
Hit n´ Rush is a third person multiplayer Battle Royale shooter set in a post-apocalyptic future on planet earth. Choose your character, the Rusher, to compete against other Rushers and fight against the mutants, Rovers. Loot the best weapons and find shelter from the deadly pulse.
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Languages: English, Spanish - Spain
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Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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такое
Hit n' Rush, dünya gezegeninde kıyamet sonrası bir gelecekte geçen üçüncü şahıs çok oyunculu bir Battle Royale nişancı oyunudur. Diğer Rusher'lara karşı yarışmak ve mutantlar Rovers'a karşı savaşmak için karakteriniz Rusher'ı seçin. En iyi silahları yağmalayın ve ölümcül nabızdan korunmak için sığınak bulun.
It took 10 mins to get in a game and it crashed so I tried again (another 10 mins) it finally put me in and it crashed again so I tried a final time and it crashed again. I don't think the game is finished yet don't waste your time on it
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
1 couldn't even play the game for 3
Great game cant wait for what is in store for the future of HIT N' RUSH
Пишу обзор ради значка
F
Hit N' Rush is an Early Access/Development Hell third person battle royale (sigh) PvP arena shooter. Gameplay consists of waiting at the lobby until you give up and then quitting the game. If there were any players, it would be a boring, ho-hum, yet another Fortnite wannabe BR game with a cartoony/sci-fi/whatever Fortnite is doing theme. It's painfully generic. The intention of the developers was to catch the Battle Royale bandwagon for some of that sweet sweet Fortnite gamer microtransaction money. It failed. SteamDB shows the game peaked at only 79 players concurrently, which is a pitiful number, and now the game has practically no players, with numbers around zero every day, although sometimes a developer logs on for whatever reason. Why did it fail? It's video game autopsy time! The developers made the terrible mistake of launching a multiplayer only game in Early Access. This is almost certain to kill the game. Most gamers will evaluate a game only once. If they do so when the game is incomplete, they will check it out, then abandon it (just like the developers did). When (IF) the game eventually does get around to release, there will be no players, because the developers burned the first impressions through their faulty Early Access experience. Players who saw the game and didn't like it because it was incomplete [i]do not come back[/i]. Compounding this problem is that the game was clearly in a pre-alpha state when it launched and wasn't even close to a fit for launch state, even for Early Access. Most of the core issues have never been fixed, with the developers just kicking the can down the road. Multiplayer games must have a large population if they are to go "viral" and succeed, especially without single player content to fall back on. Releasing a multiplayer only game into early access kills the game population, and thus the game, before the game even launches. The developers made the fatal, lazy mistake of believing that PvP, other players, would be an acceptable substitute for doing the difficult job of adding single player level design, storytelling, NPCs and other rich aspects of designed game content to the game. As a result of this choice by the developers, the game has little to no actual interactive game content. It's a little considered fact that the vast majority of PvP only, multiplayer only games [b]fail[/b]. Developers must learn that other players are not an acceptable substitute for doing the job of game developers and building a game filled with content. PvP only games must have a [b]huge[/b] player base for them to "go viral" and succeed. But with no single player experience to add lasting value to a game, the developers instead chose to bet against all odds that their game would "go viral" without any actual reason for players to want to play the game. Predictably, they lost this bet. The developers made it abundantly clear that this is nothing but a cash grab. Despite being unfinished and with no clear path to ever being completed, that hasn't stopped them putting 100% of their effort into a fully working, massively overpriced cash gouging microtransaction shop. That's right, before this game is even close to being in a playable state, these guys have every microtransaction package under the sun ready, and their hands out demanding your cash. That shows questionable ethics, to say the least. It's no wonder gamers abandoned this train wreck, and it's just a matter of time before the developers finally accept defeat. Because this is a dead and broken game that will never be completed, has no content, and no players for multiplayer, I can't recommend it.
Es un juego battle royale interesante y rapido con unos cuantos detalles con potencial. Actualmente (alpha testing) el loot no se encuentra tirado en las construcciones, sino que aparecen unas cajas rodeadas de unos monstruos como zombies k al matarlos abre la caja, ademas en vez de el mitico concepto de una tormenta moviendose por el mapa consiste en un tipo de terremoto k sacude todo el mapa y las zonas seguras son unas cupulas que aparecen, por ultimo detalle a destacar en el poco tiempo k lo probe es el sistema de cuando muere un compañero, este al morir se trasnforma en un fantasma k puede matar a los demas fantasmas y tu compañero te puede revivir en unas zonas marcadas, me parecio interesante k hasta el fantasma tenga una funcion k es k los enemigos no se vuelvan a reanimar. Estando en alpha se le nota k le falta trabajo por delante pero tengo ganas de ver el resultado final.
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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