
An ancient evil has awoken in the depths of a remote mining asteroid, stirred from its slumber by man's lust for power. Unaware, you answer a distress call and become stranded, surrounded by monstrous foes. Unravel the mystery of this madness and stop its spread in this horror retro shooter!
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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*, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Should you buy this game? No. Why shouldn't you buy it? It tries lots of different things and fails at them along with having lots of bugs and incredibly bad designs. Examples? Every weapon has durability like it's an rpg, which isn't something you want in a boomer shooter, so you will need to make sure you have material to repair your weapons. It might not sound too bad, but there is only two ways of getting materials: -Hope you find it on the map/enemies drop it (which is rare) -Salvage items you come across. If you want to salvage items, you need a specific tool that is only found twice throughout the entire game, so if you missed it you are ♥♥♥♥ out of luck. You are even more out of luck if you didn't find a repair kit in early levels which is required to repair items with on top of needing materials for repairing items, which is even more punishing if you didn't find it and have a weapon you put upgrades on which are found sporadically throughout levels. Invested upgrades into that shotgun you like? Well, too bad because it's durability is now 0 and unusable. Go grab a basic one off an enemy that deals way less damage and is far less accurate that'll take way more ammo to kill stuff with. Another example of bad design is having to manage your (very limited) inventory spaces, again, like an rpg in a boomer shooter. (noticing a trend yet?) Found some cool weapon you like? Well, now you better make sure you not only have the material needed to keep it repaired, you also need to make sure you have enough space for it when swapping items. The best weapons, aside from one specific weapon, are all 1x2 spaces, so if your inventory is full and you are holding a 1x2 and want to switch to a 1x1 and don't have the inventory space, you will have to stop to open your inventory, drop something on the ground, move items around and then pick your weapon back up. Which, needless to say, is incredibly tedious and quite the problem when you have enemies in your face. Speaking of, all the enemies in this game are brain dead. Sure, that is to be expected with boomer shooters, but every single enemy has the same A.I. that tells them to charge straight at you, even ones with guns still try to get up in your face. They also have zero path finding skills. So, for example, if you're above them they will just hug the area below you and won't deviate until they are dead or you are. To make it even worse, they have extremely high line of sight aggression, so if you're across the map and they turn towards you with no obstructions they'll start b-lining it for you. Which brings up another issue, the audio. Sometimes you might be able to hear footsteps approaching you, most of the time they're dead silent until your screen flashes red and you hear them attacking you. I have no idea what determines when or if you can hear enemies. There are even bugs where if you die during a level, the opening message replays like you just start the level on top of a very annoying looping sound effect at the very last level. I also want to take a moment say, which ever dev thought it would be a good idea to have the voice actress for the A.I. announcer speak in vocal fry, or the voice actress her self deciding to do that to try and sound more robotic, genuinely, what the ♥♥♥♥ is wrong with you? That is incredibly grating on the ears. Anyone who doesn't know what vocal fry sounds like, look it up on youtube and you will understand. Another issue is ammo economy, or lack there of. I was playing on normal difficulty, and even then I was always running out. Enemies may or may not drop ammo depending on enemy type, and what they drop ranges from 5 to 8 bullets, and you will burn through ammo much faster than you can find, so there is an expectation of you using melee to compensate that, which ties back into you needing to keep weapons repaired and having enough space for your melee weapons, your repair kit, your salvage tool and any weapons you happen to like and picked up along your way. There is only one weapon in the game that really lets you go positive on ammo without having to risk getting hit, and that's the neurotech-99 you find in an earlier level, which I hope you did because there's only one in the game. It lets you mind control certain enemies, and if they have a gun they have unlimited ammo. It is quite honestly the best weapon in the game because it not only has unlimited recharging ammo, but even using a basic zombie with some skill can clear out chunks of the level's enemies. I have had bugs when using it where I took damage that transferred to my player character, but even then having unlimited ammo for a short time is worth the occasional bugged health. On the topic of bugs, if you die during any point in the level and reload a spawn point, you are risking breaking level triggers. I don't know the specifics, but however the devs designed the loading process, the level doesn't actually reset, it just spawns you at a terminal you saved at and it tries to soft reset triggers, but some of them act like you already activated them, along with certain looping audio bugs like I mentioned before. Your best bet is to quite to main