
In a not-so-distant future taken over by companies and technology, a Cyborg and an AI fight together to save mankind from nanoviruses. Play alone or as a team of 4 players in this Post-Cyberpunk Action Roguelike Dungeon Crawler!
Modeled estimate, not a reported figure. How we estimate →
Media

About




Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, German, Spanish - Spain, Portuguese - Portugal
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Acho que sou o único brasileiro que joga este jogo.
我想说的是, 1,升级能否方便些快一些?一个肉鸽游戏,关卡这么少,跑路这么多,经验这么少,一遍一遍重复刷为了升级,真的体验超级差。 2,刷新卡能否多给点,房间都是随机的,随不到好技能很难受。或者能用金钱去买刷新,刷的越多技能越好,金钱越贵。这都是小的游戏体验提升和难度降低。你这个刷新卡,基本属于游戏里有,但普通玩家用不上的设定。等级够了点出来三个刷新卡,房间那么多,最多能捡到一两个。基本也就到头了,想体验技能搭配的,只能去训练房。真的贼难受。 3,幕后黑手那里,增加10%属性可以随机给,但是减少5%的那个,能否自己选,或者给一次机会重新随机,毕竟已经很辛苦的去算各种各样的武器,F技,Q技,自己每一关都有着重增强的点,突然给俩-5%。真的谁也受不了,肉鸽归肉鸽,但是随机性也太大了,我个人感觉我比较喜欢能操作固定的,不喜欢随机性很大的东西。 4,第四点,武圣长刀的,武器技,就是那个Q,风还好,风雷融合后第一段判定基本打不到人,这是很大一个硬伤,还不如纯风,但是雷出来后,你选择融合还是不融合? 按理说融合肯定应该强,但是我玩了两次,融合后体验很差,能否修改? 或者给角色本身周边一个攻击判定,就和纯风一样。风雷融合后那个距离真的没办法掌握,并且判定范围还很小很小,怪物不动我基本都打不到,只能靠二段。 5.最后一点,能游戏内关卡内否出一个界面,显示你的各项技能的等级和属性。还有出个提示需要什么属性融合。为了出融合,我每玩一次我都要去门口查看,然后拿张纸去记,然后一边玩一边写拿个属性升了几级。我脑壳疼。 当然,整体还是很不错的,缺点就是真的关卡跑路太多了,关卡也少,技能就算再多,房间少选不到,跑路多浪费时间长,尤其是路上的陷阱僵直。那简直是纯属浪费时间的设定。我提议不如换上随机怪物,随机或可选小奖励,把避难所的装备拿出来,放在跑路怪物身上。否则游戏体验真的不高。 还有boss过场动画,过关一次后能否取消,这不是网游, 没必要去浪费时间啊。 总体来说,这个游戏前期难度略高,需要肝的东西太多。十分难受。中后期还算可玩。 就是武器解锁什么的也是让死肝的。。。。
BepInEx-Unity.IL2CPP-win-x64-6.0.0-be.733+995f049とXUnity.AutoTranslator-BepInEx-IL2CPP-5.4.4の組み合わせで日本語に自動翻訳可能です。 SteamDeckでBepInEx-Unity.IL2CPPを動作させるには、デスクトップモードで必要ファイルをゲームフォルダにコピー(あらかじめ母艦PC側で翻訳動作確認してからの方が良い)→Protontricksを起動→ゲームリストから該当ゲームを選択→Select the default wineprefix、OK→Run winecfg、OK→ライブラリタブに移動し「ライブラリの新規オーバーライド」の選択肢からwinhttpを選択して(もし選択肢に無い時はwinhttp.dllがコピーされていないという事)「追加」ボタンを押す、適用、OK→何も選択せずOK→最初の画面に戻るのでキャンセル これで動作します。 MelonLoaderの場合は「winhttp」の代わりに「version」を選択すれば良く、他の手順は同じ。
手感还不错,值得鼓励。
Metal Mutation is a bit clunky and oddly designed, but it's got some solid play if you enjoy a top-down melee roguelite with a strong parry. Let's look at your basic combat options. For defense, you have a mildly janky dodge and a very strong parry. A successful parry allows a special follow-up rush-forward attack (and you don't need to attack the enemy you parry), while dodge can be canceled into a kind of air combo. Your main weapon choice sets your basic combo and your cooldown special, and your basic combo can be interrupted by most other moves, which gets good use. Your secondary weapon choice (used by the floating girl) sets two more cooldown attacks (one which is especially good for more safely ending the dash air combo). You can take another very dramatic cooldown attack from bosses, which will depend on what boss you get it from. You've also got a running attack that you can do after you run a couple seconds, which tends to be an upgraded version of your basic. And when you get a finisher prompt, for some reason doing that is also an AoE aerial attack you can move and drop on nearby enemies. So you do have things to do as you fight. You have six unlockable main weapons, and three secondaries. Your basic, special, main-secondary, and dash can each get elemental upgrades, which also may change their looks and properties. Any element upgrade has a first and second tier form, and some can be further upgraded with a second element (in very specific combinations that do not cover all elements). Element changes to your attacks help