
An Urban Survival RPG! Crafting, Exploring and Defending in a desolate metropolis haunted by the mysterious dreamers. Lead a team of 4 survivors through this urban desert of skyscrapers and high-rises, where the streets are crowded with the mutated victims of a strange disease.
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About







Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, German, Korean, Japanese, Simplified Chinese*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
I read a lot of the negative reviews and hoped that maybe the biggest gripe was that there was no pause (which was added in.) Well, I have been unable to successfully move to a different tower due to consistent crashing (at certain times in-game) and it seems like the game has been abandoned at this point. When I try to report the crashes like the game asks, it just takes me to a broken web link. Despite some annoying QoL stuff it would be pretty fun. Unfortunately, it's been impossible for me to get beyond 6 or so days due to crashes that are unavoidable. It would be fun, but for that reason it's been pretty much unplayable.
I thought I might like this despite the reviews, but the execution is just that little bit too clunky. At first it seems straight forward, and like pausing will be enough to sort your way through each plan. I think this wouldn't be terrible if you had time to plan things out, but you're already being rushed to get haphazard weapon crafting done during the first day. It doesn't seem like it'll be too hard to get this done, but the lack of a queue system or automation system means that each individual step of that process becomes a mental weight to lift instead of a few pieces of a puzzle you sort through. It's tough to put into words just how many steps go into something like making a spear. It's something I've done in a dozen other games, but I think here there's such a period of stress between each step that it becomes unfun. You're juggling 4 workers who you desperately need to make the best of your limited time with before the zeds come, but it's difficult when various tasks take different periods of time and making something can go all out of wack when you're trying to keep in mind the 4-6 things you'll be trying to disassemble by travelling to different locations, which'll result in various amounts of resources (seriously, I ripped apart a leather couch once and either didn't get leather or it fell behind a stone table that I no longer had time to disassemble, and I really needed that leather to make a machete, but no leather means no machete so no 2nd weapon that night meant my one defender took a ton of damage defending herself and just AAAAAAAA I thought I was making a spear but couldn't find the metal poles either!! I was able to handle Factorio and Rimworld but not handle this, even with the pause feature. I'd really like to see this company iterate on the idea and come out with a second title in the future, but I think I'm just stopping here. One of the 4 survivors whined an 8 second quip at me about being asked to tear down a shelf I needed metal out of for a barricade so she wouldn't you know, die later that night, but oh my god who says "no, fine, you know what, its fine, it's just as bad as the last thing you asked me to do" and like AAAAA maybe thats supposed to be a hint but I cant tell and despite their backstories none of the characters at level 0 seem to have bonus stats to any particular actions before they level up into new skills so I don't think she's supposed to be doing anything specialized anyway?? just AAAAAAAAAAA
Summary: Object juggling, the game. So we have four cool characters who presumably know what they are doing - but the game refuses to let that happen. You, as a novice player, have no idea what scenery to scavenge to get the components you need for the next helicopter upgrade. So you need to scavenge everything to find out. The floor is now covered with objects that you don't know the sprites for yet. So you need to hover over them and read the descriptions or match the icons. Did I mention there's no pause button? Or any AI to make sure the characters don't just stand around waiting for instructions? You are utterly screwed. Then it gets dark and the scenery and objects get even harder to see. All of this adds up to a game that I'm sure is fun when you know it inside out, but that provides no incentive or gradient to acquire that knowledge. Please don't buy it. I got my copy for under AU$2, and I still feel it was a bad deal. (Note to the developers: imagine if, when you pick a helicopter upgrade, objects that contribute to it are highlighted on the ground and in your inventory. Imagine if scenery that might contain those objects is also highlighted. Imagine if idle characters automatically dismantled or searched the nearest object. Your game would be improved out of sight.)
I enjoyed this concept but after waiting years for development to progress, i find out there has not been an update in over a year. maybe there is an explanation for this but i'm not happy about spending money on this game now.
