
You just got hired by EIRI; researching and battling the Visitors, a dark sci-fi RPG with themes of exploration and survival.
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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
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is REALLY interesting. The aesthetic is super unique and also really captures the "inhuman alien invasion" vibe. It feels like I'm playing a sci-fi thriller series. The core gameplay loop is very fun and it reminds me a lot of an old Fallout style game, except with a more DRPG style battle style. Highly recommended given the price.
Odd, but good. Dungeon crawl, stomp blips, progress. Feel like a baller when you kit your rig out with high-grade affinity items and moves. Get ♥♥♥♥ slapped when you experience new enemy types that punch straight through all that. Hunt Big-Boys for BOUNTIOUS PLUNDER and GLORY. Get ♥♥♥♥ slapped from your bounty since they hit with the force of a small sun. Experience story. It was probably important; but I was too busy ♥♥♥♥ slapping spooky scary monsters for rent money.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Entity Researchers
Very weird, but also cool game
Entity Researchers is an indie roguelike RPG developed and published by Newbuild-C that builds its identity around discovery, experimentation, and the constant tension between preparation and unpredictability. Set in a bleak sci-fi world where mysterious lifeforms known as “Entities” have begun to infiltrate and destabilize reality, the game casts you as a researcher operating under a shadowy organization dedicated to studying and neutralizing these threats. Rather than focusing on cinematic storytelling or heavy exposition, the narrative unfolds through context, enemy encounters, and the gradual accumulation of knowledge, reinforcing the theme that understanding is your most powerful weapon. The structure of the game revolves around procedurally generated expeditions into hostile territories. Each run places you in a different configuration of rooms, corridors, and event spaces, ensuring that no two ventures are identical. This randomness is not merely cosmetic; it directly affects item acquisition, enemy placement, and the pacing of progression. The uncertainty keeps tension high, as players must weigh the risk of pushing deeper into unexplored areas against the need to conserve resources and survive. Exploration feels purposeful because every decision — whether to open a suspicious container, confront an unfamiliar foe, or retreat to safety — can shape the outcome of a run. Combat in Entity Researchers blends deliberate tactical planning with dynamic engagement. While the core system leans toward turn-based mechanics, it carries a fluidity that prevents encounters from feeling static. Abilities, cooldown management, and positioning all play critical roles in determining success. As you analyze Entities and uncover their weaknesses, new skills and enhanced effects become available, rewarding players who pay attention to patterns and enemy behaviors. Critical bonuses tied to specific abilities add another layer of nuance, encouraging experimentation with different loadouts rather than reliance on a single dominant strategy. This research-driven growth system gives combat a sense of intellectual progression alongside character development. One of the game’s most compelling features is its extensive itemization. With a large pool of standard equipment and numerous unique items, build variety becomes central to the experience. Certain combinations can drastically alter playstyle, turning a cautious, defensive approach into an aggressive, damage-focused strategy or enabling specialized utility roles that manipulate status effects and battlefield conditions. Because items are distributed randomly, adaptability becomes essential. The most successful players are not those who memorize one optimal path but those who learn to leverage whatever tools the game provides during each run. Enemy design reinforces the theme of learning through confrontation. Basic Entities introduce recognizable patterns, while elite variants and bosses demand more refined tactics and preparedness. Some enemies possess unpredictable modifiers or environmental interactions that can disrupt even well-planned strategies. Boss encounters in particular serve as climactic tests of accumulated knowledge and build optimization. They often require understanding multiple mechanics simultaneously, pushing players to apply everything they have learned about resource management, timing, and synergy. Visually, the game adopts a pixel-art aesthetic that evokes classic RPG traditions while maintaining a distinctly modern sci-fi tone. The isometric perspective offers clarity during combat and exploration, ensuring that environmental details and enemy telegraphs remain readable. Although the art style is minimalist compared to large-scale productions, it achieves a cohesive atmosphere through careful color choices and subtle environmental variation. Sound design complements this mood with restrained but effective audio cues that heighten tension during encounters and reinforce the isolation of venturing into unknown territories. Difficulty is an integral part of the experience. Entity Researchers does not aggressively guide players through its systems, instead encouraging experimentation and self-directed learning. Early runs may end abruptly, but each failure contributes to a broader understanding of mechanics and enemy behavior. This approach aligns well with roguelike traditions, where mastery is earned gradually rather than handed to the player. For those who appreciate methodical improvement and incremental skill development, the challenge feels rewarding rather than punishing. Ultimately, Entity Researchers stands out as a thoughtfully constructed indie roguelike that emphasizes knowledge as progression. Its procedural design, hybrid combat mechanics, and deep item system create a gameplay loop that is both tense and satisfying. While its minimal handholding and demanding structure may not appeal to every player, those drawn to strategic experimentation and emergent storytelling will find a rich and replayable experience. Newbuild-C has crafted a title that thrives on unpredictability and player-driven discovery, making it a memorable addition to the modern roguelike RPG landscape. Rating: 7/10
I really appreciate the schizocore aesthetics but the gameplay is just too thin.
A delightfully surreal mix of Pokémon, XCOM, Roadside Picnic / S.T.A.L.K.E.R, and Hylics is sure to entertain those looking for a fresh experience. Affinities: - 150 entities to discover (151 minus 1?), each with unique artwork. - A fitting soundtrack; each entity type has its own track. - A perfectly intuitive user interface. - Many ways to progress, especially for those willing to experiment. Aversions: - Made in Game Maker, so has some typical engine-related bugginess (full screen problems, wrong resolutions, unresizable windows, etc.) - Somewhat grindy; could be a semi-idle game but is missing the ability to pause during a battle.
Yes
This is just like Gorbino's Quest. This is the Gorbino's Quest of RPGs.
I will give this game a "Recommended" review but fair to say, it is slightly closer to the "Neutral" one. A quick shout out: If you don't like grinding, this game is not for you. So, basically, this game is a bit like very old school RPG game. The game require grinding ... and I mean A LOT of grinding to move forward. You need to grind for level, equipment, affinities, etc. For new player, you may also need to experience with different combination of equipment to find the one suitable. If you state whoring like me, then very likely you will need to compensate some of the stats using equipment at late end, since currently there's no way you can get your stats points back. Also, take note that this game has bugs. Bugs that are meant to be fixed (According to the patch notes) but aren't really fixed. Most of these are minor, except 2 that can be consider game breaking (since 1 stopped you from fighting, forcing you to lose; another one simply stop your progress), so hopefully they can fix it soon. I couldn't get any further achievements because of the bug.
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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