
25th century. The war is over, but the Frontier is still full of danger and old secrets. You are a mercenary bound to a mysterious crystal. Explore the sector, shape its story, build your team and win tactical battles.
Modeled estimate, not a reported figure. How we estimate →
About
What is the Frontier? The barely charted outskirts of known space, where everything comes down to chance: strike it rich today, end up rotting in a pirate hold tomorrow. Many come here chasing glory and fortune. We're just trying to live here. Most days, survive.
The Simurgh is a battered corvette, but the crew is top-tier.
Rob keeps us flying straight and makes sure we don't crash on landing.
Alice lives in the engine room, keeping the ship from falling apart. She can also crack a system or two when needed.
Khan knows more than the rest of us combined. We don't question it: his mission plans speak for themselves.
And then there's me — Jay. I joined them after a sentient crystal — hunted across half the galaxy — got into my head and turned my life as a simple courier upside down.
Now I have to figure out what it is, how to communicate with it and what's really happening on the Frontier while the rest of humanity looks the other way.
And you know what? We could use your help.
PLAN YOUR STRATEGY: We took the best of X-COM and Final Fantasy and stripped away unnecessary coin-flipping. Every move matters. Procedurally generated maps adapt to your past decisions, keeping every encounter fresh and challenging.
EXPLORE THE FRONTIER: The Frontier is vast and largely uncharted. Travel to worlds no one has set foot on, gather resources, earn credits, and unlock new opportunities.
GROW STRONGER: Upgrade your squad, look for better armor and weapons, and replace outdated gear whenever you get the chance. Equipment failure in the middle of a fight is the last thing you want. High-end tech is rare out here, but a skilled merc always finds a way.
CHOOSE YOUR PATH: Jay wants to survive. Johnson wants to be remembered. And what the crystal symbiont wants… no one really knows. Choose your allies and enemies, uncover the secrets of the Frontier, and shape the fate of humanity.
CHANGE THE WORLD: For 15 years, we've been building this universe together with our players. Now it's your turn to leave your mark. The first chapter of the story is out now.
So… what the hell is all this color symbolism about?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Spanish - Spain, Spanish - Latin America, Traditional Chinese, Simplified Chinese, Korean, Turkish, Japanese, Portuguese - Brazil +2 more
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] Клёво и очень несбалансированно [/h1] Игра хороша, но есть и существенные недостатки. [h1] СЮЖЕТ [/h1] Космический наёмник выполняет очередное задание. Добыт особый кристалл. Неловко прикоснувшись к каменюке, наш герой получает космические препознания и вступает в большую игру. [h1] ГЕЙМПЛЕЙ [/h1] Игровой процесс представляет собой сюжетную игру с исследованием куска космоса и тактическими битвами. Давайте сперва о хорошем. На бумаге всё выглядит отлично. Бодро развивается история. Харизматичные герои. Хорошие полёты по космосу и там разные миссии. Тут всё или почти всё сделано хорошо. Подача сюжета понравилась. Она бодрая, ненапряжная. Понравилось, что есть разные виды оружия, брони, всякие полкеные предметы и расходники. Хорош тактический бой. Драки происходят на хорошо читаемых картах с разными точками, у которых разные свойства, где могут располагаться