
Earth Atlantis is a side-scrolling shooter with an original "Monster-Hunting" gameplay. Search and hunt down dreadful sea monsters and explore the post-apocalyptic underwater world.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Thai
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
Los detalles visuales son muy buenos, la dificultad esta bien y es entretenido 😎Aprobado!
ชอบมากเลยครับ
弹幕设计类型的游戏,世界观和美术风格都比较独特,但是游戏难度非常高!成就解锁的难度也非常之高!在游戏中,你不光需要手动转向、打怪、躲子弹,甚至还需要手动记地图。如果是高血压或者手残玩家千万别碰!否则电脑被砸坏了只能怪自己了。
Not recommended - this game is HARMFUL TO YOUR HEALTH and WILL REDUCE YOUR MAXIMUM LIFESPAN. Bluntly put, the game has practically every single bad game design besides touching the walls killing you and time limits. The list of the game design annoyances could fill a book. The game is pretty simple: WSAD for movement, X for shooting and C for turning the sub (mostly used in boss battles when you need that little extra sub-weapon firepower.) You just kill everything and that is the full spoiler of the game. 1. The game running worse and less optimized than most games ten times bigger than it. 2. Touching enemies losing you a power up that you can only get randomly and that you need to have maxed out just to survive past early game. 3. Mandatory grinding. If you see yourself taking too much damage from a boss, you have to go back and grind both the health and (optionally, the the power loss is not that big of a deal against singular enemies such as MOST of the bosses) the power ups back up before you can continue. This process never stops, never feels fun and takes forever. 4. That background track with radar RING! going on constantly, driving you mad. 5. The game trying to force you to run it with the most unoptimized Unity settings ("Beautiful / Fantastic") even though it already runs like garbage. 6. It constantly occupies two CPU cores even when nothing is happening. 7. It is constantly updating its non-graphics data values, contributing to the loss of performance. This is not normal - you are supposed to update them only when they change. Write operations are the most taxing and slow operations in computing, so you should not do them constantly. Unless your name is Ubisoft and you are trying to fry the CPU with your HITMAN game while the game is paused. 8. It uses some custom variable format, so if you are thinking of giving yourself infinite health just by locking one 4-byte variable, that is not going to happen. I would not put past this game to not use Strings as storage types for number information such as health amounts. A better (life-) "hack" is to PICK A GAME THAT DOES NOT SUCK. 9. Sea mine obstacles that you cannot remove and stay around even if you drive into them. They are poor game developer griefing and make the game suck that much more because they are always in the way, do a hefty amount of damage and you cannot do anything about them. 10. White projectiles. On PRACTICALLY WHITE BACKGROUNDS. IN A BULLET HELL GAME!! If you like getting hit by invisible projectiles in a game where even a single hit can take away your power ups and drastically damage you, this is death game. You will have to squint just to see the basic projectiles. ALL THE TIME. There is no contrast slider either - only volume settings for SFX and music. It is as if the developer used a monitor with ultra-high contrast settings and that is why it looks like a white-hot Sun to me. I am using the darkest monitor backlight settings I can and the contrast is still not enough to easily see the projectiles. How about giving the projectiles ANY OTHER COLOR such as blue. 11. Enemies respawn constantly. It is the NES Ninja Gaiden or TMNT 2 experience where moving just a little respawns everything. It might facilitate the MANDATORY GRINDING, though dealing with it constantly makes the game feel mind-numbingly boring. 12. Enemies can shoot at you from off-screen, though they themselves will not take damage off-screen. Some enemies spam those screen-filling multi-shot attacks off-screen. 13. Bosses moving fast. The first moment they are off-screen and the second they are on you, causing massive contact damage and taking away your power-ups. 14. Some boss gimmicks (there are 41 "targets" or bosses, just like Street Fighter 2010 called them) barely work. The Tridon shellfish one is something like: IMMUNE TO DAMAGE. The way you kill it is one of the strangest things in my decades of playing video games. Step I: Shoot at bubbles. Step II: Stand on a specific spot in front of the boss so that randomly you can use an electric attack (a custom one, not the sub-weapon one - the sub-weapon electricity does not even trigger on bosses so you cannot use it on this boss). Step III: Stand in the "electrorcution spot" to randomly shock Tridon until it runs out of health. It is nonsense even in the context of this game where you have a couple of bosses with a chasing armadillo roll gimmick. 11. The later enemies have a ton of health and take a lot of shooting to take down. Let me remind you of the fact that MANDATORY GRINDING forces you to farm these mofos en masse just to recover your health on a regular basis. 12. The contrast level in the animation of the "about game" section does not reflect most of the game. It only rarely is that dark and with dark-outlined projectiles. Most of the time you are dealing with lightning-spamming bosses and that lightning projectile is plain white without outlines and usually on a relatively white background. Oh you wish this game design was merciful enough to LET YOU SEE. :D 13. The minimap is useless. It shows no shapes or paths. In this game you need to take a specific path to not end up in one of the numerous cul-de-sacs AKA dead ends in this game. 14. The level design is that spiraling garbage that never allows you to get to a place through the shortest route. You can easily waste a quarter hour trying to find your way back because this game has no shortcuts, no fast-travel and lots of completely useless places. Keep in mind this game has so many same-looking places and mind-numbing grinding, so you will forget where you just came from - GUARANTEED. 14. The parallax scrolling backgrounds AND FOREGROUNDS mess up your ability to see what is going on. Yes, this game does have those obnoxious foreground graphics that block your ability to see what is under them, including enemies, yourself and ofc PROJECTILES. I hope you are starting to understand how physically painful this game is to play. Not just psychical anguish - physical pain especially in the eyes region. The game hates and subverts your ability to see what is going on on the screen and that is where the pain will come from. I do not need to be a licensed doctor to tell people to recommend against playing this physical health hazard.
