
Defend humanity's last hope, pilot a powerful mech, in Frontlines Crisis! A battlefield swarming with insects makes strategic and combat decisions crucial. Each decision will determine your fate. Defend humanity's last sanctuary, fight fiercely, and uphold human honor with wits and courage!
Modeled estimate, not a reported figure. How we estimate →
Media
About
Features:
· Simplified RTS + Tribute to Classics
· Deep Strategy and Independent Controls
· Unique Boss Fights
❤️Local Co-op
As a die-hard RTS fan, I know the complex controls can be daunting for some players. That's why I aimed to create an RTS game that's easy to control yet rich in strategy and action. Here, you control just one mech. It can walk, shoot, kill insects, gather resources, build, and summon. This game is my passion project, and I hope to share that passion with more players.
Pre-Battle Phase: Strategize and set up your defenses at your own pace.
Combat Phase: Execute your strategy and unleash your firepower.
Whether it's resource gathering, base building, or attacking, this game keeps you thinking and acting.
This isn't a Roguelike game. It progresses through levels, each ending with a unique boss fight. Defeat the boss to unlock new items and expand your build options. I'm not a fan of reading long descriptions, so I've simplified each module for easy understanding.
Plus, you can team up with a friend to fight off relentless alien swarms! One player handles ground forces, the other takes to the skies, complementing each other.
In the distant future, humanity faces an unprecedented energy crisis. A new energy source, "Force", discovered in outer space, becomes a coveted treasure. The battle for "Force" leads to a prolonged war between humans and vicious alien swarms. In the war’s final stages, both sides have mastered each other’s genetic sequences, creating many half-human, half-alien warriors. On the battlefield, we might see our mutated former comrades. War devours countless lives, and we seem to have forgotten who our real enemy is.
Genres
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, Russian, Japanese, Polish, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal +3 more
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
Twin Stick Shooter mit Tower Defence. Schlechte (XSX) Controller Unterstützung. Mit R-Stick wird die Maus simuliert, anstatt direkt zu zielen. Sehr frustig und unbrauchbar. Wird nach 5h sehr komplex. Zu viele Gebäude. Gegner kommen plötzlich auch von oben / unten anstatt nur von rechts. Das Terrain muss man wegen Bergen andauernd neu verteilen, was ich eher als lästig und nicht als Spielspaß empfunden habe. Ich hatte aber für meine 2€ 5h viel Spaß damit, bevor ich dann aufgehört habe und empfehle es deswegen weiter. Weiter spielen werde ich nicht (Der Rest ist Karten idlen). Zu viel Micromanagement und Grind
Игра затянула и прошел ее полностью разве что не понятно где найти остальные головоломки. Финальный босс оказался не таким каким представлял. Думал босс будет в ввиде сверхразума или типо того. Хотелсь бы еще увидеть здания жуков на их крипе башни-щупалеца или типо того. А в целом игра отличная всем советую, предоставляет даже челендж для любителей по сложнее... Иногда сам взвращаюсь обратно в игру и либо перепрохожу либо начинаю игру заного пробуя разные комбинации строений. Не хватает здания для активации башен будто ты сам их активируешь. Хотелось мастерскую для модов к игре.