герои. Юниты умеют выполнять разные действия: стрелять, атаковать в ближнем бою, использовать расходники и особые умения. Враги делают то же самое. Перед дракой можно настроить тактику отряда, которая даст бонус на бой. В награду за битвы получаем кредиты, иногда предметы, и получаем опыт. Прокачка героев хорошая. За очки талантов развиваем пассивные хорошие улучшения. Ну а теперь о грустном. Баланс в игре такое чувство, как будто забыли протестировать. По крайней мере на том отрезке, где играл я. Более того, игра настолько душна, что в какой-то момент просто становится непроходимой. На мой взгляд, вся эта потная система — большая ошибка. Разберём конкретно. Враги здесь очень сильны. А некоторые из них просто имбовые (корпоративные штурмовики). Одна "ошибка" или неудачное действие моут стоить проигранного боя. И хорошо ещё если он сюжетный — мы просто его переигрываем и до победного конца, пока рандом не смилуется и наши воины не постреляют лучше вражеских. Куда хуже всё обстоит если это рандомный бой в космосе. Если тут проиграть, то теряем навар с предыдущих пары-тройки битв. И тут это критично. Например, выиграв драк 5 я уже шёл к сюжетной миссии. Ну и там меня нахлобучили эти штурмовики в рандомном бою. В итоге, после большого куска игры я просто не смог толком ничего купить в местном магазе. Так дела не делаются. А перед началом другой миссии включились костыли. Видно игра поняла, что у меня вообще ноль всего и дали оружий новых, брони и т.д. Но куда веселее, если бы герои всё это добыли сами в драках нормальной сложности, не так ли? Штурмовики это какая-то жесть. Могут завалить нашего героя с пары попаданий. Если не ошибаюсь, стреляют чуть не дальше моей снайперши обычными выстрелами. Ну и зачем это так? Предметы тут ломаются после каждой битвы на 5%. Если бы они сыпались, как из рога изобилия, то может было бы ок. Но тут это и близко не так. Нас скорее тут всего лишают. Я бы полностью убрал ломание оружия, но добавил бы разные градации качества оружия и его статов. Ну или оставить поломку, но уменьшить ее скорость раз в 5. Ну и вишенка на торте. Сюжетное задание — определённый юнит должен выжить. До этого бедолаги даже очередь хода не доходит, он помирает. Переигрывал три раза, без шансов. А заодно и падает один из наших двух героев на этой миссии. Кайф? Нет. Рассмотрим плюсы и минусы игры, подведем итоги. [h1] ПЛЮСЫ: [/h1] 👍 Приятная графика. 👍 Хорошее музыкальное и звуковое сопровождение. 👍 Вроде хороший сюжет. 👍 Хороши драки (если бы работали нормально). 👍 Хорошие предметы экипировки (если бы не ломались и стоили адекватно). 👍 Русский язык текста. [h1] МИНУСЫ: [/h1] ❌ Какие-то ужасные душные дыры в балансе. Вплоть до невозможности выполнения основного задания. [h1] ВЫВОДЫ [/h1] По сути, баланс тут неудовлетворительный. Слишком задушили и очень зря вообще пошли по этому потному пути сломанных предметов и падающих с двух выстрелов наших героев. Но есть и то, что мне в игре понравилось — сюжет, сама по себе тактика драк, экипировка. Ставлю положительную оценку в обзоре только с учётом того, чтоб не руинить игре рейтинг, что разработчики проникнутся критикой и всё же сделают игру такой, какой она и должна быть — клёвой. Традиционно, полную версию обзора, со скриншотами, красивым оформлением, можно найти в кураторе. [code] [b][url=https://store.steampowered.com/curator/6851324/]Если понравилось – жмите палец вверх и подписывайтесь на куратора Runner Streams. Здесь масса скрытых бриллиантов игровой индустрии.[/url][/b] [/code] Всем хороших игр!
