
All units, heed my orders! The enemy is approaching! Call for reinforcements! Set up turrets! And someone bring me a new gun! And quickly! Now, all fighters, time is short, everyone to Kronos! Go, go, go!
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian*, German*, Simplified Chinese*, Russian**languages with full audio support
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Мам, я хочу Cronos the new dawn Нет, у нас есть Kronos дома Kronos дома. Kronos - это простая поделка без сюжета, графики и с простым геймплеем без прогрессии. Нам предстоит захватывать базы других ботов, штамповать ботов себе в помощь и в прочем все. Есть три карты, 5 оружий и 7 видов ботов. Игра не глючит, не лагает, но и не цепляет. Просто бьем ботов и захватываем базы, онлайна нет, платина за 40 минут (из которых 20 вы будете ждать проигрыша ради достижения). Игра вышла в 2025, но при этом в меню мы видим что это Альфа 0.1 версия… В игре куча недостатков. Например нет никакого импута от выстрела по врагам, нет объяснения того, что первые точки A,B,C,D - нельзя захватить (чтобы у ботов был хоть какой то спавн). Несмотря на то, что от одной катки я получил мало мальское удовольствие, я не рекомендую игру. В ней нет прогрессии, увлекательного геймплея, сюжета, идеи, графики, атмосферы, да хоть чего-то что зацепило. Поэтому проходите мимо этой игры.
Классная стратегия, в первом бою пришлось долго учиться, но потом втянулся и выиграл)
Советую всем только сгодится на 40 мин а дальше удаляйте - обнов нет - нет мультиплеера + много оружия + хорошая графика + хорошо провести время
Kronos is a science-fiction strategy shooter developed and published by Wild Monkey that attempts to bridge the gap between large-scale tactical warfare and direct first-person combat. Instead of separating strategic command from battlefield action, the game combines both perspectives into a single experience, allowing players to command robotic armies while simultaneously fighting alongside them. This hybrid approach gives Kronos a distinctive identity, offering a blend of territory management, base construction, resource allocation, and real-time combat that feels different from traditional strategy games and conventional shooters alike. The game's setting presents a future consumed by endless warfare. Humanity has become trapped in a conflict so old that its original purpose has been forgotten. Rival commanders battle for control of territory using armies of expendable robotic soldiers, turning entire worlds into perpetual war zones. This bleak backdrop provides a fitting foundation for the gameplay, emphasizing constant competition and expansion rather than narrative complexity. While the story remains relatively minimal, the setting effectively establishes a universe where military dominance is the primary objective. What immediately stands out about Kronos is its treatment of armies as resources rather than irreplaceable assets. The robotic units under a player's command are designed to be deployed aggressively and sacrificed when necessary. Instead of encouraging overly cautious tactics, the game rewards players for adapting to losses and maintaining momentum. This philosophy creates a faster-paced strategic environment where battlefield control often matters more than preserving every individual unit. Territorial conquest serves as the central objective throughout the experience. Maps are divided into key areas that must be captured, defended, and developed. Every new region brought under control strengthens a player's position and provides opportunities for further expansion. This creates a continuous cycle of attack and defense where strategic planning becomes essential. Players must constantly evaluate whether