
The job is simple: Dont die! GAIN is an arcade style stealth game with perma-death. Freeze guards, slow time and collect the documents in seven frustrating levels without dying. Classic stealth game with no saves. Once you die, its back to the beginning....
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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 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
Полностью кривая игра, с как положено накрученными положительными отзывами (ревью с более десятка активированных ключей), которую подарил нам гринлайт - на удивление сделанную не российскими авторами. Перед нами подобие стелс экшена, где гг имеет способность видеть сквозь стены радиус видимости противника, а враги ваншотят при любом раскладе. Нооо, казалось даже с такой простой игровой механикой автор сумел "провалиться" - наш герой зачастую, вплотную подойдя к противникам не попадает в голову, и вообще прицел тут живет отдельной жизнью и целиться в голову бесполезно, всё зависит только от рандома полета пули. - Враги ваншотят на любом расстоянии, как только вас заметят (укрываться и играть в Сэма Фишера бесполезно), либо могут не замечать игрока в упор и продолжать ходить по заданной траектории. - сама игровая механика превратилась в целом - в поиск наилучшего маршрута и тупой быстрой пробежки по локации. - Геймдизайна, какой-то классной графики и пр. здесь также нет. Абсолютно пустые корридоры с парочй бочек и ящиков, и враги которые ходят взад-вперед - одно из достижений поломано - после последнего заявления, и довольно драматичного (о, том что автор потратил 1.5 года на этот проект, вложил много времени и сил в него *хотя по мне это ложь, ибо подобные вещи на unreal делаются за пару-тройку месяцев в свободное время*, и вообще, что этот проект измотал автора и читая различные отзывы возможно он выпустит когда-нибудь глобальный патч для неё *все мы знаем, что этого никогда не происходит*) - http://steamcommunity.com/games/458450/announcements/detail/815536611980528716 , после этого поста автор не появлялся больше в стиме... Но, неважно, GAIN провал по всем пунктам даже как "ИТАЖЫИНДЕ!11" проект, ибо перед нами очередная бездарная и безликая подделка на движке Unreal Engine, которой не место на прилавке STEAM. Хотите по настоящему крутой и тактический стелс шутер на анриал энжин? Купите старый добрый "Tom Clancy's Rainbow Six® 3 Gold" 2003 года выпуска. Личная оценка: 1.5/10 p.s. - зная все маршруты игра проходится за 5 минут, т.е. вот почему она искусственно так сильно усложнена) [spoiler]А, еще можно на меня подписаться в качестве steam куратора :3 http://store.steampowered.com/curator/6857971-FanSH-Games/ [/spoiler]
连准星都是不对的
準心都錯誤的跟本打不到人
GAIN is a first-person stealth action game built around tension, precision, and the constant fear of permanent failure. Developed by Worldgame entertainement using Unreal Engine 4, the game places players in the role of Xavier, a lone operative trapped in a brutal series of missions where survival depends entirely on flawless execution. Unlike many modern shooters that allow players to absorb damage, recover health, or rely on checkpoints, GAIN embraces a far harsher philosophy. One bullet is enough to end Xavier’s life instantly, forcing every movement, every shot, and every decision to carry real weight. The core gameplay revolves around infiltrating dangerous environments, recovering classified documents hidden within each level, and escaping through the exit without being killed. On paper, the objective sounds simple, but the game transforms this basic structure into a tense survival challenge through its unforgiving mechanics and permanent death system. Once Xavier dies, progress is lost and players are forced to begin again from the very start. There are no forgiving retries, no safety nets, and no opportunities to casually rush through enemy encounters. GAIN constantly pressures players to remain focused, patient, and methodical during every mission. Stealth plays a major role in the experience, encouraging players to carefully observe enemy patrol patterns and use the environment to avoid direct confrontation whenever possible. Charging into combat recklessly is almost always a death sentence because guards can eliminate Xavier instantly with a single successful shot. This creates a level of tension that many modern stealth shooters struggle to achieve. Every hallway feels dangerous, every enemy encounter becomes unpredictable, and even small mistakes can completely destroy an otherwise successful run. The fear of losing all progress through one poorly timed movement gives the gameplay a constant sense of urgency. One of the game’s more interesting mechanics is the ability to slow down time during combat encounters. This feature allows players to line up accurate shots and react more effectively during tense situations, creating moments that feel both cinematic and tactical. Landing a perfectly timed headshot while time slows around the player adds a satisfying sense of precision to the gunplay. The mechanic also helps balance the game’s extreme difficulty by giving skilled players a small advantage during high-pressure encounters without removing the overall tension. The bow introduces another layer of tactical variety through freeze arrows capable of temporarily immobilizing enemies. This creates opportunities for players to bypass dangerous patrols, isolate threats, or carefully reposition during stealth sections. The combination of stealth movement, time manipulation, and tactical gadget usage gives the gameplay more depth than its minimalist premise initially suggests. While the mechanics remain relatively straightforward overall, they work together effectively to create a focused stealth-action experience where survival depends entirely on careful execution. The permanent death system is easily the defining feature of GAIN and will likely determine whether players enjoy the experience or find it frustrating. Every mission becomes far more intense because the consequences of failure are so severe. The game constantly demands concentration, patience, and memorization of enemy behavior patterns. Successfully completing a