
Ghostship Aftermath takes survival horror to a new level with random events and multiple story-lines. Your survival skills will be put to the test on a huge open-world military spacecraft with limited light and oxygen as you struggle to discover what happened, and fight to stay alive!
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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 47 reviews with recorded playtime.
Reviews
Themes across 47 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
<edit - Update for release 1.5. I give up, I don't think Ghostship Aftermath can be fixed to a playable state. There are more issues being introduced than fixed. I'm actually not certain that any of the issues I've logged have been addressed with anything other than condescenion or censor (screenshots of deleted threads below). This game is extraordinarily broken both technically and gameplay-wise Avoid. /edit> <edit - response to developers comments: I'm glad you're still taking the time to respond, not a lot of developers do. However you must remember I'm not a developer on Ghostship Aftermath and that I have no vested interest in seeing it succeed. I have no desire to see it fail either - I do like the idea and want to play it. Pushing work out to the community is not going to garner the responses you'd like because you're going to be asked why - having paid for a product - must we now help fix it? Consider your comment "confirm any Current issues in your review". That's a lot of work. I don't want to spend hours reproducing the issues in my review - having been a professional game tester I'm well aware that that can be an arduous process. The onus is on you - who sold me the product - to tell me exactly which issues have been fixed and the circumstances for which they've been fixed. Unfortunately the 1.1 update broke mouse inversion and at this is the point I edited my review to "I give up". I hate playing with an un-inverted mouse. Nevertheless I still played for about an hour more but noticed nothing obviously resolved. As it stands I believe my review is still current but that it's not my job to discover when it's not. /edit> First off, I actually quite like Ghostship Aftermath but I'm giving it a thumbs down because it's been released too early. Kenuty's review is pretty accurate and you should read it. However for those - like myself - with shorter attention spans I'm going to briefly summarise the issues I had <edit - this has since become a fairly sizeable list, I've removed the suggested fixes to the Bug Reports pages as asked however as those bug reports have since been deleted you'll have to follow the imgur links to find them: [list] [*][url=http://steamcommunity.com/app/280890/discussions/2/41973821073632883/]Technical issues [/url] [url=http://i.imgur.com/Gpctpi2.png]Image[/url] [*][url=http://steamcommunity.com/app/280890/discussions/2/41973821070144773/]Game-play issues [/url] [url=http://i.imgur.com/er2005x.png]Image[/url] [*][url=http://steamcommunity.com/app/280890/discussions/2/41973821075069834/]Minor issues [/url] [url=http://i.imgur.com/tYMDlz8.png]Image[/url] [/list] /edit> * View clips outside of the ship when jumping. * Couldn't go down a ramp in zero-gravity. * Stuck in the Storage A door and had to restart. * The screen jitters and jerks when I walk into objects. * 'F' for sprint? And 'L' for light is hard to reach. * Escape ends the game without warning. * The players view 'sticks' when verically centered. * Stuck in HQ Window and had restart the checkpoint. * The lights stobe so fast I thought it was z-fighting. * Climbing stairs happens in nausea inducing hops. * I've never been able to change weapons. * Crouching doesn't seem to affect the players viewpoint. * Couldn't fire weapon after simulation stage. * Helmet light illuminates objects erratically. * Corpse shadows are cast where there are no corpses. * There is no pause button. * The map is too zomed in * Motion blurs the HUD even though it's relatively not moving. * It's not readily apparent what options are selected. * Controls locked up after dying including 'esacpe'. * Game crashes on exit. * Simulation door only half-opened once. * Reloading caused view to tilt right permanently once. * Helment light is pushed 'though' surfaces. * z-fighting in the intro movie. * Cold storage airlock wouldn't activate though online. * Resuming game after immiediately kills you again. * Stuck in a corpses head and had to restart. * Jumping forward causes the sprint bob animation. * Enemies can get stuck in doors and on boxes * Enemies sometimes attack when too far away. * Gun fires at a downward angle no matter where I aim. * Can no longer invert the mouse. * Some aliens seem to take no damage. * Intro cannot be skipped when starting a new game. * Alien animation 'snaps' between frames. I did think fairly hard about whether or not I should have posted this as a review or in the forums; but finally decided that the issues are big enough that someone considering buying Ghostship Aftermath should know about them.