Un gran estilo artístico pero un videojuego aburrido por falta de contenido.
슈팅이 딱히 어렵지는 않음/ 길찾기가 조금 짜증남/ 다양한 보스가 등장함. 할인 구매시 가성비 좋은 게임성.
The art direction is cool and unique, but it's totally wasted on gameplay this dull and unengaging. The shmup elements are bland, the power-up system is extremely shallow, and navigating the world is a pain. If you die to one of the many bosses, you can't try again right away because you'll respawn halfway across the map. You'll also be reset to level 1, so you will have to grind for powerups while trudging back to the arena if you want to be at full strength. It's not worth the time. Avoid this one. P.S. My play time is inaccurate, I played it for another hour while disconnected from the internet.
The core issue with this game is that it is insanely repetitive. I completed the game in 2 hours and 20 minutes, not including deaths. There are two game modes, Quest and Hunter. Hunter is not available until you complete Quest. In Quest mode you need to fight a series of 30+ bosses which are drip fed to you 2-3 at a time. This takes place on a large rectangular map which is nicely modeled; new pathways sometimes open up after boss fights. However, boss locations get recycled over time and some bosses are difficult to get to, so you can end up on long trips or circumnavigating a boss location until you find the correct route. As enemies continually respawn and you never get anything other than health, the same 3 or so weapon powerups, and the generic projectile powerup, this ends up becoming very tedious. There are good boss and bullet pattern designs but there are lots of boss remixes (this time it's *electric*), so there's some repeat encounters there. On death you respawn at the last buoy you touched and there are 4 or 5 of those around the map. They do usually give you a single weapon powerup and a projectile powerup to get you started, but often that's insufficient to realistically beat the boss. So get used to checking crates and killing random enemies till you feel like you have a chance at the boss, then traveling back to the boss each death. This game would be massively improved if they cut out the map and just made it a scrolling shooter. Hunter mode is just Quest mode but with 29 bosses, no blocked routes, and a constantly decreasing timer that you refill by killing enemies and bosses. I would like to say that the art style is quite appealing and the 3d models and background look nice, but the experience is spoiled by there being no color and a massively obvious foreground crosshatch filter. This filter cannot be disabled and looks absolutely horrible. There is also very limited track variety and the soundscape can be very irritating with certain ships. Overall, save your money and time. I like the boss designs and backgrounds but they're not enough to save this game. Buy a different shmup.
Nice novel graphic style, doesn't suit the game however since it means everything is the same color and texture, not ideal for a shmup. Map shows no terrain, so I spent at least 50% of my time hugging walls brute-forcing my way through the maze to the next target. But the graphics and background designs are nice, so I don't regret my time, just not going to spend any more here.
小学生:好幼稚的游戏,报玩。 中学生:啥垃圾画面啊,卸载。 大学生:复古画风突突,好玩。 无中文可玩,各方面同类型里还可以,飞行射击的变种,融合了肉鸽,简洁爽快,宝藏游戏,2内强烈推荐入库。记得街机厅里也有这样潜艇射击的游戏。 画面:*** 音乐:*** 剧情:* 演出:* 玩法:*** 创意:*** 手感:*** 难度:*** 丰富:*** 耐玩:*** 优化:*** 更新:* 热情:* 细节:** 打磨:** 诚意:* 不足,bug,建议等:we need chinese. 我们需要中文。 202304,steam,steam掉卡抵扣,t a o宝,支付宝红包,humble,indie gala,daily indie game,fanatical,杉果,它处自定义包入的本体约4元。爱人如己,目前就这,看以后追评。有中文的游戏请耐心自研体验乐趣,攻略指南尽量不用。不建议使用外挂,插件,作弊之类的,游戏都要这样搞,那现实里那更是如此了。宝子们,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
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Trends
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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