monster. At some points, it feels less like a level in a video game, and more like a haunted dark ride, complete with spooky, clanking music telling the player how they’re meant to be feeling at that point. At other points, the lack of true control meant that I was running the same gauntlet over and over again, feeling like it was just up to chance as to whether or not I made it. As an example, one gauntlet features worms that leap up from the floor to attack the player. Firing the gun triggers them early, allowing the player to swim past them. However, the gun’s flare travels faster than the player, meaning the worms could be triggered and reset before the player could safely swim past them. The flare also keeps travelling after the player dies and restarts, making the timing once again nearly impossible to control. What should have been an action set piece instead became an exercise in memorisation and prayer as I struggled to get the timing and slow swim speed to actually line up. Debris should have worked. Its visual and sound design are, by and large, excellent, and its story is one that can easily draw a player in. Instead, the game ends up serving as a masterclass in game design that alienates the player. The conspiracy throughout centres around what the activities of the megacorporation have been and whether they can be trusted. I’d argue, however, that this story is sidelined the moment my companion wanders off to pet a fish. The question I have is what I did to the devs to deserve this, and why their game’s design is such an act of self-sabotage. If you enjoyed this review, please check out the [url=https://jannekeparrish.com/reviews/debris] full version [/url] and [url=https://store.steampowered.com/curator/44626948-Loons/] my curator page. [/url] Thanks for reading!
===Para quem o jogo foi desenvolvido? ( ) Crianças (X) Adolescentes (X) Adultos ( ) Tudo e todos ( ) Malucos ===Gráficos: ( ) Ruim ( ) Razoável (X) Bonito ( ) Muito bonito ( ) Meus olhos não aguentam essa qualidade incrível ===Bugs: ( ) O jogo em si é um bug ( ) Tem mais bug que átomos no mundo (X) Poucos bugs ( ) Bugs que são divertidos e não atrapalham ( ) Sem bugs notáveis ===Dificuldade: ( ) Muito fácil (X) Fácil ( ) Médio ( ) Difícil ( ) Dark Souls ===Tempo de jogo: (X) Deu play, zerou ( ) 3 horinhas ( ) Entre 3 a 6 horas ( ) Entre 6 a 12 horas ( ) Muito tempo, a partir de 20 horas ( ) Até enjoar ===História: ( ) Não tem história (X) Tem, mas não é muito boa (X) Meio sem sentido ( ) Muito boa ( ) Cuidado pra não se apaixonar ===Música: ( ) Joga sem música (X) Só música de fundo praticamente ( ) Boa ( ) Capricharam nas músicas ( ) Baixe a Playlist para escutar depois ===Hardware necessário: () Laptop da Xuxa ( ) Bem leve (X) Nada que uma 1030 não resolva ( ) Muito pesado ( ) Nem PC da Nasa aguenta ===Para melhor experiência: (X) Singleplayer ( ) Multiplayer (X) Coop ( ) O jogo é offline ( ) De qualquer jeito vai ter uma ótima experiência ===Preço ( ) De graça ( ) Bem barato (X) Barato se estiver na promoção ( ) Caro ( ) Nem o Bill Gates consegue comprar ;-;
Pros : Big Goober Fish ( Mostly dead ) Giant Worms, Glowing Fish, Robotic squid guide ( Sometimes works ) Cons: Are we there yet? ( me literally bored floating around to the next section ) nothing great to look at, Rocks, rocks and more rocks, a piece of coral, spiky grass, Lame sharks, lame fish, lame voice acting, lame gun that can kill you if you shoot it too much. finished this game in under 3 hours. This is basically a walking simulator except your swimming.