The game could have been good for an indie release lots of potential but it was quickly hindered when encountering enemies :( they suck and the AI sucks both need MAJOR work maybe even would been better left out of the game completely. The game is riddled with bugs, glitches, poor audio, lack of options, and things that just plain dont make sense. ~Update on patch 1.2 This has been the most frustration biggest pile of ♥♥♥♥ game iv ever had the misfortune of wasting my time, money and hope on. For real from the opening horrible audio dialog from your copilot to the non stop glitches getting stuck on everything. The textures are horrible the lighting is garbage, the menu and options are next to non existent. Seriously its as if the devs dont even play real games to have some real inspiration from and compare to the standered we as gamers expect in 2014. Last time i was this let down and ticked off was WarZ we all remember that game and the road it went down. Iv been patient waiting for fixes and updates but its to little to late this game should be taken off Steam or lowered to a price of $1.99. ~Update Got into it with the devs, they don't like criticism they lock, edit, delete comments and threads that go against there game. You have an issue with the bugs and glitches? Well that's your own fault not the game it self you need to read the manual according to the devs. They are actively trying to sway reviewers opinions and block people who tell the truth about the game. http://steamcommunity.com/app/280890/discussions/1/34094415787543676/#c34094415796867709 My advice do not support this game or MAG studios!
UPDATE: I played the game again and to see if there were any changes and was killed twice in utterly nonsense ways. Once by a noclipping stiffy mode zombie and another time because aliens and zombies dropped through a solid ceiling to land on top of me and swarmed me Pros: *Solid Atmosphere The sounds of metal creaking and the quiet breathing of your character as he runs is very intense and can give you a deep sense of immersion when nothing else is going on. You find yourself checking corners and worrying when the next enemy will pop up. Sounds will echo throughout the ship and have you looking around wondering what could possibly be doing that. Sometimes the ship will make no sounds and the silence itself then becomes eerie. Very well done. *Innovative Design The whole "No playthrough is the same" concept is really really cool. My first playthrough the ship's AI was very helpful and gave me weapons, warnings, and helped me detect enemies. My second playthrough the ship's AI was deranged and crazy and barred my way. My third playthrough the AI was completely dead and I had to go through the whole ship with no backup power or systems and many areas were closed off. That is just one storyline aspect that changes the game. There are hundreds of those kinds of things that make each playthrough unique and throw you curveballs as to what you expect. *Interesting Weapons Okay so you have your standard rifles, pistols, and submachine guns. But with the fact that some weapons can replenish their ammo supply infinitely but take a long time to charge, and some weapons can reload fast, but magazines are limited, really changes the game. If you get down to a laser rifle and no other weapon you can probably do okay against a small group, but a large group could easily kill you because it only holds 80 shots and then it takes about 2 minutes to recharge. Minutes you really don't have. This really ramps up the difficulty and intensity of the game when the going gets rough and can make you have to strategize on the fly. *Decent Story Okay so I know the story changes based on how the playthrough goes, but I really got into it when I started finding out why the ship was infested. Knowing what I know in one storyline adds a huge sidelight to the others, and makes the storyline fairly intriguing. Alright now time for the cons. =( Cons: *Erratic Controls They say it is controller compatible, but they kind of lie. The controller works, sure, but sometimes it won't sprint on controller anymore after certain storyline events. Sometimes your aim gets twitchy and wierd and you can't really lock on an enemy because your gun sight aims too far right if you even slightly tap right and too far left if you even slightly tap left basically forcing you to use the mouse and keyboard. Even after I switched I found it clunky and difficult to hit enemies even when they were right in front of me. Not good guys. This is 90% of the reason I died every time I did. Oh yeah and invert Y turns on when it wants. You don't get a choice in the matter. *Little to no Graphics settings Its okay to make a polished game and