to push forward into enemy territory or reinforce existing positions against incoming assaults. The first-person combat system is what truly differentiates Kronos from more traditional strategy titles. Rather than observing battles from a distant overhead perspective, players actively participate in firefights. This direct involvement creates a stronger connection to the battlefield because strategic decisions immediately influence the situations players encounter on the ground. Capturing territory, defending objectives, and supporting robotic forces all feel more engaging when experienced from within the conflict itself. Combat is supported by a variety of weapons and tactical tools. Players can engage enemies directly while also deploying defensive structures and battlefield support systems. These options encourage flexibility and allow different approaches to engagements. Some situations may favor aggressive assaults, while others reward careful preparation and defensive positioning. The combination of shooting mechanics and tactical support systems creates a satisfying balance between personal skill and strategic thinking. One of the game's strongest features is the freedom it gives players when building their armies. Different compositions can be tailored to suit specific playstyles and objectives. Players may choose to invest in larger numbers of basic units, overwhelming opponents through sheer quantity, or focus on more specialized and powerful forces capable of handling difficult situations efficiently. This flexibility helps maintain variety and encourages experimentation across multiple matches. Base development and fortification also play significant roles. Captured territories can be upgraded with defensive installations designed to slow enemy advances and protect valuable assets. These structures become critical components of long-term strategy, particularly when controlling large sections of the map. Deciding where to invest resources and which locations deserve the strongest defenses adds another layer of depth to the overall experience. Resource management ties all of these systems together. Expansion, recruitment, fortification, and combat effectiveness all depend on maintaining a healthy supply of resources. Players are constantly challenged to balance short-term military needs with long-term strategic growth. Overspending on one aspect of warfare can leave vulnerabilities elsewhere, forcing careful planning and efficient decision-making throughout every match. The game's multiplayer component further enhances its appeal by placing players against human opponents capable of adapting to evolving situations. Human competitors introduce unpredictability that artificial intelligence often cannot replicate. Battles become more dynamic as players attempt to outmaneuver each other through superior tactics, resource management, and battlefield execution. This competitive aspect significantly increases replay value and provides opportunities for players to refine their strategies over time. Visually, Kronos embraces a futuristic military aesthetic centered around robotic warfare and industrialized battlefields. The environments prioritize clarity and functionality, ensuring that important objectives and strategic information remain easy to identify during intense engagements. While it may not possess the visual spectacle of larger-budget productions, the art direction effectively supports the gameplay and reinforces the atmosphere of endless mechanized conflict. The game's greatest achievement lies in its willingness to combine two genres that rarely intersect successfully. Strategy games often place players in detached command roles, while shooters focus on