
'dEskape' is a base-building game which sits across the bottom of your desktop allowing you to work, browse, or watch something else while you play. It's idle when you like and active when you want.
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About
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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**languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Cool idea for a game, but it severely lacks quality of life. Sadly I have found too many annoyances in the very first 15 minutes of playtime too enjoy it. Settings are utterly terrible: - No options for gamma which should be quite important in case of a dark game - lacking any options for GUI / font scale - Instead of slider for audio you get a button to set it to different value that changes brightness on click so if you are used to having games set for 5/10/15% of loudness or similar then you are quite screwed. Depending on screen settings it might be much darker compared to what is shown on trailer and without proper options it just hurts your eyes. It does not make sense to change your global settings for game that is supposed to be a part of your background. Interactions are a bit clunky - there is a long animation lock when clicking a manual gather option (even if there is nothing to gather), initial shooting speed and range are really low so it requires extra effort to hit a basic, passive monster. (You can even see the developer missing multiple times on trailer while shooting the flying bat). Building menu is not too intuitive - while playing games if I see a price of a building colored in red then I will automatically assume that I don't have enough of it. Here it is red, because it is red.
Yeah, uhm. This game was not ready for release. This game is suffering from stutters every "day" as it handles the occasional tick of creature spawns, even early on when usually nothing spawns anyway. This game says it wants dedicated graphics. However, this game is basically just a bunch of Javascript running in a Chromium process, and there isn't a "--type=gpu-process" child process on this game. In less techno-speak - this is a game that runs in Chrome (a notorious memory hog) and is using your CPU to render the admittedly simple graphics instead of the GPU that the game is demanding. Everyone complaining that the game is taking up CPU, that's your cause - the CPU is busy pushing pixels to the screen, rather than letting the dedicated hardware handle that. This game *allegedly* is something that should just exist, taking up a portion of your screen as you do other things. But because it sucks back so much CPU, the other processes on the machine start having their own issues as well. I have this running alongside Cell to Singularity, an idle Unity game (I have a problem, I admit) that is more graphically complex than dEskape, by virtue of having actual 3D models that need to be rendered. Cell to Singularity uses roughly 3% of my Intel Core i9 12900K, and roughly 2% of my RTX 3080 Ti. dEskape is gobbling down anywhere from 15 to 20% of my CPU and 8% of my GPU (likely in trying to copy video data from CPU to GPU). This "browser" game is woefully unoptimized. And all of the above are just the performance issues, nothing to do with the *gameplay*. Dealing with the enemy is like playing whack-a-mole, hurriedly rushing from one end of your camp to the other, trying to shoot down the hives before they grow far too strong. Heck, in writing this review, a hive spawned and *grew to level 6* - removing these is a relatively urgent threat, even in "low" where they don't send attack parties. Both of the starting weapons - the rifle and the shotspray - are *awful* to use. You're locked into shooting your shot for roughly a second - no more shots, no moving. I can forgive the shotgun for having a poor firerate, but the "rifle" is basically a distinct *downgrade* from that. You get maybe 2.5x the range on the rifle than you do the shotspray, but at that point you're frequently just firing into the dark anyway. The unlocked weapon pattern, the sprayer, mitigates most of the issues I have with combat... but *it suffers from accuracy issues*, and I'm not simply talking about how it fires randomly in a cone. Your cursor dictates one edge of that cone, rather than the center, so you're either shooting too high aiming left, or too low aiming right. If you pay close attention at around the 27 second mark in the trailer, you can see the person has to explicitly aim low in order to shoot correctly. Oh, and the default weapon shots travel at a *glacial* speed, requiring you to lead your shots when taking down the bat that flies around. I feel like it takes far too much effort trying to get that thing, even having to chase it down outside my base. Also, it's a good thing I've played Desktopia, because I remembered how the "main gameplay window" was locked to the bottom of the primary screen, but you could move it around by dragging the bottom left corner, and allow resizing by hitting F1. WHERE WAS THAT CONTROL HINT? Desktopia's help menu was far more useful than the Journal we've got here. Also, god forbid you want to shrink it vertically - the resource readout on the left expects you to have a specific height of window. Any less, and it starts flowing off the bottom. And while I'm on the topic of resizing - the game itself is expecting a specific ratio already; it looks like it was designed to be played on ultrawide monitors (judging from the photos provided by Evergloom at the top of the page). If you happen to have a "normal" 16:9 monitor, well you're gonna get letterboxed. Heck, it looks like it's intended for a 3440x1440 monitor *specifically*, because moving it to my secondary 2560x1080 monitor (still 21:9 ultrawide!) has it letterboxing, just because of the earlier-mentioned specific-size resource readout! I just have one final thing to say. Evergloom, did you ACTUALLY PLAY THE GAME before releasing it? Did you try it on other machines? Did you not look at the resource usage at all? I was looking forward to this game. I wanted a sci-fi settlement building idle game. I'd played Desktopia and found it playable. The adjustable interface layout with the extra windows intrigued me. But dEskape's implementation is particularly lacking.
