
Build, scavenge, craft, and perform occult rituals to survive in a demon-infested, post-apocalyptic colony simulation. Will you survive Judgment day?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Simplified Chinese, French, Italian, Spanish - Spain, Russian, Spanish - Latin America, Japanese*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
The biggest problem with this game is there is a number of much better colony sims. This game just doesn't feel very fun. It's tedious and mechanically shallow. Combat isn't fun, colony management isn't fun, and it feels just barely better than a web game. The building is also overly simplistic, there's no freeform building. You build pre-designed structures that face forward. The flat design of the structures and backgrounds contrasts heavily with the 3D design of the characters. The game isn't "terrible" if you get it for cheap and just want to play a 'different' colony sim than the ones you already have, but I'd recommend literally almost any other colony sim over this. Just get Rimworld, Stranded: Alien Dawn, Ratopia, Craft The World, Oxygen Not Included, Mind Over Magic, Cult of the Lamb, Palworld, or really any other colony sim or game with colony sim mechanics instead. If you can get this cheap, it's not terrible if you want to play a simple colony sim. But just keep low expectations going in.
Judgment: коли гарна ідея зустрічає посереднє виконання Judgment — це стратегія про виживання в постапокаліпсисі, яка могла б стати цікавою, але, на жаль, не стала. Розробники взяли непогану концепцію і... ну, скажімо так, не довели до розуму. Що зачепило: • Атмосфера постапоку дійсно відчувається • Дерево технологій опрацьовано гідно • Ідея керування групою виживших у зруйнованому світі під час вторгнення демонів звучить спокусливо А тепер про те, чому гра розчаровує: 1. Бій перетворився на м'ясиво Система укриттів для галочки, тактики ніякої — просто тупо клікаєш по ворогах і чекаєш, коли вони помруть. Ні напруження, ні роздумів про позиціонування. Бійка деградує у звичайну м'ясорубку. 2. Випадкові події? Які події? Після перших 2-3 годин розумієш, що "випадковості" у грі повторюються із завидною регулярністю. Той же набір ситуацій крутиться по колу — нудьга смертельна. 3. Візуал часів флеш-ігор Графіка та анімації виглядають так, ніби їх робили у 2005 році. Причому не кращі зразки того часу. Персонажі рухаються як дерев'яні ляльки. 4. Торгівля і дипломатія для галочки Торгові націнки космічні. А "дипломатія" зводиться до двох варіантів: допоможи відбитися або дай ресурсів. Вся взаємодія з іншими поселеннями вміщується у пару кліків. 5. Геймплей з'їжджає у рутину Перші години ще цікаво, але потім перетворюється на одноманітний ґрінд. Досліджуєш карту на автопілоті, збираєш ресурси, будуєш споруди — і так до нескінченності. Вердикт: 4/10 Judgment міг би бути непоганою грою для шанувальників жанру, якби не купа недоробок. У поточному стані це швидше демка цікавої концепції, ніж повноцінна гра. Купувати варто тільки на великій знижці і тільки якщо зовсім нічого грати.
tl;dr: good base building, horrible, annoying, boring combat. Let's get combat out of the way first. There are two kinds of combat: auto-combat and manual. In scavenging missions you can choose to auto-resolve or manage combat manually. In rescue missions (which is how you get new survivors; you rescue them from demons), story missions, support missions (when you are called to support other colonies) and when enemies attack your base you only have the option to fight manually. In a manual fight you start with all your survivors in one end of the map and the map is covered in the Fog of War so you have to explore a bit to find an objective, which is either some scavenging point or a caged survivor. If you don't encounter any enemies while searching for objectives, they will attack you anyway when you start scavenging or trying to free the caged survivor, because you make noise while at it (the chance for that is reduced by Stealth but for my survivors it never makes much of a difference). Combat starts the moment enemies are in range: they start shooting you or they rush you in close combat. Your survivors can also fight in melee or shoot, depending on their equipped weapons, but each survivor gets only one weapon slot so you can't have a guy armed with a knife and a bow at the same time, say, which is a very odd choice. If that's supposed to give some tactical depth to combat, it's obscured by the fact that survivors will only attack enemies who are in range and will not move to get closer to enemies, even if those enemies are actively attacking them, like, personally. So if you don't order a survivor to attack a ranged enemy that's shooting her she just stands there and takes it like a man until she's dead, Jim. That means you have to pause combat all the time and direct every survivor carefully or else they are knocked out and start bleeding to death. While a survivor is bleeding, another one can go and stabilise them, but of course they are a sitting duck while doing so. Worst, it's very hard to click on the downed survivor in the middle of a melee with enemies and friends all around them so I've lost a few survivors because I couldn't click on them to start stabilising them in time. Combat