
An atmospheric survival shooter placing you inside a hyper-violent maze of urban waste, environmental biohazards, and societal ruin. Scavenge, explore, and survive while finding a path out of a late stage modern Shinar
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About
▫Late stage Tower of Babel
The world has evolved into a desolate wasteland where enslaved humans are forced into a virtual network of strife and violent conflict. powered by human nervous systems remote controlled surrogates roam an open air combat prison of urban ruins, environmental biohazards, and societal collapse.
▫ Surrogate Combat
Navigate the polluted expanse and kill everything in your way with an intuitive and responsive EEG controlled combat machine
▫ Two Gameplay Modes
Linear : Endless retry for a more aggressive combat approach
Reality Mode : Perma death for a deeper Simulator experience . No second chances death is real
▫ Survival Mechanics
Engage your scavenging and hoarder instinct by looting urban ruins, abandoned buildings and human compounds (Nests) for resources you will use to survive a open waste of environmental disease and desolation
▫ Performance Enhancements
ingest highly affective performance enhancing combat stimulants and nutritional chemicals in a world were traditional food is all but forgotten
▫ Humanity is a Resource
Geotag Nest dwelling humans and exchange their data for upgrades to master the punishing environment
lower food chain humanity is a resource
▫ Explore Modern Culture
View inside the collective mind of a fallen humanity as codified in the cultural zeitgeist of interactable NPC characters
▫ Plug into a Purgatory Network
use various networked items and discover computer terminals to assist you in completing your ultimate goal against the ultimate sadist

* Some information above is subject to update as development progresses. follow page for frequent updates
Genres
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 50 reviews with recorded playtime.
Reviews
Themes across 50 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
Basically terminator/walking sim in a apocalyptic world you go around wiping out nests and what not with your big honkin' guns. If you think you'll like it you probably will don't let the bad reviews dissuade you
my james ferraro album comes w a free art installation
{[b]Spoulers. ahead.[/b] and [b]TLDR[/b]: i find the game quite fun, there are some issues i personally have, primarily with how enemies sometimes spawn, minor gripes with parts leading up to the ending, and with experience, finding the game to become a little easy [ambiguous if this is a positive or negative due to how it was originally]. BUT this is still an early access game, a lot of the more egregious bugs i'd encounter on day 1 have been ironed out and the devs are regularly updating the game with patches. i found myself wanting a little more from the game, being able to complete it in just under 2 hrs, but content updates are set to come too, so i await eagerly what those entail :} } i'm still thinking about desolation seed. there are definitely still issues but even from day 1, despite any bugs i encountered, after completing the first area and connecting the first terminal something with the game clicked with me. like oh yeah i like this actually . the overall gameplay loop is quite addicting. having wide open areas where u have to fend off combat drones, and entering Nest areas to tag humans 2 buy more stimulants to aid ur survival , while continuing with ur goal to connect the computers to [spoiler]the world parliament[/spoiler] servers. visuals, atmosphere and sound design / music as well are also Damn Awesome as expected from a project involving ferraro. i initially had trouble properly adjusting to what the game demanded of me. when starting out i knew there were ways to use stimulants having read the steam page and the intro seq, yet it didn't register just how they would be obtained... i eventually figured this out, the whole left side of the inventory menu, but that was a lot of frustration attempting to raw-dog levels without any kind of aid and having low ammunition lol. pretty sure that's just me being a bit slow tho. i definitely think the controls of the game should've been stated somewhere from the start, if not customisable, i had to learn to geotag humans from someone mentioning it in the discord server [this is however stated in an area very close to the beginning area that i never visited on my first playthru, so just a silly thing on my part lol]... when you have everything figured out however it is quite a fun experience, and the default controls feel natural enough my main gripes with the game having gotten accustomed to it now is with enemy spawning. starting off with the drones, they are deffo ideally taken care of with shooting from afar. it's understandable too that the game will give moments in which you have to fight them up close, tho i believe perhaps in some of those moments u kinda need like 0.01ms reaction time so to not get hit by them. there is that area just before [spoiler]commercial district[/spoiler] with two drones that are right around corners, those can be Damn Bausterds to deal with if you're not ready. later on in the final regular area with two Nests before you make ur way to [spoiler]server district[/spoiler] , there's a drone at the entrance that just conjures itself out of thin air in front of you. How Da Hell Is That Happening... the humans kinda have issues spawning in appropriate places; they're kinda the bulk of my complaints in this general topic. a lot of the time their placements are fine and optimal for catching you off-guard but some guys end up being placed within floors or ceilings. in some wide open areas i'll hear them taunt before a shot and i cannot for the life of me find where the shots are coming from. there are moments where i feel like they will spawn from kinda cheap places, like i just left an alleyway and you're directly behind me. or i'm going to enter this apartment room and you're gonna conjure yourself from the direction i had my back facing. oh yeah and also... the directional audio is complete opposite of where enemies actually are. u can hear a taunt from ur left speaker and the enemy is on your right. i have checked, and yes i am wearing my headset correctly... :p i've lowkey began adapting to that a bit Lol idk if there currently are any more endings to the game as of yet ? in the final area [spoiler]server district[/spoiler] there are places and happenings which could imply alternate routes, [spoiler]like the exit marker appearing when tagging all of the humans in the building, that 1 secret room behind the final terminal on the top floor, or just the fact that the main ending is called Path A...