
In the wake of the Nacho Wars, your alien family embarks on a galactic journey to Lilith -- a faraway planet of new hope. Discover the history of the Mugalo galaxy. Relax to in-game radio. Grow your fishing, farming and spacefaring skills in a casual adventure across a cosmos of 1000+ unique worlds.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**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
Lilith Odyssey is a strange, strange game. Mad props to the devs for making something that looks and feels so unique. The issue with it is like with most high-ambition Early Access games we all know too well: it fell just short of becoming a hidden Steam gem. The game is announced as a expansive exploration and sandbox game, with some sort of lore and story going on, and a bunch of moving parts. At the current state - and it hurts me to say it - the game is mostly a Roguelike Get-to-the-finish-line-quick sort of deal, in which you [i]can[/i] ignore all of it and explore, build and customize your ship and just fly around. It's pretty relaxing, and it's absolutely clear that love and work went into here. However, the game quickly becomes shallow, exploring becomes repetitive, and the items and equipment just feel like a simple, straight progression of better stats. Moving is painfully slow, and things feel somewhat artificially stretched out for little reason. If the game was in the early days of its early access, this review would be mentioning the potential and the foundation of the game, rather than Not Recommending it for having issues. However, there's signs of development slowing or stopping, and I wouldn't recommend the game in general in its current state. Exception here is if you are really into casual exploration games, somewhat in the veins of the exploration-feel in No Man's Sky and Star Control Origins OR if you're into [b]Survival Roguelikes[/b]. Sandbox games is my main thing, and I wouldn't call this a sandbox game yet. Other than that, I'd wait for further developments. Would gladly revisit if development continues.
Lilith Odyssey is a bold undertaking for a small indie dev team but the concept is well executed although not without some expected bugs (that from what I can tell the dev team is actively working through). The game play is a mix between the Oregon Trail (get to your destination), flight sim, open world exploration/adventure, with a Fallout/GTA esque radio station thrown in for kicks. Ultimately this is a risk and resource management game where you gather resources to (safely) get from your starting home world to Lilith. Once you get the hang of the controls, resource uses, and ways to advance the tech the game gets challenging from a survival perspective. Any misstep can get you killed or marooned in space (whether from an aggressive animal, space raiders, or space storms). And that's game over man, game over. Overall I'm looking forward to spending time learning the quirks of this new mini universe and ultimately settling Lilith. Definitely would recommend. Chay Ho!
Few things piss me off more than entitled gamers saying a game has been abandoned, when in fact it is finished, feature-complete and mostly bug-free. That said, Lilith Odyssey is pretty much a definition of an abandoned game. It's abundantly clear that things were meant to be more complex, more refined... but the devs ran out of life energy, and decided to cut their losses and release the game in its current state. And I can't blame them. Developing a game of this magnitude while also working a full-time job is an arduous task. Unless we find some kind of way to allow indie devs to work full time without having to worry about sustaining themselves and sales, this is what most projects will end up like. And it's a shame, because there's a pretty solid base here. It feels like this was a game developed "concept first", which is almost always a red flag. For example, there's a ship radio, with custom songs, talk shows, even ad breaks - all quite well done and giving some nice background info on the world of the game. At the same time, the walk and attack animations look like placeholders, some systems make almost no sense... and there's a lot of stuff which [i]looks[/i] like there's supposed to be more to it. But alas. Everything feels incredibly clunky. It's possible to get stuck in the tutorial, since you need a certain resource to perform an action, and there's a pretty high chance you won't have that resource at that time. Unless you look around, you won't even figure out what the problem is, and chances are, you'll think that the tutorial is simply broken. And even if you do get past the tutorial... well, there's the excitement of a journey in a new world, but once you realise just how clunky and empty everything is, you either cut your losses or try to find something worth playing for. I'm not going to lie, the atmosphere of the game charmed me enough that I really wanted to find that something. But then eventually I reached a planet which had large, aggressive monsters. Once I got spotted, I couldn't beam out, I couldn't fight back with my starter weapons... I ran into a city, hoped that some guards or something would help me, but nope - so I died. And that was the last straw for me. A real shame. Lilith Odyssey is a beautiful mess, but at the end of the day, a mess is still a mess. All we're left with is the bitter sadness at what it could've been, and the knowledge it will never be. [url=https://store.steampowered.com/curator/42922988/]Curator Page[/url]
Nice nice nice! A very good open world space game. Low system requirement, simple interface, lovely graphics. Steam cloud support required. Co-op also would be good.
I can't quite put my finger on it just yet, but I'm more than keen to say this game is very well worth the money. It has this super interesting gameplay loop of harvesting, crafting, trading and upgrading your spaceship - but what makes it really interesting for me, is that its not open ended but has a clear goal: you want to get to a distant part of galaxy, far away from your home. You basically travel from planet to planet (there are stations too), and you hope to land on a planet with good amount of resources. You harvest those (standard stuff: cut trees, mine rocks, kill mobs), and you build small buildings to help you get stuff like food and fuel. Some planets are inhabited, so you can also trade with locals, which is -afaik- your only way of getting better spaceships. Once you've had enough and prepared for next stretch of the trip - you pack your buildings up, teleport back to your spacecraft, and map a new route. During the trip, you can read pretty neat manual, listen to pretty awesome radio stations, and if you have resources - research and craft items, and upgrade your ship. The quirkiness of the game is what makes it really worth it, for me. For example - if you spend too much time in space, you start developing 'space madness', and the way to offset that - is to set your exercise, sleep and masturbation schedule. I kid you not. There's a graph of 'Sexual frustration' that you gotta pay attention to. I am not quite sure whether this'll be like... 6h game, 10h game, 20h game or like 100h game... but for sure, its really nice and fun and quite unique, and its worth your money if you like this kind of stuff.