is generally stacked against you until you can start producing high-end armour with lots of "Armour" stat (i.e. damage absorption) otherwise the "Evasion" that ordinary armour gives you is all but useless in practice, enemies will hit you and kill you like you're naked anyway. So it's like D&D Armour Class but worse because it's always low and forget about taking. Even with high-end armour and healing items I still get survivors maimed or dying in every rescue mission which basically defeats the whole purpose of a rescue mission. Why lose my best fighters to save a low-level guy with random, possibly useless, traits? Survivors have equipment and abilities they can use in the middle of combat but honestly, most of them are not worth the trouble. Healing items, even the ones that say they heal "100%", don't. Mass healing abilities heal like 5-10% of damage in each survivor they reach if that. It doesn't matter because enemies do many times more damage than you ever have time to heal. Magical items you can take in battle feel completely useless and I haven't even bothered. There are three equipment slots in each survivor, for a main weapon, armour and misc item, but the misc item can be a shield (which usually only increases Evasion) or a healing item and I really can't tell why I should give up a shield or healing slot to take with me an item that ... hexes the enemy and the survivor using it? For a 10% Accuracy debuff? Overall, manual combat is frustrating, boring, annoying and I don't want to do it but there's no way around it, so I just grind my teeth and get on with it, save scumming if I have to. When combat is over, whether it was manual or auto-resolved you get a screen that shows you how much (permanent) damage your survivors sustained (they can also get injuries which take time to heal in the Infirmary) and what enemies they killed, plus the loot collected if any. Now, here's the thing. It is very obvious, when you look at that screen, that my survivors fare a lot better in auto-resolved battles than when I manually resolve combat. Maybe that's a skill issue but in that case, where's the "Easy" mode? Well, there isn't any. Or maybe that *is* the easy mode and it doesn't get any harder because then you'd throw the controller? But honestly it looks like the same survivors can survive multiple rounds with minimal damage against the same level of enemy in auto-resolve that kill them all in manual combat and that's just unbalanced. Bottom line: for me (this is my review) combat really, really sucks and the reason seems to be all the micromanagement that is caused by the choice of real-time-with-pause. I would probably enjoy it a lot more if it were simply turn-based. Now, the base building. Well that's actually not bad at all and it's the only reason I have as much time as I do in the game. There are endless crafting trees to unlock and it's always a bit confusing what you have to unlock to produce which material to allow you to build what *other* material so you can build some item or building you want, but that's OK, it's part of discovering the game. There are both mundane and occult crafting trees and you can cast rituals to make your survivors heal faster, work faster, scout better etc, but those are tbh a bit lackluster and I'd like to see more diversity and more powerful rituals to better match the effort you have to put into creating the various holy/unholy buildings that enable them. Materials for crafting and building come form the initial camp. You can immediately collect wood, stone, clay and "Scrap" from scavenging piles, but you need more advanced buildings for metal and other minerals that let you craft more advanced items. You have to be careful not to run out of trees because then you're out of wood although you can always plant trees and wait for them to grow. You can also scavenge materials which is where you get the auto-resolve battles, and you can also trade or get some materials in events and from other survivor colonies you encounter on the map while scavenging or going after story missions. Trading is a bit meh, everything is always overpriced and you pay ten times the "scrap" you make for selling the same item. So just like ebay. There is an outpost mechanic that lets you mine resources from the map, but I haven't used it much until now because I still have all the resources I need in the base camp. There are special research materials that you need in order to progress your research trees which are a very transparent ploy to force you to move out of your base and explore/scavenge. Not a great choice but I kind of liked the scavenging mechanic, especially since you can auto-resolve battles, so it doesn't feel too oppressive to me. Survivors are all a bit samey-samey and they take forever to level up. There is a story but it's pretty basic. At first it feels a little different-for-the-sake-of-different that you're fighting demons rather than zombies, but I guess that opens up the various occult options in the skill and build/craft trees so OK. Overall, I would like to keep playing but I'm not sure I want to, because of the miserable and boring combat. As usual I'm sorry I can't give a thumbs-horizontal, so I have to give a thumbs down just because of the combat.
