
Explore a decaying industrial world left behind in humanity's never-ending race to conquer the stars. Beneath its iron skies, desperate souls kill and steal for passage to the still-plentiful frontier worlds. Sink or swim in this high-octane first-person shooter with immersive sim elements.
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About

Genres
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 41 reviews with recorded playtime.
Reviews
Themes across 41 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
amazing game. Rather difficult too, but thats not a problem if you are persistent and dedicated to learning the game. you can do some interesting things with the movement system, and the game gives you multiple nice movement options to use. The combat is difficult, engaging, and diverse. there are many weapons to choose from and you aren't really forced to use any of them save for like a few special enemies, you can use whatever you like, and from the looks of it, they are all viable. The atmosphere and world are pretty good as well, it has a nice setting and, although i don't resonate with the characters that much, they are still interesting to listen to. It also has good parrying which is an instant win for me.
Great game but holy ♥♥♥♥. it is in an incredibly buggy state. Enemy damage values make no sense as one minute someone with a shotgun will take 20 bullets to kill you then the next you have the alien equivalent of Rambo one tapping you with the same gun at full hp (same with your guns as well, not really sure if there is some kind of crit system but a guy wearing some kind of Kevlar vest should not be taking more hits to kill than a guy in full flak plating). Stealth is pretty much impossible. There's a level in the game requiring stealth (not like a fail if you get caught but the level is very clearly designed around stealth) but getting through it is the most unfun ♥♥♥♥ ever. sometimes the enemies see you the moment an asscrack hair appears in their general LOS next second you're up their ass and they have no idea you're there. Enemies that are killed in stealth MILES away from any nearby enemies will somehow alert people halfway across the map. for some reason the frog creatures can sound the alarm? do they have radios? are they calling for backup??? I feel like if this is meant to be an immersive sim the froggy things should definitely cause a general search if they see you but not sound the whole alarm. it just makes it all very frustrating. This game has insane potential as i love how the characters talk and act with one another and the story is very intriguing. But the sheer amount of bugs or just strange mechanics that make no sense really bring this game down
This game will forever linger in the back of my mind whenever I think about games in general, because it really does offer a very peculiar experience. In theory, it entails every game genre that I like: boomer shooter (movement shooter?), immersive sim, martial arts mechanics. I liked it, although there are many negatives that might hold you back from enjoying it, even if that seems like the stuff you would play. First of all, it’s unfinished, early access, and only God knows when it will be finished. The dev went to prison, as far as I’m aware the sentence is about 3-4 years. Currently, it has 2 tutorial/spiritual plane levels, 2 actual missions, and 1 neutral, generally no-combat city type location where you mostly talk with NPCs. That’s if I remember everything correctly – I took a long break midway through before coming back to finish it. It also has an arena mode. So don’t expect a ton of playtime – not more than mine at the time of this review – or any kind of satisfying ending. Aesthetics-wise, it also gives vibes of things that I have very fond memories of: environments, in-world politics (no, I’m not talking about commentary about the real world, I’m talking lore-wise), species, mystical elements. It all reminds me of old Star Wars games, like Jedi Knight/Academy, KOTOR, or other sci-fi games like Prey (2006), Unreal Tournament, Deus Ex… the good stuff. The author really cared about immersion; the game has a ton of details in its minigames and subtle, and sometimes not very subtle, lore all over the world. I would say sometimes they go too far with it. For example, the game makes us fill out documents and a registration form – I had to type the correct name of the character, date of birth, etc., and answer a ton of questions (no, they do not affect your stats or anything). At that moment, it felt like it was wasting my time. And another time, we went to the café to meet with a certain somebody; that certain somebody was late, and we were forced to go outside and “wait” (the next sequence triggers after we talk with any character). I understand the intent, but I think not appreciating the player’s time is one of the biggest banes of modern gaming. When it comes to gameplay, it aims to blend a bunch of elements and somewhat pulls it off, but as a small indie project, it ends up with plenty of rough edges. For example, this game has parkour mechanics, and you can basically cheese the whole game with it by finding ways to jump over entire areas. There are many spots on the maps where you can endlessly jump till the ceiling (it takes very little effort); there are a set of mechanics, like wall jumps, weird double-jumply dashes, etc., that allow you to basically jump higher and higher. It is not a polished experience. Without all the elaborate parkour tricks, the basic movement feels very quake-y; but during shootouts, with enemies' aim being quick and their damage high, it reminds me of Blood. I like Blood. There is a melee combat system, akin to more fighting-focused games, but I don’t feel like covering it right now. It also has stealth mechanics that you can cheese through. In the 1st mission, that is, but in the 2nd, the dev decided to add a very annoying mechanic where, if you want to clear the area with stealth, you have to do it quickly; otherwise, a new patrol will come in place of the old one. I wouldn’t mind it if the timer wasn’t so short from the get-go; the stealth instantly became very difficult before I had the time to get used to it and master the system. You can still cheese it, btw — if you kill somebody and leave the area, a new enemy won’t come in their place. Yeah, the game is very buggy. Sometimes, I don’t even understand if there’s a bug or if the dev wanted me to perform something insane with the game mechanics. For example, right in the end, there is a section where you have to dodge the lasers Mission Impossible style (but they do damage). I legitimately didn’t find a way to not take the damage in the last phase; I don’t know how to dodge it. It’s not something you’d expect from a game, you know? In the very next room, there is a lifting magnet above the vehicle that I couldn’t climb onto (it’s needed) without stacking shelves on top of each other and climbing them. And I still don’t know if it’s a bug and the magnet is supposed to be lower, because when I reloaded the save, the magnet was basically inside the car (I only needed the chain holding the magnet, so I could go on no problem). But it felt very immersive when I was stacking steel racks, like it’s not scripted; I myself find solutions to the problems this world presents me with, and that feeling is persistent throughout the game. The game isn’t too woke. By woke, I mean cultural Marxism, just so you know. The author is likely a lefty, but the game isn’t preaching stuff at you. Although, the “female protagonist” looks like a man. I don’t know if they tried to portray a buff woman, or if it’s the usual uglification of women, but judging by her face, I’d rather think the latter. Also, despite all the old games I mentioned that it reminded me of, the dialogue here gives off a slightly 'modern' Reddit/Twitter style. It's not too bad, but it's perceptible. Fortune's Run is a very atmospheric mix of boomer shooter and immersive sim, but it's held back by bugs, unpolished mechanics, and its incomplete state – making it a niche recommendation for patient players who enjoy experimental indies over polish.