tl;dr: There's something almost compelling here, but it's [i]barely[/i] too much micro-management for me. And it crashes and loses progress way too often to push past that. [hr][/hr] For the first 14 hours, I was pretty frustrated, getting to day 7 or 8 and being overwhelmed without having found the weird/rare resources I apparently needed. I reached the point of restarting almost immediately if I couldn't see the things I believed I needed, e.g. accessible fuel supplies, close enough to reach. At about this point, I realised that I didn't need to [b]fully[/b] repair the chopper, just get it repaired enough to take off, and refuel it enough to take off. Once I had that realisation, the game become much more manageable. Taking off to a new building resets the zombie load, so you can quickly arrive, harvest whatever fuel is available and try and advance the chopper's repair status, and then move on. In this way, my next game went through four or five buildings in 11 in-game days, with a machete-equipped team, fully repaired and fueled chopper, and a large pile of (I believe) hard-to-find supplies and consumables being carried from building to building. A few annoyances became clear in the gameplay at this point: [list] [*] Micro-management is annoying as most tasks are either really short or really long: You can pair up your people, and I basically played this way continuously by this point. [*] Zombies seem to always attack the most-damaged person in range, and there seems to be no way to force the character who can self-heal to be the target; in fact, because he's self-healing, he's almost never the most-damaged. [*] Repairing fortifications is ridiculously slow. Basically pointless. I'd be 0% surprised if one of the developers looked at this in future and said "Oh, that decimal point is two places left of where it should be", it's [i]that[/i] slow. It takes 3 hours game-time to build, and it could easily be [b]real-world hours[/b] to repair. [*] Weird bugs. Random buildings becoming inoperable, occasional items that don't seem to work (tools and toolboxes), and in one case, I left a building and got the [i]same[/i] building again. This last one was handy 'cause I knew exactly where everything was, and could just run down and grab the aluminium and fuel and a few other bits, and fly off again. [*] There's a [b]long[/b] gap from "Things seem stable" to "Whatever happens next". Higher levels of the skill trees have interesting stuff that looks like it'd upgrade the chopper even further, hinting at an end-game of leaving the city. But I was nowhere near unlocking those by Day 11 (as I'd needed to unlock other skill trees first), and by this point the game loop was a bit boring, as I was just wandering around trying to find enough screws etc. to cover my escape, and then hiding from the zombies overnight. Progress felt like it'd come to a grinding halt, and crafting unlocks are [i]very[/i] slow to deliver new gameplay interactions. [*] You arrive at a new building at 9am or so, and the daily skillpoint is awarded at 4am. So moving to a new building, it's definitely possible to miss a skill-point opportunity. I'm pretty sure this is how I got to Day 11 but had only earned 8 skill points. [*] No save slots. Starting a new game wipes your existing save. [/list] These issues were not, even in total, enough to put me off the game yet. I did want to see what happens after this point, what the end-game is. Escaping the city, possibly pushing down to the ground floor once you have better weaponry, I dunno. In the end, ti's the crashes that have ended my time here. There's a commonly-reported crash that happens at dawn, i.e. immediately before the daily auto-save, and hence the worst possible time. I played through day 12 three times, on the last time I has hitting "Save and quit" every few minutes so that if the crash happened, I'd have less to resume. I got off that building, and in the next building it seems that every time one of my characters is attacked the game crashes. I can't afford to keep her our of combat, so that save game is basically kaput, and with it, my time with the game. I have the terrible feeling that this crash happens due to having a certain upgrade (big pockets), since that was the last skill I unlocked, and if so, then even if I started again, I'd hit the same problem at this point in the game. So yeah. Putting this aside as "An interesting idea, poorly realised". I'm interested in recommendations for a game somewhat like this but less crashy and maybe with only one player to control. [url=https://twitter.com/NotBrunoAgain/status/931347695133954048]Genre[/url]: ☐ Something Terrible Happened To This Sad Child ☑ Something Is Horribly Wrong In This Space Station ☐ Can You Collect All The Power Orbs??
I like this game but no updates since 11/05/2021 and still crash when loading games. Do something Devs... do balance patch or say something like "we are still working on this game's problem", "we are making updates", "we have too many work to do", "we are resting now", "we are making something" say something! Discuss with us we want to know little information like "we are still alive!" There is so many of you can makes better this game. Sometimes damned game system isn't give gas to live FIRST BUILDING. ONE BARRIGATE ONLY ONE SPEARMAN. CANT SHOOT THROUGH BARRIGATES. CANT OPEN OUTSIDE OF BARRIGATES. No raining? Where can i get more water? Even crash reports page are expired. and System requirements recommended is tba. What are you doing Devs? Is this game abandonded? I am not a sarcastic but this game make me sick. Save the world edition? save this game first, man! I want more play but savecrash, gamecrash, no updates, no future. I want information about this game's future. Really want to. Mostly i am not write review about game but this game is pretty disapoint me. sorry about poor english. 2022-07-11 PM 5:47
제작자가 작년 이후로 소식이 없음. 게임 버리고 잠적한듯.
Somewhat unintuitive game, inventory management is a pain, juggling 4 character is also a pain. And then I tried to experiment with the "assist" feature and it corrupted my save game... Upon crashing to desktop I get asked if I want to report the bug and it brings me to a "page expired" website. Would not recommend
バグでよく落ちます。 プレイ自体は楽しいので、クラッシュを修正してもらえれば、、、
This. Game. Is. Hard. And holy crap do I love it for that. Highrisers is a retro survival crafting sim where four survivors who have crashed their helicopter atop a high-rise building must survive to get their bird back in the air and survive to crash again. The amount of detail put into this game is staggering. Everything (and I mean EVERYTHING) in the building can be broken down into parts and repurposed. The crafting system is simple and pretty intuitive - each part needed to craft something, from a spear to a helicopter part, displays clearly next to where it's being built and mousing over the icon will make any nearby parts of that type glow quite clearly - the controls are solid, and the music is enjoyable. This game will also kick your ass. The clock is always ticking, and everything takes time (although it does stop when you've got the action menu open). This is also a highrise, so you have over thirty floors to keep track of, between four survivors, so you have to be sharp on your micromanaging skills! At night, the zo- excuse me, I mean, the Dreamers come and climb the building. More show up every night, and if they see a survivor, they won't stop until one of you is dead (and there's more of them than you!). Luckily, you can build barricades and make weapons to help your quartet fight back, and the terrain has a grid layout so you can place defenses and materials exactly where you want them. This game is not perfect. The sheer volume of items that can be found, disassembled, and put together can be a little overwhelming, and sometimes it's hard to find exactly what you're looking for. Survivors who don't have a weapon will not run away from Dreamers, and just stand there while they get pummeled to death. Some of the dialog needs to be thrown to the editors - while it's comprehensible, there are definitely some typos and translation misses. The UI is a little squished, although that may just be on my monitor, but some elements do overlap. TL;DR - If you're looking for a fun, punishing micromanagement sim that lets you craft pretty much whatever you want while monsters try to kill you, this is definitely worth your time.
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