weapons get a little more varied than they initially seem. You also have an array of other upgrade options that can add properties and various random effects. One definite issue with the game is that many of these other effects are patently terrible, and I mean "small chance to heal comically insignificant health with highly situational activation [i]and[/i] on a surprisingly long cooldown" levels of terrible. Another issue is that while the elemental attacks do vary, there are a lot of narrow, straight-line attacks and flashy AoEs, which do tend to feel overly samey beyond their graphics. The two element combination system also really limits your builds unless you abandon that altogether, and it seems like you have way too little influence over your elements to make focused builds work, meaning not fixating on the combinations seems to limit you without any way to compensate (there are upgrades that give you a general one-element boost, but you can only take those when you pass up the other upgrades of that same element, so there's just no way to use elements you are avoiding). Another negative point is the co-op side mode, a set of just three non-procedural mini missions that just have no real interest, but that take a while and need to be farmed again and again. As you get stronger, these get easier to handle, which is good because the co-op aspect just makes no sense in the game. To enter co-op you need to be at specific points in your run and then find someone else also looking for co-op at the right time. In other words, you're not only bringing your own other players (because of course you are), but you all need to co-ordinate when your individual games are in a "can co-op" state, with huge power variations based on where you are in your runs. There's a way to do co-op from the pre-run base that's easier to co-ordinate, but doing that gives you a bunch of random upgrades that you can't even plan through (you don't get to choose between elements, you don't have needed rerolls, and you don't even know what you'll be offered as you build), so your build always comes out clunky, incomplete junk. There's an oddball mix of metaprogression to work on, with weapon unlocks via currency, a stat tree built on XP, achievement-based weapon upgrades, and two layers of gearing. The first, you build up your gear objects for their slot bonuses, and then the second comes after the first clear, where you get another set of upgrades from enemy drops and slot into your gear (higher tier gear has more slots). These second upgrades also build up as you collect larger piles of their requisite drops, which makes this effectively a second stat/perk tree to advance. It's all kind of a lot, but there's kind of a nice novelty to it since it's not just flat feeding bonuses, and you get some small choice how you apply your options in the middling times before you basically have everything and are just piling on bonuses. There's also a token Hade-style piecemeal difficulty system you use to try and pull the threat side of the game up to match your power progression, but there's nothing really interesting there as it's still mainly raising enemy survivability and lowering your own. All in all, I feel pretty positively towards it, even if it's a janky, half-baked mishmash of Curse of the Dead Gods and Hades. I like melee action with play options and parry-style active defense, and not many games lean into that properly.
