
Ignited Steel is a mech roguelike turn-based-tactics game. Manage a team of overheating old-tech mechs, more heat means more vulnerability and damage! Unravel the galaxy’s story as you travel from node to node, improving your mechs, acquiring new pilots, and defeat the sentient A.I. overlord!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Simplified Chinese
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
This is an extremely limited mech tactics roguelike. Nothing here is broken, it's just that there isn't much here. The selection of mechs, equipment, perks, enemies, and maps is extremely limited and gives the sense that you've seen all the game has to offer less than halfway through your first run. The enemies don't scale in power up very much, and you fight the same ones all the way through, so this game becomes very, very easy by the end. And the weapons stay the exact same too--just slightly increased damage as you find higher quality versions. It makes a decent first impression, but that quickly fades once you realize that the depth of quality roguelikes is lacking. The base of a decent game is here, but I don't see much indication that the devs are going to build it into one. It would need to have 3-5x its current content in terms of mechs, biomes, pilot perks, enemies, weapons, bosses, ect. Plus several extra rarity levels on weapons and equipment, along with them having randomized stats and passive abilities. Some legendary tier equipment, along with unique items, set bonuses, etc. Then a healthy amount of difficulty tuning and balancing. If they did all of that, this would probably be a 8.5/10 game. As-is, it's probably a 4.5/10 that would only be relevant for newcomers to either roguelikes or tactics games. But even then, they'd be better off cutting their teeth on better games.
Love the concept. but execution is lacking. very limited options for what your mechs can do, repetitive maps, I wanted it to be a mash up of FTL and Into the breach.
Unfortunately the game appears to be abandoned by the dev and has game-breaking bugs that were present since release and are still not fixed. The music and character art are good and it's obviously a work of passion (character names/bios make it clear the dev is a mecha fan) but I cannot recommend it in its current state, and I do not see it changing in the future.
[h1]NICE CONCEPT, POOR EXECUTION[/h1] This game remembers me of Into the Breach and Front Mission, and it have everything to be a great and fun. But the first thing that dissapoints it's the lack of detail to the story and the featured events. Like Into the Breach, we have to replay the game to get new stuff unlocked, try new combinations to get a more diversified party with more powerful mechs. But where Into the Breach cativates you to fight for a timeline of civilians, with every new run being a different universe at the stake of the interdimensional kaiju threat called Vek, in this one we don't feel motivated enough to fight aganist the rogue AI bots that somehow got hacked by a evil corporation, we are just throw there with no details. So everything begins to fell just the same very quickly, in other words, you get bored of playing the game pretty fast. The same scenarios, the same enemies, the same events, you can't fight against other mechs at all either or against monsters. In Into the Breach, we got oportunities to fight both type of enemies, we have more depth into the story as well. So unfortunatelly we get a copy of Into the Breach mixed with Crying Suns star map, where you get plenty of destinations filled with similar missions. Like: "defend/destroy the generators", "reach the evac point", "kill all enemies", etc. but without being told in a briefing, why you need to do such tasks or how they contribute to the war effort against your enemy. Thats means the game makes you feel like a soldier when given strict orders without much explanation? Maybe someone could say that... but lack of detail sometime shows, Into the Breach is way more fun than Ignited Stell most because of this, they balanced this quite right, the mech operative gets debriefed about what he needs to know, but we also get to know further details of what its happening around. But here we feel a bit like when Mass Effect 3 players got a very quickly, not much elaborated ending with the fates of the protagonist, characters, world, impacted by their choices being very vague... also theres no choices here at all, and the worst is that there's not even a ending epilogue either. This could have been a easy refund, If I didn't got past the 14 days time limit for one.
[b]Это несправедливость, что игра не завалена отзывами.[/b] Потрясающий визуальный стиль - под старину, только не квадратную, как принято, а мерцающую полосатую. Музыкальное сопровождение - десять из десяти, врезается в голову. Даже не хочется на фоне ничего включать - «запрограммированных» звуков более чем хватает. Механика захватывает и держит. [b]Может, заявление о стиле Into the Breach помешало? Люди испугались подражания?[/b] [b]Но такое сравнение поспешно.[/b] На Into the Breach не похоже, если не считать концепции «трое на все про все» и механик спасения из катастрофических ситуаций, когда нет таких жестоких последствий потерь посреди миссий, как в некоторых играх, рассчитанных на прилежных перфекционистов. Надо расставить точки над «и»: - Into the Breach - это шахматы, где стрельба чаще всего не решает. - Ignited Steel - это тактический тир. - Into the Breach - механика воды, кислоты и гор. - Ignited Steel - механика пламени и мороза. - Into the Breach - маленькая шашечная доска. - Ignited Steel - полноценная карта для маневренных сражений. Вот так. А есть ли пространство для работы? Разумеется: надо больше сюжетных вставок, чтобы игра не становилась механическим перебором планет, саму кампанию можно продлить, было бы неплохо ввести альтернативные линейки базовых корпусов.