Underrated gem! Devs please continue on working on a new one
推薦給的是這個 60%打折之後的價格:內容 但遊戲本身, 70%差勁的令人不敢直視 20%馬馬虎虎 10%劇情演繹還行 ____ 建築系統實際內容少到根本無法稱之為有建築類的遊戲 小到不行的房子,沒有意義的裝飾品,令人無語到發笑的防禦設施 你能蓋碉堡,敵人進攻的時候你要自己 "手動"點進去碉堡裡面,你不能提前進去,你得等戰鬥發生才能進去 然後你說的是 "碉堡內的單位" 會被敵人秒殺 這個碉堡的說明叫做 "你的單位可以進駐碉堡,更有效的防禦敵人" 我懷疑你可能對於碉堡這個概念有什麼錯覺 我方AI蠢到令人發笑,近戰武器單位不接收指令就只會站著不動,只要你不給他指令,他就只會站著等死 遠程武器只要怪物不在射程就只會挨打不反擊,遊戲有做障礙物射角問題,怪物會自動修正,但你的單位你只能自己修正 你以為能打,ㄟ黑 系統判定你拐角 不給你開火 人物傻站著等死 武器裝備平衡在原始設計上彷彿開發組沒玩過似的 你是說 我最大把的狙擊 射程上比不過一個拿弓箭的怪物? 你是說除了狙擊,所有武器都要先頂著五百碼開外的弓箭一路射你你才能走到他面前開火? 你是說對面弓箭四箭就能把我穿著五級裝備 233HP的步槍兵打死? 我甚至連走道開火範圍內都走不過去? 你是說我狙擊槍點滿命中之後,三個人開三槍一槍都沒中? 你是說對面只剩下一個弓箭手,能團滅我三隻狙擊手? 你是說我有一個道具,能夠減緩一個敵人的移動跟攻擊速度,每場戰鬥可以使用兩次 但對面的敵人有大概50+以上的怪物 而我,我的兄弟只能帶七個人出門 7vs50+ 然後這個道具能夠減緩一個敵人的速度x2次 恩 那這個道具肯定yyds 大地圖探索及其煩躁且無聊 地圖移動速度慢到令人噁心,升科技的道具都是下一街怪物 T0怪不會有科技必需品 而你升級到T1需要去打T2怪物 , 以此類推 你要用T0打T2 然後升級到T1 再用T1打T3,升級到T3 低難度下還好,高難度下, ㄏㄏ 好玩 就是我啥屁都看不到,就先被對面的500倍鏡的狙擊手射成白癡 或者是我在救人的時候,忽然前面的人就暴斃了,因為有三隻我看不到的怪 在我的視線範圍外面拿弓箭射我 你的AI不會自動反擊,沒有受傷提示,箭矢飛到你身上就像一根針一樣你根本看不到 食物與水的設計簡直白癡 你不小心有一個道具沒了,食物忽然斷層了, 你只要敢斷 一斷就是全死,不給你補救機會 你的人因為沒食物/水所導致的扣血速度快到像他媽餓死鬼投胎 挨餓> 嘎 死一個 挨餓 嘎 死三個 6666 好玩 商人太少,每次事件都要按下X才能繼續 大程度上拖延且噁心遊戲進成流暢度 最後的最後 遊戲優化巨差無比, 你到50天左右 所有東西都是卡的 兩秒一卡 三秒一大卡 戰鬥卡 人物走路卡 選單卡, 大地圖卡,開背包卡 什麼都卡 , 遊戲關掉重開能好80% 然後繼續卡 卡 卡 卡 卡 卡 這是我玩了三周目之後的感想 卡 那你說他玩不下去嗎? 可以 所以我給正評 那你說完的爽嗎? 抱歉 我卡了 爽不起來
Ist mittlerweile von der Grafik natürlich recht veraltet , aber die Mischung und das ungewohnte Szenario machen schon Spass, war für mich so ein Spiel wo ich wirklich bis tief in die Nacht gespielt habe und mich gefragt habe, wo die ganze Zeit hin ist . Wenn man auf schwer spielt ist es zu beginn auch so knackig das man einige mal neu starten muss, bevor man es denn raus hat, worauf man so zu achten hat. Der Wiederspielwert ist jetzt nicht so hoch und auch Endlosspiel ist letztlich nicht so die Wucht, da es halt einfach nur immer mehr angreifende Viecher werden und um das abzuwehren braucht man ganz gewisse Strategien die dann allerdings auch die Abwehr von wirklich riesigen Gruppen erlauben, so das es dort quasi kaum irgendeine Herausforderung mehr gibt. Ausser das es mit immer mehr angreifern auch immer ruckeliger wird. Aber um mal die Story zu spielen , oder so 1-2 Spielchen ist es echt super.
I've played this game on and off for the last 9 years, its one of my favorites. It's simple and easy to navigate. Yes, it is repetitive, but that is something I enjoy about the game.
very different type of background in game play and enjoyable thank you
Durch dieses Spiel habe ich nun auch noch verstärkte Angst vor dem Antichristen.
Help I can't stop playing!
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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