This game is in Alpha right now with unplayable fps past early game....which takes you several hours to realize and by that time it's too late for a refund. STAY AWAY UNTIL FPS IS RESOLVED - IF EVER. sad but true
I have a beefy machine, not top of the line, but plays anything I want on decent or top settings. This game bogs down to the point of being unplayable.
Game isn't enough fun to tolerate the poor performance. I should have listened to the other reviews saying this game isn't ready for release, they were correct.
Right now I definitely cannot recommend this game. As many others have mentioned the insane frame rate drop during late game renders the game almost unplayable. There is a lot of stuttering and freezing. There also needs to be a lot of QoL changes such as showing which buildings produce which materials. It's said in the description but materials are denoted mostly by icons and there is no indicator of which icon represents which material aside from collecting said material and seeing which number increases. There also needs to be some sort of tracking system for material production so you can tell how much of each material you are producing per second/minute/whatever. There's also a pollution counter and no indication of how much pollution is bad, so just keep stacking it I guess? As it stands, this is more suited to a $5 Alpha/Early Access release.
Well, seems the latest update has dropped my FPS down to about 2. Was a bit of a rocky start with the massive lag spikes every couple minutes when the waves dropped, but it was tolerable. Possibly a side effect of using a mountain of javascript to run a multi-window desktop game? The concept is pretty good, the lighting is horrid, seeing the black materials on a black ground is absolutely stellar, and trying to idle for more than a few minutes results in waves that absolutely overwhelm. If you're not constantly running back and forth trying to destroy hives, you're goanna get trashed. Once the ninja turtles show up and KO your player 3-5 times before you can take out one as more spawn in and camp your respawn area, you're kinda done. Meh, it was a good idea, but the starfield level performance issues, achingly slow resource accumulation, and OP mid-game enemies are just absolute turnoffs. I'll give it a few months and come back. UPDATE: Tried dropping the resolution from 4k to 1080, no luck. It seems whatever performance issue there is post mid-game will just persist despite the updates. Uninstalling and moving on. UPDATE (2023-12-13): Seems the FPS tanks after building the defender factory.
I held off reviewing this for quite some time to be fair but sadly I think this has to be considered abandoned now. There's been no updates for many months now. Zero communication (posts or news updates) from the developer, just total silence. The game has a crippling FPS bug that slows the game down gradually to less than one frame per second if you keep playing, meaning it's unplayable eventually. As such I can't recommend it, despite the novelty and promise it had. Such a shame.
Abandonware, do not buy
I don't usually post reviews, but there is nothing I hate more in life than me sinking hours into a game and all seems fine until you reach a point in gameplay where bugs or any other types of issue severely limit your play-ability. Even the gameplay loop itself is not that well constructed, it all relies on you waiting hours to accumulate resources and build/upgrade the next thing, its like an animated Travian. Remove the game from steam, optimize the performance and gameplay loop then publish again. You are offering a paid product here, have some value, have some quality control for ♥♥♥♥♥ sake.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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