
Deep Despair 2 is an open world survival adventure action game with procedural generation and complete freedom of action: building, crafting, hunting, farming, livestock, brewing, cooking, traveling, fight, and more.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
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
Have to thumbs down. Not only did they leave the first one in a state were it could have been good with just a few more updates they instead move on over to make a new one. Sure the new one has more features and things to explore but dose have some bugs and needs quite a bit of work/balance. The combat is different and could have potential if done right and worked on...but were it currently stands is unfair. Sure I do know there is potions to improve stamina and is better armor. But even so felt that the higher armor breaks just as quick as basic armor same with blocking for the shield for some reason takes lots of damage to were it only lasts a few encounters. Other thing I find fustrating is having an enemy rush at you. So you attack it only to have that same enemy not only sprinting at you but blocking too?! like how is that fair. Way to fix it is have some kinda animation or something to show when an enemy is blocking. Only one I feel you can safely tell they are blocking or not is a skeleton. And yes I do play on easy and not much of a penalty for death but man just gong from easy to normal is a giant difficulty spike. Another fatal flaw is no updates with how long it has been out for. Like giant map size is broken any time I make one is stuck on loading and even if it dose work chances on going down into the mines or reloading said save later on will just result in forever loading...and if it is forever loading means the save got currupted. So yah can not really thumbs up but may come back to this if the ever update and fix giant worlds and do some balance changes to make the game easy. Also side note they do have harder game modes past normal but I am not about to try them with the current state of the game
8 hours of fun, game endlessly loads on going deeper - which made the progress made in 8 hours out to be a waste of time.
This game is subpar in many ways. There are many quirks and weird bugs that just make the game hard to play. Lost interest after a couple of hours and probably won't play again. Glad it was on sale as it ain't worth the full price.
Подойдет для тех, кто любит майнкрафт и террарию, и тех, кто любит исследовать и думать обо всем сам. Игра меня затянула на долгие 20 с лишним часов, при условии, что делать в ней, кроме создания дома и обеспечения себя едой, абсолютно нечего. Топ 3 загадки от Жака Фреско в этой игре: 1. Как выглядит глина на пляже? 2. Как победить ледяных слаймов? 3. Где джунгли? Глина отличается от песка всего на несколько тонов. Чтоб найти ее на поверхности, нужно сломать зрение. Непосчастливилось поселиться на пляже с северной стороны - ледяные слаймы атаковали меня регулярно. Они нападают толпой, замораживают тебя, и ты умираешь. Помогали только деревянные колья - они сами напрыгивали на них и умирали. Собирать животных со всего острова нет смысла, исследовать сам остров нет смысла - он однотипный. Поиск джунглей по всей карте дался мне с огромным трудом - я так и не нашла их, а очень хотела банановые деревья. Стократное посещение шахты уже не радует. Первое время мобы практически сразу же убивали тебя, потом ты приоделся и они уже не были угрозой, а от слаймов вообще можно убегать. Спуск на следующий уровень можно искать вечность. В шахте без причины начинается тревожная музыка, которая просто вызывает приступ паники на ровном месте. Еще не все рецепты крафта очевидны - для волокон нужен экстрактор (выяснилось путем надоедания одному из игроков), бронзу я вообще скрафтила по чистой случайности, и как теперь ее воспроизвести - тот еще вопрос. Отсутствие каких-либо гайдов по игре нагнетает тоску - пытаешься смотреть единичные прохождения на ютубе, чтоб хоть что-то выяснить, или домогаешься до игроков, которые выложили несколько скриншотов. Баг, который подпортил впечатления от игры - сохранение на плоту. Никогда не сохраняйтесь на плоту и не выходите после этого из игры. Когда я вернулась в игру, обнаружила, что персонаж застрял в плоту и не мог выбраться из него, не мог управлять плотом, но мог использовать предметы, ставить факел, есть и тд. Пришлось ждать, когда наступит смерть от голода, что было невероятно долго. В какой-то момент игры пропала мини-карта. Как ее вернуть - не поняла. Хочу поддержать инди-разработчика - он на верном пути, если баги будут исправляться, то игра станет намного лучше и в конце концов соберет свою аудиторию. Рекомендую игру, так как она будет ценна для тех, кто не боится трудностей: готов спускаться в лавовые уровни, добывать там обсидиан и алмазы, тем, кто готов отправиться в ледяной биом и драться с ледяными слаймами и так далее.