all and I've got a decent computer, but I'm the type that will turn down the graphics even if I CAN run it on the best just so I can crank out a little bit more FPS. Thats kind of important to me, and I'm certain it would be more important to someone who is using a potato computer. The fact that you only have 2 resolutions, little to no particle effects options, and absolutely no bloom or dynamic lighting options really limits how people can customize their graphics to suit the game. Which leads me to my next point *NEEDS to be optimized Alright, they are trying to make it look pretty but fact is that the graphics in this game are decent at best. But hey, its an indie game. Whatever gets the job done works you know? But come on guys, I can run Planetside 2 on high graphics with no lag and the same deal with Bioshock Infinite, Rage, Far Cry, ect. So I can play some games with high graphics and have little to no lag. Yet your game with meh graphics lags like a tired horse in a caravan the moment a large group of enemies shows up. This is rather irritating and can easily get you killed as that is the WORST time for the game to lag. I don't need pretty, I need playable. That is what is MOST important about a game and needs to be put on a higher priority. *Enemies move in glitchy movements, sometimes slide on surfaces. I was fighting some aliens and I jumped over some boxes and kept running. What does the alien do? It flips sideways in the air and slides THROUGH me to land in front of me and kill me. Um. What? Yeah that kind of garbage shouldn't happen. Its one thing if an alien crawls on the roof all scary like to jump in front or something like that. However, unless the alien is also a ghost, it shouldn't be phasing through objects and people. Many times aliens would appear out of an area I just cleared through the floor or something and attack and left me wondering wtf just happened. I died early game my first run because of that floor effect. Very frustrating I assure you. Especially when the enemies get trapped in the floor and run around underneath the map freaking you out by making attack sounds, which leads me to my next point. *Wierd glitched sound FX I killed some zombies and expected the sounds of them attacking to end. Nope. Kept hearing moaning all throughout Deck 4 until I left which made it hard to detect when other zombies attempted to attack me because I couldn't hear them. Sometimes enemies will make no noise and instead just soundlessly attack me while I shoot at them. Sometimes my guns would make no noise. Occasionally both gun and enemy sounds would be delayed and would happen all at once after I killed the last one. Yeah it was wierd and kinda broke the immersion. A game based on atmosphere needs sound to be top notch in order to really keep the player into the game. *Terrible, TERRIBLE voice acting Look, I know this is an indie title but there are plenty of talented voice actors out there. I've done voice acting work before, as have many of the people on newgrounds who are hurting for recognition and I'm absolutely certain you could find a guy who would be willing to work for free just to have his name out there. This guy you hired to be the foil for the main character is not an actor. As a matter of fact I'm going to go out on a limb here and assume he is a programmer who just is doing it because you guys needed one. When you first enter the ship he laughs this awful fake laugh like a million times that reminds me of Tommy Wiseau from The Room (Nothing should EVER remind me of that) and his line reading is both annoying and without much emotion or tone. The character he plays isn't much better considering he makes fun of you being in danger constantly and it made me want to hit him. I'm always happy when he shuts up even when he is giving me pertinent information because his false emotion and wooden acting hurt my ears to listen to. However, I will concede you this. I don't know if the AI is a programmed voice or a real person simulating one, but she is actually okay. She seems as robotic as she is supposed to be. Thats good. She isn't bad to listen to and whenever she gave me orders I was okay with listening to them, mostly because I didn't want to roll my eyes whenever her vocals played. _-_-_-_-_-_ So overall this game has some very good ideas and would have potential if there weren't so many things that hold it back. I wish you guys spent a lot more time fixing bugs on this game and making it playable, reducing clunkiness, and making the game have more actual gameplay to give you. If someone is looking to purchase this game, I'd reccomend they wait until version 2.0+ is out and then see where the game stands. Until then, this isn't really worth 12 bucks.