I regret buying it. it was fun but its not even close to being done it early access game so that's ok but the developer was sent to jail for stuff? there out now but there not in much of a position to do any thing in the way of finishing there game any time soon and this is just me but i don't feel like waiting on them to deliver its the risks of Early Access Game not mad but cant recommend the game tell its out of Early Access
Тюряга онлайн
absolutely insane game and development lore, cannot wait for more.
У игры есть потенциал (или был ?) но за интересными механиками и сюжетом, стоит абсолютно всратый левел-дизайн в который просто не хочется играть. Да иммерсив сим итд итп, но в ж0пу такой иммерсив, когда ничего не понятно и что бы пройти дальше, нужно лезть в комьюнити и читать гайды. К примеру сравним с Perepetiya - ты попробуй сначала первую локацию пройти, тебе она покажется непонятной, нелогичной и очень нелинейной. НО там МОЖНО разобраться и получить удовольствие от игры, а в Fortunes Runs нет. Я пытался играть, но уже через силу - это не приносит никакого удовольствия, игра себя не раскроет.
um dos melhores jogos que eu ja joguei, é bem old school, nada é jogado na sua cara, não tem a famosa tinta amarela, vc tem que usar sua cabeça pra saber o que fazer a seguir, a gameplay é incrívelmente divertida. Vale cada centavo
Outstanding project in terms of ambition and the degree the dev is able to deliver on it. Movement, stealth, combat, level design, it's all well executed and when the game is firing on all cylinders I genuinely can't think of much that compares in terms of fun. For the scale of the team they're operating with Dizzie should be insanely proud. The first level is such an incredible display of imsim design, you're encouraged to go stealthy because of how deadly combat is, but when things get loud you can still fight with some really satisfying gunplay and unique melee mechanics instead of just defaulting to loading a save like in so many other stealth games. There's tons of little side objectives and secrets, all sprinkled throughout an immaculate grungy scifi world that calls to mind Alien: Resurrection of all things for me (in a fantastic way). Plenty of games tout their nonlinearity and giving the player "options" but Fortune's Run actually does it and ALL of the options are awesome. At least in the first level. Unfortunately, the second level has a lot of bugs and some pretty rough patches when it comes to platforming, progression, stealth, and puzzles. The gear platforming and fan puzzles in particular really killed the pace and were pretty frustrating to navigate. The main thing for me though is that playing the mission as intended (pure stealth, no alerts) really is not fun. Enemy placements can get so obnoxious with such specific execution needed to avoid detection that you're constantly loading quicksaves and trying to figure out what the "right" path is, rather than experimenting and dealing with the consequences as you play. Most of this could be fixed with another pass over the level, ironing out the rough patches and bugs (watching sigmar float off into the distance was really funny though, keep that in). The stealth requirement could definitely stand to be eased up though. Maybe instead of an alert instantly failing the requirement, you get a timer to eliminate all alerted enemies before they call for reinforcements? It would be a nice parallel to the patrol timer that activates when you eliminate them stealthily. Either that or make enemies less omnipresent. This is more abstract but I love it about the game so I'll put it here: this is obviously a very personal project. I'm not going to try and psychoanlyze Dizzie (and I would ask everyone else to stop doing that too, it's ♥♥♥♥♥♥♥♥ behavior) but Moz's experience with discrimination, imprisonment, and abuse are written in such a way that they seem to come from a very personal place, and the emotional impact of the story is greatly heightened because of it, punching way above its weight in spite of the less than stellar writing and voice acting. In a world of soulless slop made to be about nothing, this may be my favorite aspect of the game. I'm confident that if Dizzie is able to continue her work, Fortune's Run will grow into one of my favorite imsims, if not one of my favorite games period. Unfortunately, I do have to acknowledge that the game has already experienced some severe setbacks in this regard. Dizzie only just recently got out of prison and seems to be in a pretty dire financial situation, and has openly acknowledged on several occasions that the game has come close to dying outright. That said, she has also shown a dedication to the game that borders on psychotic, putting out quality content under circumstances most people wouldn't even be able to get out of bed under. I will always root for underdogs like Dizzie because they represent the kind of artist that can fight against the hideous machine slowly destroying human creativity. If I could buy the game twice I would. If DIzzie ever sets up some kind of campaign to help support her while she works on the game I wil be the first to donate. I will continue to ask everyone I meet if they've heard of Fortune's Run and shake them like a crying baby until they buy it and leave a positive steam review. I hope this project explodes in popularity and joins games like Hollow Knight or The Binding of Isaac in the pantheon of meteoric indie success stories. It deserves all that and more. Good luck, space convict.
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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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