
Survive, shoot, construct, and ride killer elemental robots. Craft equipment, explore multi-floor buildings, build and farm, uncover schematics, and progress through technology tiers. Alone or with friends in this brutal post apocalyptic open world survival robot riding crafting shooter game!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, 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
Un jeu qui aurait pu etre simpa mais abandonner par le dev 1 semainne apres la sotie. 2 ans et demi apres pas de nouvelles du dev et toujours en early. Optimisation inexistante (50 fps avec une 4080 en 4 k, sur ark j ai le double. bref a eviter
super bon jeux
새로운 정착지를 찾으러 떠나고 싶어도 내가 만들어 놓은 로봇들이 제대로 못 따라오니 그거 신경 쓰여서 발이 안떨어집니다. 그냥 무신경하게 갈길 가고 있으면 저기 멀리 뒤쳐진 로봇들이 있는데 가서 보면 스태미나가 떨어져 계속 걸어온다던지 아니면 어딘가 껴서 멈춰있다던지 둘 중 하나 입니다. 신경쓰면서 천천히 이동하면 제대로 모험을 할 수가 없고 피로도가 금방 쌓여버려요. 따라오는 로봇들은 스태미나를 없애거나 로봇들을 한군데로 소환을 시키거나 유저들을 위한 편의성 제공이 필요해 보입니다.
какашка редкостная разработчик испортил игру в хлам
7/10 Game Very fun, a bit glitchy. Buy on sale, finish all tiers/biomes, uninstall, be happy. TLDR: I am a big fan of survival games. Anything of the sort when it comes to punching trees and rocks; scavenging for food/items; then moving forward to tools and workbenches I am all for. Saw this game during the winter sale and decided to try it out seeing as how strikingly similar it looked to Ark. And as janky and bad of a game Ark is, it will forever hold a spot in my heart Definitely has its flaws such as clipping into terrain objects like rocks and buildings; combat is unpolished and you are prone to get stun locked by being rammed constantly into the sky with no means of attacking (I'm talking about you Roboars); building tiers are purely cosmetic; and weapon projectiles being blocked off from hitting dinos when trying to shoot at them atop resource nodes like rocks. The soundtracks also seem to be offset as taking even fall damage triggers the combat music so the game sure is weird. When the beacons on the map disappear, they emit a very bright flash of light despite being far away and behind terrain, blinding the living hell out of anything in the vicinity. The POIs seem way underdeveloped, some buildings are even inaccessible as the entrance is blocked. Despite all the bad the game isn't without its fun. I genuinely enjoyed being able to slowly progress through the tiers from stone all the way to tech. The almost instant death that is fighting with the dinos on foot at first was motivation enough to keep the grind going. Building my first dino BP I realized that it is the meta in surviving as a tamed dino as the same lvl as the wild ones is almost always guaranteed to win the fight. The costs for workbench and tools is relatively low, making crafting the new tier items easy and is so worth it because the resource harvest multiplier it provides makes it way easier to recover the amount spent crafting it. I personally like the creativity put into the whole dino taming system and elementals. You have to shoot out all the weak spots and scan the dino to receive a BP to craft it later at a beacon. Easily done with building a little tame pen. As I mentioned earlier, the material doesn't matter since the structures are indestructible. Just a few doorways and some well placed shots and you have your BP ready! The elementals are a nice touch as they provide unique combat debuffs (BEWARE: you can also receive the debuff) !!!SPOILERS!!! It took about until I was between iron and rust tier to realize POIs contain the necessary items to unlock lvl up material (allowing you to put points into your stats) and also unlock elemental item/weapon BPs (the biome corresponds to the tier e.g. desert=element+iron item or volcano=element+tech item etc.). If a building is inaccessible but has overhang such as a ceiling/roof/crawl space you can spam 'Unstuck' from the menu to clip yourself inside. The max lvl dino BP in any biome is lvl 20, with each biome adding 20 fixed levels to any dino spawned/crafted in it, stacks linearly based on story progression. In other words, Grass (+0 lvls); Desert (+20); Snow (+40); Volcano (+60) You can use the easy grass biome to farm max lvl dinos and bring them to volcano to beef out their stats, so long as you can defeat the two dinos the beacon spawns. Also the boss rooms in every biome stand out obviously like a snowman in the desert. Defeating those bosses unlock armor based on the biome you're in. I was running full rust armor sliming out every dino ON FOOT with a rust sword, felt satisfying after the unrelenting beginning that seemed unfair. Those bosses can ALSO BE SCANNED, pop off their weak points and scan them. They provide you a max lvl dino BP with a special large variant and their stats are insane.