This is one of the most interesting indie games I've come across in my Steam adventures. It's very clearly a passion project that pushes some major boundaries, but also suffers for its ambition. Strap in 'cause I'm going over this one in meticulous detail. It deserves the attention. Ghostship Aftermath is the story of a two-man crew that comes across a huge derelict spaceship in the middle of nowhere. You are the adventurous one, donning a bulky spacesuit and delving into the ship only to very quickly discover that things have gone terribly wrong. Your partner stays behind to guide you in his impossibly snarky way, but is soon cut off by the ship's AI who warns you that your partner may not be who you think they are. Your job, then, is to survive the perils of the derelict while siding with either the man or machine to bring an end to the deadly infestation aboard. It's an interesting premise, and feels heavily informed by 2001: A Space Odyssey. The ship itself is a labyrinthine mess of halls and hatches. Much of it is locked down in the wake of the disaster that left it drifting, but it is so huge that the parts still open feel overwhelming. The ship is split into four sections, each with seven decks and plenty of elevators, stairs, and sublevels between them. Here the game feels like an open-world System Shock, with armories and medbays and cargo holds and engineering compartments to explore. Fortunately your allies provide you verbal guidance to your objectives, which you REALLY need to pay attention to because it is quite easy to get lost. There's a remarkable level of detail in parts of the ship, as well. The halls and chambers can get a bit samey, but smaller elements like debris and signage are worth paying attention to. Of particular note are the computer displays around the ship, which ALWAYS feature readable information. I'm not sure how useful any of it is, but it's a fantastic addition. You also experience the entire game through your suit, which has a HUD reminiscent of the cockpit in Descent. It's a little distracting, but once you get used to the size and locations of useful info it's good for immersion. Once you get the AI switched back on and the ship warms up, you find out this has roused the monsters that killed the crew as well. You're directed to a weapon which is effective but has VERY little ammo available. While combat is an option, you really need to run from what you can and save your shots for the things you CAN'T run from. I encountered three kinds of enemies as I played. One was slow but prevalent, easy to escape but I always had to be on the lookout for. Another was small and fast but easy to dispatch. And the third was quick and dangerous and had to be dealt with before it tore me apart. The creatures are scattered around the ship, just common enough to keep you on edge every time you turn a corner. I had a fantastic experience after I grabbed the weapon and was moving to another part of the ship. As I got to the airlock to the next section, I heard some kind of creature behind me. I ran and triggered the doors, and when I turned to look I saw the shadows of something lumbering down the hall. The airlock shut just as they were about to cross the threshold. The whole thing gave me shivers. All of this combines into a package that should rival the likes of Alien: Isolation... A huge open ship, a variety of monsters roaming the decks, NPCs you can't fully trust, and an atmospheric, immersive environment. And maybe if it was made by a AAA studio it would have been. But as I said, this was very clearly a passion project, and in this case that sadly takes more from the game than it adds. The game's engine is terrible. There's really no getting around this one, I'm afraid. It looks good to be sure, but everything outside the graphical polish is clunky to the point of being unworkable. The first warning sign was the options. Instead of a menu, it is a QUESTIONNAIRE, to be completed one option at a time. You can only pick one of two resolutions, neither of which were optimal for my display (1680x1050). Furthermore, the controls cannot be rebound. If you want to change something that isn't on the quiz, you're out of luck, and anytime you want to change one of those options you have to go back through and make all your choices again. Within the game, movement is the biggest problem. I know you're supposed to be in a clunky space suit and all, but this ship is HUGE and you tromp around at less than human walking speed. There is a sprint but you run out of stamina quickly and the view shakes so much that I literally got motion sick and had to stop playing. It's surprisingly easy to get hung up on geometry, and walking over debris on the floor can make you pop into the air or wiggle up and down like the game doesn't know where to settle you. The worst part is that this can affect the monsters as well, killing any sort of horror or tension they impart. Remember