[b]Frontline Crisis — ★★☆☆☆ 2.0 / 5[/b] Frontline Crisis has a usable core idea, but the loop gets old far too quickly. I do not recommend it, even though it ran without major technical problems for me. [b]Overview[/b] [table] [tr] [th]Category[/th] [th]Rating[/th] [th]Category[/th] [th]Rating[/th] [/tr] [tr] [td]Gameplay / Mechanics[/td] [td]★★☆☆☆ 2.0 / 5 Slow mech combat and shallow building choices[/td] [td]Narrative / Atmosphere[/td] [td]★☆☆☆☆ 1.0 / 5 No story drive to carry repetition[/td] [/tr] [tr] [td]Content / Variety[/td] [td]★⯨☆☆☆ 1.5 / 5 Repeats its loop already by act two[/td] [td]Challenge / Balance[/td] [td]★★☆☆☆ 2.0 / 5 One obvious pattern solves most pressure[/td] [/tr] [tr] [td]Technical State[/td] [td]★★★★☆ 4.0 / 5 Stable, with no major issues noticed[/td] [td]Price / Value[/td] [td]★★☆☆☆ 2.0 / 5 Not worth rebuying, even on sale[/td] [/tr] [tr] [td]Completion / Grind[/td] [td]★⯨☆☆☆ 1.5 / 5 Achievements become the only remaining reason[/td] [td]Overall[/td] [td]★★☆☆☆ 2.0 / 5 Functional idea with weak long-term pull[/td] [/tr] [/table] [b]What works[/b] The basic concept is not bad. Frontline Crisis mixes base defense, light strategy and side-scrolling shooting into something that initially looks like it could develop into a satisfying survival loop. You build tiles, place your economy and defenses, prepare for the next attack wave and eventually survive the boss. Technically, I had no major problems. No crashes, no serious bugs and no obvious blockers stood out during my playtime. That matters, because the problem here is not that the game is broken. [b]What does not work[/b] The bigger issue is that the game becomes predictable too fast. It is not really a pure tower defense game. It is more of a sideways base-defense shooter where enemies mainly come from the right, and your job is to prepare the same basic structure again and again. The mech itself did not carry the game for me. It feels slow, and the active combat was not interesting enough to compensate for the repetitive base-building loop. Once I had a working approach, the game lost most of its tension. The strategy layer also feels too narrow. In practice, my solution became: get enough resources, put towers at the front, add some support buildings in the middle, survive the boss. That is a strategy, technically, but not a deep or flexible one. There was not enough meaningful choice to make me want to keep experimenting. By act two, the game already felt like it had shown me its structure. Build tiles, place the standard buildings, wait for the boss. There was not enough variety in missions, pacing, enemy pressure or progression to make the next run feel important. The lack of story or atmosphere also hurts the motivation. A game like this does not need a huge narrative, but it needs some kind of pull. Here, once the mechanical loop stopped being interesting, there was nothing else strong enough to keep me going. [b]Completion and value[/b] I stopped after 6.8 hours, in the second act. That is enough time to see the core loop, even if it is not a full endgame judgment. At that point, continuing would have felt like playing only for achievements. That is not a good sign. I also dislike multiplayer achievements in principle, because they add external dependency to completion in a game that otherwise does not need it. Even on sale, I would not buy it again. That is the clearest value judgment I can give. [b]Conclusion[/b] Frontline Crisis is functional and technically stable, but the core experience did not hold my interest. The game has a decent idea, yet too little variety, too little strategic depth and too little reason to keep pushing forward. Not recommended.
Fun game! Good mix of building and combat. I had some difficulty setting up the controls the way I like using the Steam Deck and a PS5 controller. WASD was the best here. I have not been able to get two player to work with this setup. We both end up controlling the main character.
本来打了很长的,优缺点什么都。纠结半天想先差评,万一一些比如找菌毯下的驾驶员这种东西能改就改好评的时候,点了下差评直接把我写好一堆的评价给刷没了。我要连带垃圾平台一起差评口牙!
勉强算是好玩叭,不过我觉得满星通关强制挖菌毯有点太蠢了……净化炮还给得特别晚,玩起来时爽时郁闷的。
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very cool combo of starcraft and vampire survivors. the most intense tutorial boss in a while as well.
给音乐单独一个好评,si-fi 感很强 关卡的数值设计还需要打磨 歼灭战那个数量有点刻意拖游戏时间了,放着不打看着又难受
Переведен текст в игре настолько плохо, что даже забавно. Тем не менее геймплей необычный и интересный, да и графика мне нравится, поэтому положительный отзыв заслуженно.
Related
Related
Trends
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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