This game has a really distinct art style, I think it's really interesting. The game play can end up being quite challenging, but if I take my time I'm able to explore pretty freely. Def recommend
So, I selected "No" to recommend, but I want to be clear that this is because of the binary yes/no option Steam gives me. If I had like a scoring system I'd given this somewhere between 3-4 out of 5. It's got a lot of greatness to it, but what it also has are a lot of little drawbacks which when added up make the game less fun. By way of metaphor this game was about as enjoyable as a cake that was pulled out of the oven just a little too soon. Its structure is there, and you can eat around the undercooked center and be like "man, good stuff." But that cake isn't winning awards or going to please anyone's mom or birthday kid. The world is cute, and a little goofy, and that works really well. I like how the game kinda brands itself as a just-enjoy kind of experience. Most of the actual gameplay is pretty easy, even on the "hardest" difficulty, which if you know going in means this is the kind of game you could play for the fun of it and/or for the worldbuilding. Lots of good things to say to the two Devs on that. At the same time, there is just a lot to nit-pick at. Buggy and insanely slow movements while on planet, poor information relaying and retention, UI challenges - you quickly learn that this "chill" game has an steep learning curve since you need to basically do everything yourself without the benefit of any kind of tooltips (and the tutorial which bugs and crashes out). All the fun items with quirky names? You have to intuit what they do, if they do anything, and most of them just seem to give a small xp% boost over time to things like fishing or farming. So good luck figuring out what does what, you just have to guess or know from past experience. And outside of ship equipment and maybe weapons, "what does what" is kinda pointless since most items aren't going to be all that useful to you. I'd think some of them would help with space madness but nope. You have the passive worry about space madness, which requires you to pitstop at a planet - this is clever - but you have no way to know 1) which planet is populated other than looking for satellites or 2) the conditions on the planet before you land. So you beam down and find out it's full of roving monsters or whatnot, but also other SPUs who just seem to be chilling around. But you better put your suit on because you might die, even if they are in shirts and shorts. And if you "go inside" the mall you'll still need your suit AND can still be attacked while navigating the buy/sell screens. Also, you don't get to choose where you beam down. Not a big deal given that planets aren't large, BUT the insanely slow movement speed means you're invested in just trying to find a ♥♥♥♥♥♥♥ mall or town hall. Once you've figured out (most) of what does what. you're pretty much set. You start off broke, but if you just harvest and sell all the resources on your starter planet and then passively invest you'll probably have enough to buy a mid-top tier ship within 2 game months + some tier 2 and tier 3 upgrades (which again you know are upgrades because of intuition, deduction, or buying and THEN seeing what the hell a thing does, since the game doesn't give you any kind of detail beyond some flavor text prior to buying). This could make the game ridiculously easy, but you still have to manage space madness and in principle avoid some parts of the galaxy. The waypoint system requires a lot more micromanaging than you'd expect from a game that branded itself as a chill experience though. But once you realize the only real limitation is managing space madness - which, because the litany of items don't really help with that (or if they do, you don't know because they don't tell you, like how a lot of this game works) you're hopping planet to planet (which is fine) but without any details about planets (not so fine) and just beaming down to be "somewhere" long enough to reduce space madness, then off you go again. I haven't gotten to Lilith - the game crashed a few times and I was already feeling divested - and just don't feel the urge to; the game doesn't stick with me enough. That potential is there with some more polishing, some bug fixes and reworks of how the user interacts with and engages in the world. But right now it doesn't feel like a 1.0 even, and from what the Devs themselves have said this project is now just one of a few they're working on so even with their roadmap it's hard to say when it'll get to a better state of play. I wish them well, and will check in on this later to see if it's better in time.
Fair warning to all azerty users .. No keybinds available .. made a post in the discord ask the devs section and here's the answer i got .. no plans to make updates to the game currently. For the issue, I'd recommend using KeyTweak or any other open source tool for remapping keys ..
mario galaxy after fourteen bong hits
This is fun, quirky Survival Adventure game, if frustrating at times (Typical for this genre). It's not without some jank, polish, some tutorial issues and the controls are not quite intuitive. But once you know what they are, it hardly becomes an issue. You will die or fail, a lot. Usually through starvation, getting eaten by a planet's wildlife or having your ship ripped apart through solar storms that leave you drifting in space to die.. But you learn from your mistakes, get more resources, find a balanced ship that works, and you go again. What is here is already really enjoyable, and is a solid foundation this early in Early Access. The Devs are highly responsive to suggestions and are dropping patches according to even my own and others feedback. So when they say they want to work with their community, this is actually one Dev team who really mean it. Also the humour, music and radio station chatter are brilliant in this game. These elements along with the game as it currently stands make it well worth the price of entry and an easy recommendation!
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