This game feels... distinctly [i]incomplete.[/i] The way it feels is like a lot of disparate elements that you recognize from various mech games and turn-based strategy games that have been mashed together in an unappetizing ball of Something Spaghetti, with little cohesion between anything beyond there being an [i]enormous[/i] number of new-player traps that would be impossible to figure out on your first/first few runs. Much of the equipment feels totally useless or like they copied it straight out of another game without any intent to fully apply balance, and I already feel like I've seen enough from this game to make me turn around and go find something else to play. It's such an interesting-looking game but with weirdly-stilted and stock-y feel to the gameplay and animations. This feels more like a testing concept than it does what might be a full-release product, which I find disappointing. It doesn't even make me angry so much as it feels like a letdown, seeming wide as an ocean but deep as a puddle in how much you can really engage with its mechanics that make it feel like the game is fighting you in order to play it. I wish it were better.
Like others said, its into the breach but toned down. But due to the game differences id say this game is harder than ITB. Music is incredible and the art style is great, reminds me of those used in Gundam. However, the difficulty is pretty bipolar. On some runs you'll be wrecking everything your way but most of the time the opposite happens. No matter what you do the enemies will either be too many or too tanky. Some missions are so difficult they gimp your entire run even if you do beat the mission. And since this is a pretty small game there is almost zero guides online except for "Lets Plays" of the game. Take a look at the achievements, it pretty much says how difficult most of them are despite everything being fantastic. But despite everything, this is a good game with lots of heart put into it. I'd say pick it up during a sale and its well worth the money
本来想做into the breach的补充游戏买来玩,结果发现这游戏跟itb大相径庭,游戏体验完全不一样,问题还不少。 单个子关卡中的机甲战斗完全抛弃了itb的敌人攻击顺序完全确定、保护建筑物优先于玩家机甲血量、对敌人间接伤害收益可能高于直接伤害的精髓,使得战斗体验变成了如传统战棋一般战斗时优先保护我方机甲且堆伤害堆攻击次数快速秒掉敌人,把这游戏当传统战棋来看体验依然不好,因为单个小局结束之后玩家三个机甲的血量不完全回满只回一小部分,这使得玩家在战斗过程中扣扣索索不舍得扣血,然而部分关卡回合数逼的很紧让玩家又不得不过于考虑血量。此外各小关卡地形随机也是一个很恶心的点,由于三个机甲移动能力不同,一旦随机出一个行动力-20%限制回合数逃生或者破坏敌人建筑物的关,全队移动能力都要被移动最慢的机甲大幅拖累。 大地图上对各子关卡的选择路线也跟itb大为不同,跟ftl以及传统rougelike相对更像一些,在有限分支中选择一个作为接下来的子关卡,并且没有回头路。问题在于玩家只能看到下一个自己要面对的子关卡是什么类型的关卡,看不到下下个子关卡是什么,一旦后面给玩家随机出不适合当前机甲build的子关卡,玩家是没有反悔机会的,这跟itb那种你在选择地图之前就已经完全明晰接下来的收益和挑战是什么完全不同。 此外这游戏还有一些细节的点做的不是很好。这游戏完全没有悔棋功能,这导致一招不慎可能满盘皆输,itb在每个小关卡都给了一次当前回合的悔棋机会,甚至游戏里还专门提供一个驾驶员可以让玩家每个小局额外多一次悔棋机会。这游戏的手柄支持非常诡异,我xbox手柄插上之后不能拿起来就玩,逼得我拔了手柄拿键鼠玩,itb就没这毛病。这游戏的自己机甲是会挡自己路的,这导致移动时可能耗费更多移动力,itb依然没这种恶心人的问题。这游戏的汉化也存在问题,很多地方是机翻,last turn翻译成上一回合而不是最后一回合,并且中文字库存在问题,在玩家机甲驾驶员升级之后选择升级选项时升级项说明会变成口口口导致玩家根本不知道自己选的是什么,itb除了个别的不影响理解游戏的文字错误以外汉化上至少没有这么严重的问题。 没玩过itb的人还是去玩itb比较好,玩过itb的人也没有特别大的必要玩这游戏,没有类似itb的游戏体验。
The game has great music, a distinctive art style and intereating battle system with lots of attacks being AoE allowing some interesting combinations, but after failing several runs I can only go and vent my frustration into the review. For example, I time-outed a "destroy all enemies" misson with a cirricular map because a supporting enemy suddenly decided he wanted to run from an enemy to an enemy on the other side leaving me no chance to catch up. Or I lost a boss fight because [spoiler]it suddenly switched to an advanced form and recovered from damage,[/spoiler] leaving me no time to react in that 5-turn window (of which I spent 1 turn moving towards the boss). In most missions, the main threat is the timer, not the enemies, who can barely scratch your mechs. At the same time, missions without the timer threat, where you need to protect something, are way too easier. I had an impression that the enemies did not even have the capacity to destroy their targets even if I didn't interfere. I would have been okay with the time limits if they were optional, like, "complete in 7 turns to get extra reward", or perhaps there was a selectable "easy mode" with relaxed time limits, but with the way it is now, I can't say it is enjoyable enough for me.
Was gonna thumb up but -not like the demo way worse -needless tight limit for turns -way way more health on enemies For the game as a whole -lack of healing -lack of inventory -only three pilots/units out -setting are worthless as there ain't no settings -game looks like ass but I expected something literally anything rather then a total amount of F-all for graphic -too much damn RNG -can't speed the game up even with speedhack
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