I mentioned a quick, deadly enemy that attacked me? The first time it pounced at me, it got stuck in the wall and stayed there for a whole 30 seconds, swinging at me impotently until it dislodged itself. All the terror I felt when it first attacked evaporated instantly. There are other annoyances, like strangely sticky mouse controls that slow way down as you move the view across eye level. Your weapon has a fixed aim at a point that is NOT the center of the screen and that you have to hold RMB to display the actual reticule for. There's no indication of what items can be picked up and interacted with, which can lead to some serious DOOM-style-secret-door-hunting wall humping. The writing is extremely amateurish and the voiceovers do it no favors, taking a lot of wind out of the interesting setup between your partner and the AI (the AI isn't bad though, having a cold, mechanical delivery to very clinical lines). But perhaps most damning of all is how the huge, open-world nature of the game actually works against itself. For as huge and detailed as the ship is, you're stuck traipsing through it at a snail's pace, struggling to remember where you're going or figuring out how to get there, and desperately looking for things to interact with because they are few and far between. Your first task for the AI is to get one of the ship's reactors online. If you take the most direct route, you discover that the stairs in the Engineering section are blocked and you have to backtrack to another section to get into the sublevel access. This is after walking the length of the ship and waiting through 3-4 loading screens as you traverse each section. There are entirely too many loading screens as you play, having to sit through one every time you move between sections, decks, or key areas. I think there's something like 4 load screens just getting from your ship to the derelict in the intro, where all you do is put on your suit and exit the airlock. I honestly wish this was a better game. I think there's a good game in here, buried under a bad engine and suspect design choices. But this goes beyond something like The Witcher 1 or the original S.T.A.L.K.E.R., where a little patience will reward you with a deep and fascinating game. I just can't imagine putting the time in to learn the lay of the ship and how to deal with all the janky creatures. Not when Alien: Isolation hits all the same notes and does them so much better.
[h1]GHOSTSHIP AFTERMATH[/h1] So what is Ghostship Aftermath? It is basically somekind of a mix between the good old System Shock 2 and Dead Space. You play as some "dude" that has to board a ship where something "good"? has happened. Oh I meant bad! Its always something bad happening! So once you do board, you gotta follow some directives from you partner and not long after, you get cutoff from him and some A.I. takes over the coms and directs you to a list of objectives. It all seems cool doesn't? I'll sum up the pros and cons so you can get a better overview and decide for yourself whether or not to get this game. [h1]POSITIVES:[/h1] [b]+Solid Atmosphere (ships noise reminiscent of System Shock 2) +Cool Design concept (This is where the game shines the most: Every playthrough is different. At one pt, the A.I. can be helpful, the next pt it hinders your progress and on another pt, it can even be dead so you're all alone trying to figure out what to do). +Infinity ammo for weapons but takes time to recharge +Story is predictable but serviceable nonetheless. Some elements do change between each playthrough which keeps things interesting. +Price drop of the game. Kudos to the devs 'cause when I got this game, it was very overpriced.[/b] [h1]NEGATIVES:[/h1] [b]-Technical glitches (it says on the game page that this game release many patches concerning the plethora of bugs and glitches but it is still infested by them. On instances, I kept getting stuck on items and couldn't move. I saw enemies going through walls also. -Truly bad controls and aiming mechanism is very flawed (THIS IS MY MAIN GRIPE OVER THIS GAME: The aiming is very pathetic. Even when an enemy is right in front of you and aim at the head, you're missing the target anyway). -False controller support (It's mentioned that the is controller compatible, but they kind of lie. The controller works, sure, but sometimes it won't sprint on controller anymore after certain scripted event). -Weak graphical settings (Little to no graphical options. Only two resolutions available. No eye candy as you are used to in any modern games. Can't even change game settings when in-game. Also the visuals are quite bad, even on their alleged graphical patch. I know this is an indie game and its easy to pick negatively at the graphics. But honestly, the graphics could have really been more improved. At least, the game was playable on my end, compared to other gamers that seemed to have difficulty running the game). -Auto save only. Can't save the game manually. -Zombie sound glitch that can still be heard after you killed the zombie. Only way to make it stop was to quit and reload the game. -Same enemies throughout the whole game. Same twitchy movements and even walk/crawl through walls. -Mostly average and at times, terrible voice acting. (Granted this is an indie game but whoa, at times, it was really awful; especially the voice of your ally. The A.I. is quite fine by me though. It actually sounds like a computerized AI voice! Surely doesn't sound like SHODAN but it is decent!).