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Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Nearly an interesting game with the hints of good game mechanics. Unfortunately while the devs clearly have grand ideas, they have failed to communicate them with the players. First up let players be under no misconceptions as to what this game is. It is a Visual Novel with a combat mini game. This is not a new XCOM where you manage your squad through nail bitting turn base combat and feel like using a loved one when a combat goes pear shaped. The combat is... different. It is node based. You move from node to node and try and complete the victory conditions. It could be really interesting but there seems to be no consiquences for having a team member dropped, and since this is actually a Visual Novel, not a team management game, it quickly becomes clear that your characters have plot armour because killing any of them off would break the story line. The node map is, as I said, interesting. Or at least different. The problem is the nodes are basically all or nothing. If you get into a node that gives cover, you get cover from all directions. So there is no tactical need to move to a new node to outflank and break that cover. There is some variation where you can loot boxes during the combat, but even that is flawed in that you don't get immediate feedback on what you actually found, or even if you are affecting the end battle loot. Sometimes you seem to get a lot of loot, somethings not, so is it worth to run across the map just to drop two action points or not? Dunno. Also a bit glitchy. I had a character start movement and then freeze. Other times the turn sequence seemed to jump characters and the AI occasionally has enemy run back and forward from the same node until they run out of action points. Also no overwatch. So the combat mini game is... okay I guess. The game also drip feeds game concepts. At least I assume I will eventually be told what these science points and prisoners I have been collecting do. A good 3 hours into the campaign and they are just things I have been collecting. The skill tree isn't unlocked until about 90 minutes in. You can clearly see that you gain XP from battle one, but do you get to apply them to your characters? Not straight away. There is also a mini game where you scan planets to unlock encounters. How does this mini game work? Still no real idea, which is frustrating as in order to continue the story in a few parts you need to win this mini game. Every attempt costs you money so no idea what happens if you cash out before your random clicking succeeds. Between the novel parts and the combat mini game there is a star map you can muddle around in. There is not time limit on events or fuel to watch so I guess you can just go around spamming combat encounters for that XP the game won't let you spend yet. No ship to ship combat. If you meet a ship you go to the ground combat mini game, so I guess there are no ship upgrades in the game I haven't seen yet. Markets are sparce. Equipment decays and I can't see any repair mechanics. Since you also can't find the markets that means unless you get some good loot drops your melee build character no longer has a sword. Or something. Characters are... okay. I don't play a lot of the Visual Novel type games so have no real benchmark. Personally I find the lead character, Jay, annoying and have his 1st person narriation offputting. Am I meant to be Jay? Am I watching Jay recall a story about his adventure? Dunno. I don't play the Visual Novel so maybe this is a Me Thing. (also Jay throwing his bloody napkin over his shoulder after his first nose bleed makes him seem like a bit of a ♥♥♥♥. This is NOT your ship, bro. Put it in the bin!) I also find some of the mood swings with the characters and the plot choices jarring. There are conversations that seem to randomly turn into shouting matches. Dunno. I don't play the Visual Novels so again, maybe a Me Thing. Overall I am finding this a bit of a let down. There are so many game mechanics that seem to be just a mouse click away but 4 hours in I am still not 100% sure what I am doing or even if I am controlling my own story. Hopefully the devs will patch out some of the confusion as I want to like this game a lot more. Also a Crystal. It does stuff. I don't care that much. I give this Three Blakes out of Seven.
Хочу разобрать тактическую часть подробно, потому что для меня это тут главное. Первое, что бросается в глаза - здесь нет привычного ощущения «рандом решает всё». Шанс попадания есть, но он работает предсказуемо: если игра говорит, что у тебя высокий шанс попасть, ты почти гарантированно попадёшь, и наоборот. Звучит как мелочь, но она полностью меняет то, как думаешь во время боя. Решения основаны на позиции и укрытии, а не на надежде, что кубик выпадет нужной стороной. Второе - процедурная генерация карт реально работает не для галочки. Я специально переигрывал одну и ту же миссию несколько раз, просто из любопытства, и каждый раз получал разную планировку, разное расположение укрытий, иногда даже другие точки появления противников. Это заставляет реально импровизировать, а не разучивать один и тот же оптимальный маршрут. Третье - снаряжение. Оно изнашивается, и поначалу это казалось раздражающей мелочью, но чем дальше, тем больше это превращается в настоящий стратегический слой: приходится решать, что брать в первую очередь, что продать, а что оставить про запас. К середине игры у меня уже был целый ритуал перед каждой вылазкой: проверить состояние экипировки, распределить ресурсы, и только потом выходить в бой. Отдельно скажу про баланс сложности. Она растёт не резкими скачками, а плавно, и всегда есть время адаптироваться, если следить за развитием команды. Пара моментов всё же ощущались чуть более суровыми, чем остальная игра, но это, кажется, было следствием того, что я плохо подготовился, а не проблема баланса как такового. В общем, если вы любите тактику ради тактики - эта игра сделана для вас. Рекомендую без всяких оговорок.
