
Assemble your robot squad, construct their AI and send them in the battle arena to see your strategy play out. Iterate, improve and repeat until you outsmart all your opponents and friends online.
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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, Simplified Chinese, Hungarian, Japanese, Portuguese - Portugal, Russian, Ukrainian, Dutch +2 more
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
Strategisch spel, uitdagend en leuk.
Clunky and buggy.
Что ж, как говорится, задумка хорошая, но... Самих команд мало и они не покрывают базовые потребности. К примеру, фильтр "ближайший противник" есть, а "ближайший ресурс" - нету. Забавно, что автор делает игру про автоматизацию, но явно сам не автоматизировал создание однотипных команд для всех представленных элементов игры. Интерфейс настройки команд никакого удовольствия от взаимодействия не приносит - топорный, неудобный и неинтуитивный. В общем, за лайк за старания, но удовольствия лично я не получил.
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this looks alot like carnage heart the old ps game it was a favorite of mine ill have to try this
好玩,就是有点费脑子
One of the best interactive tutorials in a game. Compliments a well designed gameplay. Fun!
I genuinely had so much fun at the start of the campaign that I've lost track of time for almost 4 entire hours, which is more than worth the couple bucks I paid for this. I've spent almost 3 of those hours just programming and debugging the framework for a single all-purpose generalist AI that can make decent decisions when operating in a group, and once I was happy with it, I just let it loose and watched it complete several chapters without any more input from me. Whether this was the intended design of the game, this felt amazing and I enjoyed it quite a lot. However, the game has next to zero mechanics rewarding all that effort, other than you completing the missions. No meaningful progression or milestones, just a few 'credits' for the in-game cosmetics store, which, in my opinion, is being monetized way too aggressively for how simple the game is. So as soon as my generalist agent stopped beating everything in its path due to an increase in the complexity of the maps and the complexity of the enemy agents, the whole gameplay loop started to feel more like a chore than a fun game. Micromanaging portions of a swarm of smaller robots might have stayed more fun to play with for me, but when you only got 4, and the game expects you to tailor each of them separately to the map and the opponent without ever rewarding all the increasing effort that takes, the fun programme-y auto-battler quickly turns into a boring RTS with units you can't control directly.
I'd really like to give this game a positive rating. I've been looking for a strategy game like this for a long time, one where you don't control the units at all, but simply dictate their behavior. HOWEVER! This game has a completely atrocious interface that's unsuitable for programming algorithms. I want to create a single algorithm where each gladiabot would independently choose its own label. TECHNICALLY, it can be done. But the amount of work would be simply prohibitive compared to the effect I'm trying to achieve. And in general, it’s annoying that the number of variables for each type is strictly limited and there are no pointers as such. It is also annoying that even in the smallest unit of time the algorithm is executed entirely - it is simply not always clear at what stage of the algorithm execution the error occurs. The bot just keeps convulsing for some "unclear" reason, because I just can't figure out exactly when the bug pops up. Well, it's just a pity that the bot can only walk backwards and forwards. This game could be so much better... But in its current state, it's just annoying. I guess I'll keep playing this... Through bloody tears.
original and polished
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Trends
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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