[/b] [h1]OVERALL:[/h1] [b]This game has a good concept and some very good ideas. Sadly, many things hold it back. It is still a commendable work the developers did on this project and hopefully you guys can only improve on a potential sequel. I truly wish you up your game next time, especially on the glitches, bugs, voice acting and my biggest irritant, the poor aiming mechanism. The graphics can always get better and hopefully on a potential sequel, they'll be more optimized and up-to-date to modern gaming standards.[/b] [h1]RECOMMENDATION:[/h1] [b]I can't recommend this game at this time. Cool concept but marred with inconsistencies, bugs and glitches. I did read on the reviews section of this game store page that Ghostship Aftermath did improved on the glitches and bugs so that is something to keep in mind. The devs are working on their project and that is noteworthy. Sadly, the game lost my attention with all the numerous cons I've mentioned earlier. The game did got a price drop recently but even so, I still wouldn't advise anyone to get this game. Wait up for a potential sequel when aspects of this game should (hopefully) be fixed by then.[/b]
[h1] Dead Space on an open ship where everything is generated randomly - from tasks to items[/h1]. Shrinks clobbered me until I don't know from what meaning - this game is just gigantic. But well it's time to take the plunge - and the first thing I want to do is thank the creator - Shaun. I've never seen such an involved developer; he personally added me as a friend, explained everything, told me everything, and from time to time threw in some hints - I felt like someone special. The game begins with the fact that, we find ourselves on a huge ship in which something happened - (of course, the invasion of giant worms turning people into zombies) when we arrive at the scene to investigate what happened - and listen to what our companion sitting comfortably in the cockpit of the ship on which we flew. We get the first task and here will attach a hint of croissant - the tasks as well as monsters, weapons and decor is randomly generated (the general layout of the ship is always the same) to this comes permadeath you die-you die. But-but; that's not all-we have only one flashlight with us in which the batteries last for only an hour, as well as an air limit which can be recharged. The thing that surprised me the most in all this is the phenomenal atmosphere, deadspace or other strictly horror games can hide, what we get here is beyond average and you have to try it yourself (sounds and noises in this game are a total pulp), each time I was kept in suspense, even though I was already in the cockpit; I never knew if this time some worm would not, and jump out of the pipe in the ceiling; while I'll be browsing the data. But unfortunately, like every game and this one, it has its flaws -. The first and most annoying is the intro - which we have to watch every time (it lasts about 3 minutes) the solution to this problem is to choose a quick game - a more casual mode where we have save points, many facilities and scrolled sooner mentioned intro. The second element is the shooting system, which EVIDENTLY is made for oculus rift - it's damn weird, but you can get used to it. In summary, the game is a MEGA HARDKOR challenge with a phenomenal atmosphere and even better soundtrack, which can be passed several times and will surprise you every time. [★[★[★[★[★[★[★[★[★[☆]
Why does steam allow game developers to begin projects, sell them on steam, and simply abandon the projects if they don't ALSO make enough on kickstart? Can I do this? I have a few blank unity projects I'd love to ♥♥♥♥ people over with. "Game will be ARK, mixed with PUBG mixed with DOOM for onlu $39.99.....oh wait after I've sold 30,000 copies I'm done trying, have fun with my half made model with no animations."
I don't know if I can reccommend this one. The atmosphere and graphics are really kewl, but game play is lousy. It's hard to manuver, its hard to pick things up, it's hard to aim, and you run out of ammo too quickly. I had a horrible time just getting the game to load; I "played" 78 minutes of the game (according to steam) before I ever saw anything past the loading screen. I'm going to give it a "thumbs down" because of the difficulties. If the gameplay and controls can be smoothed out, I'll change that.