individual action with limited strategic oversight. Kronos attempts to merge these experiences, allowing players to influence the broader war while remaining actively involved in combat. This fusion creates moments where tactical planning and personal performance feel equally important. There are moments when the ambitious design can feel demanding, particularly for players who prefer either pure strategy or pure action. Managing territory while engaging in first-person combat requires multitasking and situational awareness. However, for players willing to embrace both sides of the experience, this complexity becomes one of the game's defining strengths rather than a drawback. Kronos is ultimately an ambitious and engaging hybrid of strategy and action that offers a refreshing alternative to more conventional military games. Its emphasis on territorial warfare, customizable robotic armies, active battlefield participation, and strategic resource management creates a compelling gameplay loop that rewards both planning and execution. While it may not have the scale or polish of major studio releases, it succeeds in delivering a unique vision that stands apart from many titles in either genre. Rating: 5/10
игра ♥♥♥♥♥
[h1] [/h1]
jogo muito ruim (platinei)
разрабочики добавте скибиди туалеты. в игру тогда будет 10 звезд
STEAME YUKLEMEYE UTANIR INSAN BUNE LAN
《Kronos》:一场关于敷衍与傲慢的盛大演出,是玩家时间的粉碎机 在电子游戏浩如烟海的历史长河中,我们见证过无数耀眼的星辰,也不得不忍受一些不仅平庸、甚至带有某种恶意的糟粕。而《Kronos》这款游戏,无疑属于后者。如果说一些糟糕的游戏是因为技术力不足而令人惋惜,那么《Kronos》则完全是由于制作组对待产品、对待玩家、对待游戏设计基本规律的极度轻慢,而显得令人咋舌。这款作品给人的第一印象并非惊艳,而是一种深深的疲惫感——它并非在试图取悦玩家,而是在用一种近乎傲慢的姿态,测试玩家耐心的底线。 首先,我们需要谈谈这款游戏最核心、也是最令人绝望的部分:那令人不堪忍受的枪械手感。 作为一款以射击为核心玩法的游戏,枪械的手感本该是打磨的重中之重,是游戏与玩家交互的桥梁。然而在《Kronos》中,这座桥梁不仅摇摇欲坠,更是布满荆棘。当你扣下扳机的那一刻,你感受不到那种本应随之而来的、力量传递的快感。相反,你感受到的是一种虚无缥缈的“飘忽感”。枪声听起来像是某种廉价的电子合成音效,缺乏沉闷的爆发力和穿透力,更像是用两块干枯的木板互相敲击发出的声响,而非火药在膛内炸裂的怒吼。 视觉反馈上的缺失更是加剧了这种糟糕的体验。开火时的枪口火焰微弱得仿佛风中残烛,弹道轨迹模糊不清,命中敌人的反馈几乎不存在。你无法判断自己是否击中了目标,仿佛你手中的并不是一把致命的武器,而是一把用来滋水的玩具水枪。后坐力的设定更是匪夷所思,它既没有真实的物理惯性,也没有为了游戏性而做出的夸张处理,仅仅是一种生硬的屏幕抖动,让人感到眩晕而非沉浸。这种“轻飘飘”的射击体验,彻底摧毁了战斗的爽快感,让每一次遭遇战都变成了一种枯燥的机械劳动,而非一种技巧的较量。在这个技术力如此发达的时代,做出如此糟糕的枪械手感,简直是对游戏设计美学的亵渎。 如果说枪械手感是物理层面的灾难,那么游戏引导机制的缺失,则是一场精神层面的折磨。 进入游戏后,玩家面对的是一个庞大却空洞的世界,以及一排排令人眼花缭乱却毫无解释的图标和界面。没有新手教程,没有基础操作的指引,甚至连最简单的“如何打开背包”、“如何切换武器”都需要玩家像考古学家一样,在设置菜单的角落里艰难挖掘。这是一种极度的设计傲慢。制作组似乎默认了每一位玩家都是拥有心灵感应能力的先知,能够无师自通地理解他们那些晦涩难懂的设计逻辑。 现代游戏设计早已证明,优秀的引导并不意味着要把玩家当成傻瓜,而是为了降低不必要的认知门槛,让玩家能够更快地投入到游戏的核心乐趣中。然而,《Kronos》却反其道而行之。玩家被直接扔进了一个深不见底的深渊,四周漆黑一片,没有任何光亮指引方向。这种体验不是“自由”,而是“迷茫”。在这种漫无目的的尝试中,玩家的兴趣被一点点消磨,好奇心被一次次冷水浇灭。当你因为不知道如何完成某个基础动作而被敌人击杀,或者因为不懂系统规则而丢失了关键道具时,涌上心头的不是挑战困难的决心,而是对这种粗制滥造设计的深深厌恶。 再来看看游戏的核心机制,这更是《Kronos》灾难合集的重灾区。 游戏的各种机制之间缺乏有机的联系,仿佛是由几个互不通气的小组分别拼凑出来的半成品强行缝合在一起。移动系统僵硬迟缓,角色与地形的互动充满了违和感,时不时出现的卡顿和穿模更是家常便饭。敌人的人工智能低得令人发指,它们或是像无头苍蝇一样乱撞,或是像作弊者一样精准锁定,完全没有战术可言。 技能系统和数值策划更是一塌糊涂。升级带来的变化微乎其微,装备属性混乱不堪,玩家辛辛苦苦刷取的装备往往还不如系统自带的新手装备实用。这种毫无逻辑的数值设定,让玩家的努力变得毫无意义,所谓的“成长”变成了一种虚假的数据幻觉。任务设计重复单调,几乎所有的任务都可以归结为“去A地杀B个怪”或者“收集C个物品”,没有任何剧情铺垫,也没有任何情感驱动力。这种为了拖长游戏时长而设计的机械劳动,是对玩家生命时间的公然掠夺。 更令人无法忍受的是游戏在细节处理上的粗糙。UI界面设计毫无美感,字体排版混乱,信息层级不分明,经常让玩家在关键时刻找不到关键信息。bug频出且种类繁多,从任务卡死到模型穿模,甚至直接导致游戏崩溃的错误比比皆是。这种质量的产品,如果是在几年前或许还能用“抢先体验版”来借口,但在如今的市场环境下,堂而皇之地摆上架,简直是对消费者的欺诈。 当我们审视《Kronos》这款游戏时,我们看到的不是制作组的热情与才华,而是一种赤裸裸的敷衍。它缺乏对游戏最基本的敬畏之心,也缺乏对玩家最基本的尊重。它就像是一个由各种劣质素材堆砌起来的空壳,外表或许还能勉强唬人,但内里早已腐朽不堪。 枪械的虚浮手感剥夺了战斗的乐趣,缺失的教程摧毁了探索的欲望,而混乱的机制则将仅存的游戏体验击得粉碎。游玩《Kronos》的过程,就像是在咀嚼一块已经风干了十年的蜡像,既没有营养,又难以下咽,唯一的收获只有满嘴的苦涩和懊悔。 在这个充满优秀作品的游戏时代,我们的时间是宝贵的,我们值得拥有更好的体验。《Kronos》不仅仅是一款“不好玩”的游戏,它更是一个反面教材,一个关于“如何不去做游戏”的生动案例。它用惨痛的教训告诉我们,当一款游戏失去了对品质的追求,失去了对玩家的诚意,无论它包装得如何花哨,最终都只会被扔进历史的垃圾堆,成为人们茶余饭后嘲笑的谈资。 综上所述,《Kronos》是一场彻头彻尾的失败。它不具备任何一款合格游戏应有的特质,无论是作为娱乐产品还是作为艺术品,它都是毫无价值的。对于任何想要体验高品质游戏乐趣的玩家来说,远离这款游戏,或许是你能做出的最明智的选择。不要将你的宝贵时间,浪费在这个充满傲慢与粗制滥造的无底洞中。
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