A sci-fi-ish [strike]walking[/strike] swimming simulator with a couple of action-y elements, marred by bugs, glitches and weak nonsensical plot/ending. Somehow has a co-op mode; I have no idea what its point is, or how it would even work - narratively or mechanically - in this game. Judging by all the complaints, it rarely does even start properly and is very, very buggy. [u][b]PROS: general visual, sound and music design, atmosphere[/b][/u] Initially, with its narrative and aesthetics, the game is presented like it's something akin to James Cameron's The Abyss, or Peter Watts-style black smokers ecosystem exploration mystery. It does have a similar vibe, deep ocean is just alien like that, but the story/gameplay/idea is unfortunately almost entirely unrelated and not fleshed out at all. Still, the devs succeeded in recreating the right mood and atmosphere. Gameplay is slow and somewhat tedious, but can immerse you in a trance-like state because of the sights, the sounds, the movement, the snippets of music. Ambience is great, environments feel appropriately oppressive and hostile, though often beautiful; movement is fluid - as it should be, if a little slow - but has some decent momentum. The game is very linear - you can try to explore somewhat, but are constantly struggling with the current; locations are mostly barren; and you're on timer. The timer is not too tight, just psychologically uncomfortable. Also, it's almost impossible to get lost - even when standing still, you are always being gently nudged in the right direction. Main mechanics is straightforward and simple. Your charge is respectively your timer, health and ammo. It's restored and maintained with the help of your companion, but it's sometimes tricky to make it notice and pick up the needed collectibles (which you can't pick up yourself). Or, on the opposite, it insists on collecting them when there is no need to, and charges into enemy groups. Or wanders off, or gets stuck somewhere across the map. [u][b]CONS: dialogues, story, level design, bugs and glitches[/b][/u] The writing is barebones, as are the characters. Actually, voiceacting is decent, though the lines often feel disjointed and disconnected from what is happening; the fact that they were recorded with varying sound quality does not help. Sometimes they overlap and become a broken mess if you move too quickly. Characters have a nasty habit of talking over each other with subtitles being incomplete and not always catching on. Collectible "audio" logs are not voiced (except the very first one), which is explained with "audio log is corrupted, continuing with transcript only" - definitely to save on voiceacting. So you are just standing in one spot doing nothing, waiting for the next line to appear. The game is riddled with bugs and glitches. Numerous holes in terrain and floating assets, enemy and companion AI acting up, gun shutting down between levels. There is not much of actual content, elements and challenges repeat over and over; it just drags on. The whole game is at least twice as long as it needs to be, and thus fails in creating suspense. The narrative is weak and somewhat nonsensical, but the worst thing by far is the ending. Not spoiling it in this review, but... what?.. That's... not... how it works... at all. This depiction is disjointed, simplistic and amateurish at best, despite claims of working with "professionals". Aspects of what it claims to be about are conveyed so poorly, that I hadn't had a single glimpse of suspicion of what it really is, despite playing literally dozens of games with similar themes; I just thought it was a haphazardly written plot, and nothing more. You can't just stick such things to the ending and leave it like that, ruining the story as a whole. It's abrupt and anticlimactic, no plot threads are really resolved. That's just disappointing. [b]Conclusion[/b] The game does have the right atmosphere for the setting - ominous and haunting; it does a pretty good job at delivering appropriate trance-like experience. Recommended, if you desperately need your deep ocean fix, are easily enthralled by the views and the flow, and wish to experience that state; otherwise just play Narcosis instead - a much better game dealing with similar topics in similar environments. [table][tr][td][code]If you like games with similar themes and atmosphere, [url=https://store.steampowered.com/curator/44239617-empty-places/]follow my curator: [b]empty places[/b][/url][/code][/td][/tr][/table]
make sure you play it with someone!
This game is a good experience and learn about psychosis which is a mental illness (e.g. delusions of things that aren't there, hearing things that aren't real etc). Whilst there's not much to the game other than following the Squid and using the gun, its still a learning experience you won't forget.
The game's story is not about what you think it is. Even though the game's a bit buggy, I can forgive it at the ending.
very interesting game mecanics and great experiance when in coop
what to say, it is what it is
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