difficult section feels genuinely rewarding because players know that one mistake could erase all progress instantly. However, this same system can also become punishing for players who dislike repetition or extremely unforgiving difficulty structures. Visually, GAIN benefits from its Unreal Engine 4 foundation, delivering clean environments, solid lighting effects, and atmospheric level design that support the game’s tense stealth gameplay. The environments emphasize dark corridors, industrial spaces, and confined combat zones that reinforce the feeling of vulnerability. While the graphics may not rival larger AAA stealth titles, the visual presentation is strong enough to create immersion and maintain suspense during exploration and enemy encounters. The audio design also contributes heavily to the atmosphere. Footsteps, distant gunfire, and enemy movement noises all become critical pieces of information during stealth sections. Silence itself often becomes intimidating because players know death can arrive instantly if they lose focus for even a moment. The soundtrack remains relatively restrained, allowing environmental sounds and tension to dominate much of the experience. GAIN also includes Steam leaderboards, adding a competitive layer for players who enjoy mastering difficult games and competing for faster or cleaner runs. This feature works especially well because the game’s design naturally rewards optimization, memorization, and efficient movement through levels. Players who enjoy speedrunning or perfecting stealth strategies will likely find additional replay value through these competitive systems. The game’s biggest weakness is that its unforgiving design can occasionally cross the line from tense to exhausting. Repeating earlier sections after sudden deaths may frustrate players who prefer more forgiving progression systems. The harsh difficulty also means that some players may never fully experience later levels if they struggle with the early stages. Additionally, while the mechanics are effective, the overall gameplay loop remains fairly narrow, relying heavily on the same stealth-survival structure throughout the experience. Despite these frustrations, GAIN succeeds at creating a uniquely stressful and rewarding stealth experience built entirely around high stakes and perfect execution. It captures the feeling of vulnerability better than many larger stealth games precisely because it refuses to give players second chances. Every mission feels dangerous, every encounter matters, and every successful escape feels earned. GAIN is ultimately a focused and brutally unforgiving stealth-action game designed for players who enjoy tension, precision, and high-risk gameplay. Its combination of permanent death, one-hit lethality, time manipulation, and tactical stealth creates an intense experience where survival depends entirely on player skill and patience. While the extreme difficulty and repetitive punishment may not appeal to everyone, fans of hardcore stealth games and high-stakes challenge experiences will likely appreciate the relentless pressure and rewarding sense of accomplishment that GAIN delivers. Rating: 5/10
This game is terrbile, stay away from this producer
Szkoda tutaj w ogóle jakichkolwiek słów używać. Gra zasługuje na 0/10
Stupid game. Achievements broken. Not that hard. Stupid. Plainly stupid.
不得不说 这个游戏有点难。。
Naja... Das Konzept des Spiels ist gut. Die Umsetzung leider ganz und gar nicht. [h1]Konzept[/h1] Das Ziel klingt einfach: Sammle ein Dokument ein, dann geh' zum Ausgang. Der Haken: Wachen laufen auf festgelegten Routen über die Map. Wenn sie dich sehen töten sie dich mit nur einem Schuss und du beginnst wieder bei Level 1. Als Spieler stehen dir eine Pistole mit begrenzter Anzahl an Schüssen und ein Wurfmesser pro Level zur Verfügung. Ab Level 2 kannst du die Zeit für die Wachen verlangsamen und ab Level 3 kannst du diese mit einem Bogen für eine bestimmte Zeit einfrieren. Die Wachen, so wie deren Sichtfeld kannst du mit einer Art Röntgenblick sehen. [h1]Eindrücke[/h1] Zunächst scheint das Spiel sehr schwer, allerdings findet man recht schnell die Pfade heraus auf denen die Wachen Laufen. Mit diesem Wissen und dem angezeigten Sichtfeld ist es eigentlich kein Problem die Wachen zu töten...eigentlich. Mit der Pistole und dem Messer trifft man gefühlt maximal die Hälfte aller Angriffe, da die Hitboxen der Wachen extrem schlecht gesetzt sind. Zudem scheint die Pistole bereits ab einer Entfernung von vielleicht 4m komplett zu versagen und erfüllt damit eher den Zweck einer Nahkampfwaffe. Abgesehen davon sind die Wachen selbst auch relativ dämlich. Man kann ihnen auf Schritt und Tritt folgen oder einen Wachmann, der unmittelbar neben ihnen steht töten, ohne dass die Wache etwas davon merkt. Nimmt sie dich allerdings zur Kenntnis, beginnt sie auf dich zu schießen. Die Wachen treffen nicht immer aber meistens. Sogar aus den unmöglichsten Winkeln. Oft würdigen sie dich nicht mal eines Blickes während sie dich erschießen. Die Steuerung empfand ich als äußerst schwammig und die Grafik selbst bei hoher Qualität als sehr bescheiden. Auch die Tatsache, dass das Spiel gerne nach Lust und Laune Fehlermeldungen anzeigt und sich dabei aufhängt, fördert den Spielspaß nicht unbedingt (mein Computer erfüllt die Voraussetzungen der empfohlenen Hardware). Als Demoversion wäre das Spiel sicherlich gar nicht mal schlecht aber dieses Produkt als fertiggestellt zu bezeichnen ist sehr gewagt. Leider scheint das Spiel seit seiner Veröffentlichung keine Updates erhalten zu haben. Bei den Neuigkeiten habe ich lediglich Blogeinträge des Entwicklers gesehen. [h1]Zusammenfassung[/h1] [b]Pro:[/b] [*]Konzept [*]z. T. Kreative Waffen [h1][/h1] [b]Kontra:[/b] [*]Hitboxen [*]Reichweite [*]KI der Wachen [*]Grafik [*]Steuerung [*]Fehlermeldungen [*]Keine Updates [*]Preis Gerne würde ich dem Entwickler für die gute Idee einen Daumen nach oben geben aber da die Umsetzung derart fatal ist, geht das leider nicht; auch wenn man durch die Blogeinträge erfährt wie viel Zeit und Herzblut in das Projekt geflossen ist.
表示游戏虐心啊,好不容易五分钟内完成游戏居然不给我成就。
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