I bought this game back in 2014 (having followed its development for a long time) but it ended up being sat in my library for several years, having only 'checked it out' when it launched, but I never really gave it the time of day (no idea why). Today, I sat down and played it for several hours, and possibly around five restarts (once you die, that's it, game over). This is the first game by MAG studios, but I believe takes place after the events of their second game, CDF Ghostship, which is an indie FPS involving the soldiers of the starship dreadnought CDF Goliath. However Ghostship Aftermath is survival horror with guns, through and through. Contact has been lost with the Goliath and you've been sent to investigate what went wrong. A cheesy scenario, but a classic sci-fi horror setting which is influenced by Aliens, Dead Space and Event Horizon. Survival horror has always been at its finest when you're trapped in a labyrinthine environment with dark corridors, jump scares, minimal ammo and the need to think fast and plot your route between 'breaks'. Ghostship Aftermath utilises this to the fullest extent, with enemies taking advantage of the bloodstained, shadowy walkways, ambushing you at the most inopportune moments, keeping you on edge at all times, with your only respite being when you're waiting for airlocks to cycle. The music is used perfectly - its not too ambient so that you don't notice it, but it's not blockbuster either, and the jump scares are aligned perfectly to the score as well. What makes it truly interesting is the roguelike nature of the game. First up, in the story mode, if you die, you die. There's no handholding, so you're forced to learn the mechanics off the bat, and given that the ship is primarily 'open world' you can get lost easily, stumbling from room to room trying to reach your next objective. This isn't a bad thing as the game invites exploration as there are lots of achievements for doing specific things and lots of weapons to find on the ship. Secondly, it's got a random narrative. The ship's layout remains the same, but the events in different areas are randomised to create a unique story each time you play it. This is most notable in the personality of your partner (who stays comfortably in the ship you arrived on, talking to you remotely) and the ship's AI, ASMI. On top of that, there are multiple endings as well (that I've yet to see, mind you), so all in all, it offers hours of replayability - dying isn't a chore, it's a step towards learning the game and its many, many different encounters. Possibly my favourite spoiler-free moment so far was trying to reach an objective via the ship's very-long sub-corridor. A bloodstained warning told me that the corridor was ridden with horrors so when I entered the corridor all was quiet. Then as I was halfway down, I was overwhelmed by zombies that came lumbering out of the shadows, forcing me to waste valuable oxygen sprinting as fast as I could to the airlock, then waiting for it to open whilst the zombies got closer and closer... tense moments like that can really make a gaming experience. It's not without its flaws, of course - it's possible to get stuck on scenery, and walking over debris can cause camera-stutter. Enemy movement is overly-quick and erratic, and the graphics are somewhat old-school. But these just don't detract from what is a wonderfully tense and detailed game which stands out in a world of linear games that spoonfeed you on how to play. If you want to find your way around, you need to look at maps on the ship's walls. Emptying a magazine into an enemy might have little effect unless you work out its weakness (e.g. plasma shotgun vs. zombie heads), so you can learn the mechanics, and I'm still learning the game. I have to say, I'm seriously impressed and I think that if you're looking for a solid indie survival horror with great atmosphere, solid voice acting, mechanics you need to work out for yourself, a good challenge and bags of replayability, this won't disappoint. 8/10 - Redfield.blog
ALL DEVELOPERS TAKE NOTE (not just who made this game): Anything that doesn't give you absolute control over keybinds and lighting is dead to pc gamers .. Ghostship GDF was okay, but this, this belongs in the garbage shoot; of forever 'Aftermath' ..
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| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Palworld | $279.6M | 445.8K | 94% | $20.99 |
| Clair Obscur: Expedition 33 | $263.7M | 178K | 95% | $47.99 |
| The Forest | $254.8M | 678.5K | 96% | $19.99 |
| Ready or Not | $238.1M | 338.9K | 78% | $49.99 |