Karagon, developed and published by Tbjbu2 Originals, is an ambitious indie survival game that tries to stand out in a crowded genre by combining elements of first-person shooting, crafting, and an inventive twist—taming and riding mechanical beasts. Set in a devastated futuristic world where nature and machine have fused into something strange and hostile, the game thrusts players into an open environment filled with ruins, resources, and robotic creatures that dominate the landscape. The concept alone sets it apart from typical survival titles, inviting curiosity with its promise of exploration and control over rideable, elemental-powered machines. The pitch is strong and original: build, fight, and adapt in a world reclaimed by technology gone wild. The gameplay structure follows the familiar survival rhythm of scavenging, crafting, and upgrading, but Karagon layers this with its unique mechanical ecosystem. Players begin with little more than a basic weapon and must gather materials from the environment to craft gear, repair structures, and eventually unlock the ability to tame robotic creatures. These machines are divided into elemental types—fire, frost, shock, and sharp—each with its own strengths, attacks, and abilities. The thrill of weakening a towering machine, salvaging its parts, and then rebuilding it as a loyal mount is one of the most appealing aspects of the experience. It adds a sense of progression that goes beyond the usual “gather and build” formula, turning survival into something more dynamic and combat-driven. The inclusion of multiplayer elements also hints at a larger scale of cooperation or competition, though much of the current experience feels geared toward solo exploration. Visually, Karagon showcases clear ambition but also the limitations of an independent production. The environments are expansive and atmospheric, evoking the desolation of a world left behind by civilization, yet the level of polish varies noticeably from area to area. The lighting and scale of the landscapes suggest a promising artistic vision, but occasional graphical glitches, misplaced assets, and rough textures reveal that the game’s world-building is still a work in progress. When the game’s systems align—when you’re riding across the wasteland on a tamed robot with the sun setting behind ruined skyscrapers—it’s easy to appreciate its potential. However, those moments are often undercut by uneven performance, unpredictable AI behavior, and incomplete mechanics that betray its early-stage design. The crafting and progression systems also carry both potential and frustration. On paper, the tiered crafting—from stone to metal technology—encourages long-term investment, and the idea of gathering resources from defeated robots or ruined structures fits well within the theme. In practice, the systems can feel shallow, with recipes that lack balance and crafting loops that grow repetitive after extended play. Some promised features, such as armor customization or deeper base-building options, are not fully functional or fail to impact gameplay meaningfully. Combat itself alternates between satisfying and clunky: weapons pack a punch when they work properly, but hit detection and enemy pathfinding can sometimes make battles chaotic for the wrong reasons. These issues don’t make the game unplayable, but they remind players that Karagon is an experiment still seeking its identity. Despite its flaws, Karagon deserves credit for its originality. Few survival games have attempted to merge mechanical creature taming, first-person gunplay, and world-building on this scale, especially from a small developer. The underlying design ideas—the ability to scan enemies, build elemental machines, and traverse dangerous terrain atop your own robotic companion—are genuinely exciting. There are moments when the pieces come together and the game delivers a sense of adventure and discovery that rivals more established titles. But those moments are fleeting, often buried beneath rough edges, technical issues, and a lack of polish that keeps Karagon from realizing its full promise. The mixed reception from players reflects this divide between concept and execution: there’s admiration for the ambition, but disappointment in its unfinished feel. Ultimately, Karagon is a game defined by its potential. It stands as a creative attempt to reshape the survival genre through its focus on technology and taming, yet it also serves as a reminder of the challenges small studios face when building worlds this expansive. It’s a project that dares to think differently, even if it hasn’t yet reached the level of refinement it needs to truly shine. For players who enjoy experimenting with early-access-style games and can appreciate the charm of rough innovation, Karagon offers glimpses of brilliance amid its mechanical chaos. For others seeking a polished, cohesive experience, it may be wiser to watch its development from afar and wait to see if future updates can transform its intriguing blueprint into the fully realized adventure it strives to be. Rating: 5/10
This could be a good game, however you can tell they have stopped working on it. It is not labled as ea on steam however once you play the game when you try to exit it says it is ea and they want feedback...
Je vais très rapidement faire un topo du jeu actuellement : Un jeu qui propose un mélange d'un jeu solo (horizon zero dawn) pour la partie robot / futuriste et un jeu multi Ark pour la partie domptage de dinosaure, un bon mix et de bonne idée mais : - Pas d'update depuis le 18 février 2023 et le jeu est sortie d'accès anticipé le 17 avril 2023, c'est dommage il y avais tellement de bonne idée a ajouter. -C'est moche, soyons franc, une map vide, 3-4 mobs, des arbres et des cailloux, des problèmes de colision entre les dinosaure et le terrain (pire quand ils sont tuer) Je n'ai clairement pas fouiller plus loin, je n'ai pas eu le courage de faire les 4 succès car je n'y ai pris aucun plaisir pourtant c'est un jeu qui me faisais envie depuis un petit moment, attraper aujourd'hui a 2 euros en solde, je regret mon achat.
Great concept, poor execution. No models for clothes. Scanning mechanic is intriguing but good luck scanning anything (including a level 1 chicken). If creator put more time and effort into this game it could be one heck of a hidden gem. Don't buy unless the creator updates game textures, models, and mechanics.
Hey everyone so I have a question why do the purple becons disappear when I kill all the enemies
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