menu and select a save, which is tedious. Another example of this is how on a later mission you are given a shuttle to pilot, but if you land it on the second platform and at any point die/load after that, it will be stuck, meaning you now have to walk for the remainder of the level that was designed with you using that shuttle in mind. Yeah. This next part is spoilers for the ending, but if you've read this far I don't think you'll care and just want to know how bad it gets. At the very end of the game generic evil scientist dude does his vapid supervillain monologue and reveals how the A.I. (which was super obvious and had a hidden message reveal as such) was actually him all along guiding you towards the ending and how he's going to now use you like a meat suit to escape the asteroid (because he didn't think to just have some other people held prisoner to do that earlier) and starts the last boss fight. The premise is simple, he slams his big hand on to the arena and spits rocks at you while you have to shoot the crystals around the arena when they start rotating. They crystals will be active for a short while and will change which one is active after a short time. Each time you destroy one the time they remain active changes along with how fast they change. Might not sound too bad, right? Well, here's the "fun" part. The crystals do not have a set health, meaning any damage to dealt to a crystal before it changed doesn't transfer to the next or remain on it until the next time. You have to pass a dps check every time a new crystal changes, with the dps being how many times you can hit it. What makes this even more *FUN* is that the very last level has *ZERO* ammo drops once you enter the boss zone, meaning if you go into the last level low on ammo, you are soft locked and need to revert to an earlier save and do a better job collecting ammo. Don't have one that isn't hours of lost progress? Get ♥♥♥♥♥♥. Only been using a single save slot like a psychopath? Get extra ♥♥♥♥♥♥. To make being up ♥♥♥♥'s creek without a paddle start raining piss, the dps check itself can only be passed by two guns in the entire game, the machinegun, of which there's only two in the entire game, or the arc rifle, of which there's only three, so not only do you need to have one of two specific guns to beat the last boss, you also need enough ammo to clear it. I had been saving my missile launcher ammo for bosses only, and by the end I had around 54 missiles to fight the boss with, but does it help? No. Remember, you are passing a dps check with the amount of times you can hit it, not how much damage you deal, so despite using the strongest weapon in the game damage-wise with lots of ammo, you still won't be able to clear the last boss.
locked to 60fps and the camera moves too much even with 0 sway in the settings
może być. 6/10
Точно не за такую цену
BEM BOM.
its a rock solid survival game. save points, weapon durability, scrounging ammo, using the most cost efficient weapons for the enemy type are all here. Neat addition - you can dual wield single handed weapons, ballistic shields and bits of rebar. this is neat and i hope more games do it.
Первое, что бросается в глаза слишком долга загрузка! Для такой игры! Метка, что бумерский шутер. Нифига не бумершутер! Просто графика монстров такая. Нафига здесь инвентарь?! Вроде как инверсионность все дела... ага щас! Пульки (именно, что пульки) летят как попало монстры отлетают то с одной пули то всю обойму надо выложить. Нафига такая недохимера!
玩的时候头巨晕,实在是玩不下去了。
Hyperviolent impressiona inicialmente pelos gráficos incríveis, com uma pixel art detalhada e uma ótima trilha sonora, o problema é que toda essa boa primeira impressão é destruída por mecânicas mal executadas, a proposta de combate, onde cada botão do mouse controla uma mão, parece interessante, mas é sabotada por um inventário confuso, mal organizado e pouco intuitivo, que mais atrapalha do que ajuda, muitas vezes seria mais natural trocar armas ou usar itens pelo inventário, mas o jogo não pausa quando ele é aberto, então justamente nos momentos mais críticos, como quando a munição acaba e vários inimigos avançam ao mesmo tempo, você fica totalmente vulnerável, como também quase não existe munição extra e o sistema gira em torno de reciclar armas dropadas pelos inimigos, não há uma mecânica eficiente de troca rápida, então o jogo basicamente te manda “se virar” pra trocar de arma, a lanterna também é um erro de design, já que o jogo é muito escuro, mas as melhores armas ocupam as duas mãos, obrigando você a escolher entre enxergar ou lutar bem, a precisão dos tiros é inconsistente, a câmera é torta e desconfortável, criando dificuldade artificial, e a IA dos inimigos é fraca, com NPCs frequentemente travando ou agindo de forma absurda, até o ritmo da experiência é prejudicado, porque a duração parece ser inflada não por ter muito conteúdo, mas porque o jogo pouco explica seus objetivos, fazendo você ficar mais andando perdido do que realmente enfrentando inimigos, no fim, Hyperviolent tentou implementar mecânicas que exigiam um planejamento técnico muito melhor do que recebeu, e isso faz com que o jogador precise aprender a contornar os erros do jogo, e não dominar suas mecânicas, é um jogo visualmente excelente, mas constantemente sabotado pelo próprio design. talvez um dia eu zere, no momento só me sinto frustado e o jogo não vale o preço, comprei por 8 reais então não foi um arrependimento absoluto.
Bad UI, bad fights, labyrinths... Uninstall.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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