Ничего особо выдающегося в игре нет. Я рассчитывал на опыт сравнимый с Террарией, но получил опыт Копателя онлайн, причем за деньги. Игра слишком однообразная, управление деревянное, особенно в строительстве и внезапно игра камерная. Биомов я не встретил, только там пляж, лес и болото и всё в шаговой доступности. Бывает, разнообразия так много, что теряется ценность нового опыта и вещей, тут ситуация обратная, 3 часа я занимался только тем, что жрал ягоды, копал камень и воровал в подземелье столы. Если вам некуда потратить деньги и время, покупайте, но лучше купите Римворлд, Террарию, Дварф Фортрест или любую другую песочницу с элементами рпг и градостроительного симулятора, которая была в разработке не менее 5 лет и все ещё не имеет сиквела.
V1.0版本 十分的MC 遊戲內大部分狀態都類似MC,然後可以很明顯的感受到有參雜了一點Terraria的影子在裡面 動物就羊、牛、雞、豬、然後還有個不知道有什麼用的螢火蟲… 怪物部分相對於MC,就五花八門了,不曉得怪物的正式名稱,所以我就用我自己給予的名稱 初期的史萊姆,這很基本… 然後開始就是殭屍,接下來就是蜘蛛,骷髏弓箭手者種很MC的怪物 接下來就是很明顯地從SCP裡面跑來的嚎叫怪吧?往你這邊直衝撞死你的怪物… 遊戲內的種田也很MC,東西丟下去等時間,就可以很歡樂的等收成了 當然,莊稼旁邊要有水源,水源是3格,很MC…既然說到MC,那有什麼道具? 蘿蔔、馬鈴薯、西瓜、南瓜、小麥、可可,很明顯的是直接從那邊過來的 另外遊戲內還有藥水以及金蘋果等道具增加體力\生命最大值,這也很明顯就是從Terraria來的功能 閃耀根?夜光蘑菇?能量草?死亡草?這十分的Terraria 本遊戲雖說是1.0,但是很多地方,例如平衡性沒有很明顯地沒有做好 例如嚎叫怪這種怪物,只要被撞到就是直接秒...,沒有任何反擊的能力 蜘蛛或者是殭屍雖說都是衝過來撞你,但是至少撞到以後還有個無敵CD時間可以反擊 嚎叫怪就直接把你撞死,沒有任何方法可以迴避 挖礦部分也是,透過樓梯的方式往地城走,這點算是本遊戲的看點 一塊方塊分別有上中下三層,"上層"會阻擋你的移動,這點就和一般方塊一樣 中就是地板這塊,例如草地或者地毯都是放在這裡,在來就是下層,挖開後才會將該格方塊正式的挖空 水流也才可以通過,算是本遊戲的特色之一,缺點就是在地城挖礦很多礦物事實上都會被這三層給擋住 算是一個滿困擾人的地方 若是玩膩了3D版MC,想要體會困難一點的MC,或者是會3D暈 那這款很適合入手,一百多塊的價錢,卻有大大的體驗 考慮到價格的CP值,本遊戲算是食之無味棄之可惜 適合遊戲荒的時候入手
I really love games in this genre, it's a shame they tried to make this a hardcore experience instead of a fun game.
I absolutely love the look and feel of the game. The gameplay feels good, the blood looks good, and is overall super satisfying to setup a nice house on a river bank. A couple music tracks are insanely good. There are two problems with this game that completely destroy the experience. One, is the stamina system. I can appreciate a good stamina system to make you think carefully as to how you use it. This isn't one. It's way to restrictive, you only get a few swings out of it (even for mining stuff) and then it takes forever to regenerate If you empty it. So you are constantly keeping an exact count of how many swings you're at or you could be sitting around unable to sprint or swing for an extra 5 seconds. An iron blade will barely kill a single zombie before it's empty, and getting hit slows you to a crawl. I think using a bow also consumed stamina. As far as I can tell, there is no way to increase max stamina or how fast it regenerates. This failure of a system feels like watching an marathon runner train all year for a race, eat a perfect diet, take vitamins, just to forget to tie their shoelaces at the finish line. If it doesn't sound that bad by the way I describe it and you're like "Oh well I've beat Dark Souls, it can't be that bad" just know that I didn't explain it well enough. It really is that bad. Two, is the music. It's got I think two tracks that are great, and one is just hauntingly good. Idk what it's called but I've saved it on my computer it's just that good to listen to. It's the daytime forest music. Really makes walking around the overworld feel pleasant and wondrous. As far as I can remember, every other track is trash. Maybe not, but the night music is grating and annoying that it over shadows any other positive memory of the other tracks. To describe it, it's basically a very scary vibe that has a great start and maybe about a minute in you start hearing what sounds like a gremlin or goblin screeching in the night, and over the course of the next couple minutes you'll hear this screech progressively get louder when it screeches every couple seconds. So basically you hear this rhythmic incessant screech about 40-60 times starting at a very low barely audible level to what sounds like Alvin and the chipmunks shrieking out in pain. Why? Maybe not that many times but by the time you make it through that night you'll be too traumatized to have counted. And you may ask "why the heck don't you just turn the music off at night?" because if I forget to turn it on right before morning I don't get there near heavenly daytime music. The music in this game has the lowest valleys and the highest mountains, except there is no such thing as an incline or decline in this game because all terrain is flat. Anyway, stamina bad and night music bad, otherwise game good. BekkerDev, please change this.