[/spoiler] i kind of found myself wanting a little more from the [spoiler]Path A[/spoiler] ending? [spoiler]the video sequence is pretty cool and has an impact but idk, preceding that you kind of fly around in this new drone mode 4 a bit and Release The Worm.[/spoiler] perhaps the climax of it all is kind of diminished for me as well cos idk if this is intentional either, but when entering the final [spoiler]server district[/spoiler] room [spoiler]with the pipe bomb throwing guys,[/spoiler] i stop being able to take damage and cannot shoot anymore? disabling and re-enabling my guns can allow me to shoot again, but the inventory isn't accessible either... it just kind of takes out any kind of challenge in that final moment, and maybe that screws it up. so thats another thing. [spoiler]that flying mode[/spoiler] could potentially be expanded upon in future content updates, from following this game online for a lil while that used to play a larger role in gameplay? it could be cool 2 see it's been said the game is going to receive further content updates with this early access period , and it has been getting consistent patches in general from player feedback; if you played on day 1 it's most certainly gonna feel different if you play right now. now that i am used to the game and have played it over a few times, i've overall enjoyed my time, and i'd deffo like to see new elements added to it, so it's great that there can be more of the game to come. you can play the game as-is in one sitting, my latest playthru taking just under 2 hours. i found myself kind of wanting more of the game because of this, maybe more levels or smthng else lel. hot take ? with these updates or as time's went on i'm lowkey finding the game a little easy... certainly not Actually Easy, you still gotta be vigilant, think about how 2 deal with situations and use what u find wisely, but i also found myself stockpiling abt 5 or 6 lots of ammo throughout a majority of the game. it's deffo easier than it was on day 1 at least, though i hadn't had hours of experience with the game on day 1 lol. i don't know if this speaks to my own skill or the game actually becoming easier with updates, only throwing this out there... despite it all, the premise and gameplay is pretty cool, and this is deffo a positive addition 2 my steam library. the theme is Damn Depressing, surviving out there can be tough... and that stuff can be really fun. the devs r deffo putting a lot of care into listening 2 player feedback w these latest updates. i'm eager to see what those content updates could entail! with the time and feedback the experience for both new and experienced players can be seriously upgraded, and already whats here is pretty great. if you're up for putting up with a kind of intentionally and unintentionally rough time, give it a shot ! if you only want the intentional part of Rough Time then you could let it wait a lil until its either further thru early access or its @ the full release. but this game is definitely progressing
Promising game. Basically a legged UGV sim. Its definitely clunky by design. I think its in a good state now but I'll update my review when this game is out of early access.
I can see the vision but I would still wait for it to come out of early access. Maybe I'm just bad at the game but it would help if someone would post a guide with what they know about the game so far. As of posting this there is only one guide explaining only the controls.
Badass. Work of art.
only recommended if you are willing to endure high stress scarcity and combat simulation for the chemical reward of james ferraro music and atmosphere (me) there is obviously care put into this game thru constant updates, so shoutout to james and the like 2 other people working on this. i see the vision but of course it's in a very early state rn
Despite the criticisms I still like this game :D
RELEASE ME
A really interesting example of "video games meets art" as a concept. I think? You play as some kind of weird mech that goes around blasting CCTV cameras with guns stapped to them and other humans who take offence to your aesthetic choices. You can "tag" non-violent NPC humans to get money for stims. What do the stims do? lol, I'll let you know when I find out. Combat is rough but functional, you really do need to use the guard system to survive long term, so get used to putting your hands up and saying "talk to the hand" to those pesky bullets coming your way. I will say the enemy spawning and pathing is a little rough, for example there's a section past a wire fence where you can turn a corner into an alley and trigger an enemy to spawn - only you can trigger that enemy to spawn multiple times over, and trust me when I say you do NOT want that to happen. A few things missing in the menu and stuff like that (can't exit to main menu from gameplay, have to fully quit as one example, no control bindings page, no proper resolution/graphics settings, audio sliders work and save but don't affect anything, etc etc) but once this is cleaned up I reckon it'll be genuinely fun to romp around in. Can't wait to see what the 1.0 version of this looks like!
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Concurrent players on Steam, sampled daily since tracking started.
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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