Well, I was enjoying this game quite a bit until I got to planet scanning. Hoo-boy is this a poor game mechanic. Here's what I wrote in the forums to the developers: [i]Ok, after doing more planet scans, I have come to the conclusion that the scanning "mini-game" is not enjoyable at all. It is beyond tedious. You have to move the mouse teensy tiny bits, then wait a few seconds for the signal to move up, then inevitably go back down. Then move the mouse a teensy tiny bit again, and wait for the signal to move up again, then back down. Repeat over and over until you hopefully find the exact pixel where the signal stays up and doesn't go back down. This is not fun. It requires WAY too exact of a mouse location amongst thousands of pixels. I hope this gets redone to make it much more forgiving. Otherwise this will drive me away from this game in a hurry.[/i] So, we'll see if the developers fix this in the next few days. Otherwise I'm trying for a refund with my 2.3 hours played. Be compassionate, Steam, please.
There are a lot of tactical RPGs that give you a squad and a grid, then assume the combat will do all the heavy lifting. This one feels more interested in the journey around those battles. You’re flying around the Frontier, finding opportunities, making decisions, upgrading your crew, dealing with damaged equipment and trying to understand what exactly happened to Jay. The story starts with what looks like a fairly straightforward courier job and quickly turns into something much bigger. I particularly like Alice because I never completely know what she is thinking. She’s competent, sometimes frustratingly secretive, and clearly carrying her own history. Rob is a nice contrast. He’s much more grounded, practical and mechanically minded. Together they give the ship a believable sense of having a crew rather than just three character portraits. The tactical combat then benefits from all of that because you actually care about getting these people through the next encounter.
What got me was the dialogue choices actually branching things later, not just flavor text. There's a scene with a corporate guy named Johnson trying to talk you into handing over the crystal "for the good of the sector," and I genuinely wasn't sure if he was lying or not. Ended up siding with my crew instead and I have no idea if that was the smart move. Combat's the main draw for a lot of people I'm guessing, but honestly I'm here for the crew now. Alice and Rob feel like actual people, not just stat blocks with dialogue attached.
Bought in expecting a solid but forgettable tactics game to fill time before bigger releases this fall. Instead I've been thinking about the crystal mystery all week and I'm not even done with the story yet. Mechanically it does what it needs to. Turn-based combat with real stakes, no coin-flip nonsense, gear and squad management that actually matters. But it's the writing and the crew that are going to stick with me. For an indie release, this is doing more with its characters than a lot of bigger-budget tactics games manage. Easy recommend, especially if you've been waiting for something to fill the XCOM-shaped hole in your backlog.
Made a choice early on I thought was minor. It was not minor. Found out four hours later. Reloaded an old save like a coward. No regrets, would cower again.
Needs some QoL. There are tons of times that you have no idea what's really going on. Also the combat system is a bit janky. Sometimes it auto ends your turn other times not. So you go to click end your turn and the GuI hasn't caught up and you end up missing a turn. The AI for the ground combat is also wonky. I had a couple of maps where the mobs just huddled up in one spot. They would move back and forth and never attack. Finally and this is the big one. The mechanic regaring scanning the planet needs to be reworked. Either make it less flaky, or greatly reduce the cost. Got a random event that took all my cash and couldn't scan anywhere to land. So went off and fought some rando stuff, see above, and got a whopping 250 credits.. which allowed me to try twice on a planet and of course failed. It has potential but needs more love before it's playable.
Sci-fi + turn-based tactics + crew management. Pretty much my weakness. The story's mystery is enough to keep me curious. I like that the Frontier itself feels dangerous instead of just being a backdrop.
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