Deep Despair 2, developed and published by BekkerDev Studio, is a sandbox survival game that leans heavily into open-ended exploration, crafting, and self-directed progression. It expands on the foundation of its predecessor by offering a larger, procedurally generated world filled with varied biomes, resources, and threats, all while maintaining a design philosophy that prioritizes freedom over structure. Rather than guiding the player through a clearly defined path, the game drops them into its environment and expects them to figure out how to survive, build, and progress at their own pace. The core gameplay loop revolves around gathering resources, crafting tools, and gradually building a stable base of operations. Players must manage basic survival needs such as hunger and stamina while exploring the surrounding environment for materials. The crafting system is extensive, allowing for the creation of weapons, armor, tools, and structures that support both survival and expansion. Farming, cooking, and resource processing all play a role in sustaining long-term progression, and these interconnected systems give the game a sense of depth that rewards experimentation. As players unlock more advanced recipes and mechanics, the experience evolves from simple survival into a more complex cycle of optimization and planning. Exploration is a central component of the experience, with the procedurally generated world offering a variety of landscapes to traverse. Forests, deserts, and other regions each provide different resources and challenges, encouraging players to move beyond their starting area. The lack of a fixed map ensures that each playthrough feels somewhat unique, though it also introduces variability in how engaging or balanced a given world might be. This randomness can be exciting, but it can also lead to uneven experiences depending on how resources and terrain are distributed. Combat exists as a supporting system rather than the main focus, but it still plays an important role in shaping the overall experience. Players encounter hostile creatures and environmental dangers that require preparation and strategy to overcome. Weapons and defensive mechanics such as blocking add a layer of interaction, though the system is relatively simple compared to more combat-focused games. Difficulty can fluctuate, with certain encounters feeling manageable while others become overwhelming, particularly during nighttime when threats become more aggressive. This unpredictability contributes to the tension but can also highlight balance issues. One of the game’s more notable features is its emphasis on base building and customization. Players can construct shelters, fortify defenses, and eventually create more complex setups that include traps and utility systems. This aspect of the game allows for creativity, as players can shape their environment to suit their needs. Over time, the base becomes a central hub for crafting, storage, and survival, reinforcing the sense of progression as players transform a simple starting point into a fully developed stronghold. Visually, Deep Despair 2 uses a colorful pixel-art style that gives the world a lively and approachable appearance. The environments are varied and often visually appealing, with day and night cycles adding contrast and atmosphere. However, the presentation is not without its flaws. Certain elements lack polish, and animations can feel basic or inconsistent. The interface is functional but not particularly refined, which can make navigation and management slightly cumbersome at times. Pacing is largely dictated by the survival mechanics and the player’s approach to progression. Early stages can feel slow, as players gather essential resources and establish a foothold. As more systems become available, the pace increases, offering more options and goals to pursue. However, the repetitive nature of gathering and crafting becomes more apparent over time, especially for players who prefer more structured objectives. The absence of clear direction means that motivation must come from the player’s own goals, which can be both a strength and a weakness. The game’s lack of guidance is one of its most defining characteristics. There are minimal tutorials or explanations, leaving players to discover mechanics through experimentation. This can be rewarding for those who enjoy figuring things out on their own, but it may also lead to confusion, particularly in the early stages. The learning process is gradual, but it requires patience and a willingness to engage with the game’s systems without much assistance. Overall, Deep Despair 2 is a broad and ambitious survival sandbox that offers a wealth of systems and opportunities for players who enjoy open-ended gameplay. Its strengths lie in its crafting depth, exploration, and sense of freedom, allowing players to shape their experience in a way that suits their preferences. However, its rough presentation, inconsistent balance, and repetitive loops prevent it from reaching a higher level of refinement. It is a game that rewards persistence and creativity, but one that may not appeal to those looking for a more guided or polished survival experience. Rating: 7/10
Way too random, You enter the game and there is no objective. Just do whatever in a incredibly random looking environment.
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