Meh...Its not bad. Get's a bit boring and repetitive quickly but there is a huge variety of different upgrades and equips to explore. The roll dodge is a bit jank and unsatisfying. Enemy variety is ok I suppose. But all I do is button mash till the CLEAR message appears and then move on to next level same as the last level and meet the new boss same as the last boss but now I have more stat boosts and sometimes I fart meteors. I used to write silly and disturbing reviews often involving bodily fluids but now my reviews are banal and tepid. I think it's the combination of Gaba and Ashwaganda I have been taking for stress. I feel 8% lobotomized. Maybe 9%. But its that 9% that I need for witty and interesting commentary for strangers to read and then deliberate on the value of the time they just spent doing so...don't deliberate too long though...that just dilutes the value of the time. Dilution is bad usually..like how my salty personality has been diluted to reduce my stress level... Rage is a hell of a drug. But sometimes dilution is good, like how my stress is diluted along with my ambitious and prolific schemes of epic carnal revenge against the enemies of my serenity...all that seems so inconvenient to me now... Get the game on discount if it looks cool. Don't you dare give me any awards. Awards just make my hemorrhoids throb in anticipation of a sloppy discharge. See now...there it is...
oyun açılmıyor ona göre satın alın
I played a lot of the demo and loved the game. It's still awesome. Combat doesn't feel too clunky and I remember the upgrades and time making it even more fluid. Lots of fun! Main Story was cool, bosses are interesting and varied. Some are easier than others. I really enjoy the combat since you have to plan ahead slightly, button mashing is very bad and I always love games that punish the button mashers. First 2 main weapons are badass looking with one being more damage and the other being faster. I like the way you unlock bonuses for the weapon by progressing through the game. The water area looks absolutely amazing, so crisp - coolest level design so far to me. I love this art style. Probably my favorite style - cell shaded. It's a timeless style to pick. All in all, first impressions are phenomenal to me. Top notch video game! Quick Update: Endgame is really fun so far. Both the Shelter and runs with harder difficulties add so much replayability. I've barely scratched the talent tree. Very excited to play more, too bad I have a job and must work lol Further Update: There are some definite drawbacks though the more I play. The fact you need to get a skill to give yourself armor during your very long attack animations is pretty frustrating. I want to use that for something cool but have to constantly take the super armor state with each skill or get wrecked while using them. Also the weapons need to have some better unlocks for lower ranks, The majority of players are going to quit far before they unlock anything on the hammer or valkyrie boomerang, which are the most fun weapons in my opinion. There needs to be some better indicators for enemy attacks, far too many of them get lost in all the other stuff on the screen. The mutations need to be reworked, or at least some do. Some are so bad that if I get one, I'll just end the run. For example: +10% crit for -20% defense when you can't avoid so many hits is not enjoyable at all. There are also some movement bugs where you get stuck in places. The game is definitely fun but these are just some of the cons I have.
《合金突變》是一款賽博朋克題材的地牢動作遊戲,和异常出名的“黑帝斯”一樣,本作中玩家也可以通過各種内容來强化自身的嫩惡搞了,雖然劇情上並不像前者那樣典雅成熟,但是也有其獨特的一面,遊戲整體框架完備,內容充實,唯一遺憾的是戰鬥的手感稍顯古拙, 但也足以支撐喜歡動作肉鴿的玩家嘗試體驗。 本作最大的特色就是動作强化系統,他可以完全改變主角的技能和形態,讓輸出管道發生從頭到尾的改變,而且本作得技能有著風雷冰火四種内容之分,每一種内容又有著不同的流派,可玩性很足。 而且就像“黑帝斯”中的雙重祝福一樣,遊戲中也有著多内容强化功能,讓技能爆發出更大的威力,當然除了直接了當的技能變化也有著一些不太外顯的被動技能陞級,也可以側面提供玩家所需的戰鬥力。 而遊戲中的戰鬥體系由主副武器六個技能組成,分別是普通攻擊、技能、閃避、格擋、遠程攻擊以及變身攻擊,每一種技能都有著不同的進化路線,其中副武器的技能會消耗能量,整體來說戰鬥模式中的玩法和策略相當豐富。 不過遊戲也有一些較為不爽的地方,最突出的就是戰鬥動作稍顯不連貫,尤其是普攻後搖太明顯,出招之後硬直很長,導致遊戲也要被迫像“魂”系遊戲靠攏,那就是不能貪刀,這一點上遊戲還有著不小的進步餘地。 但畢竟動作遊戲的覈心就在動作,較為生硬的動作系統讓本作的評估難以更進一步。 總的來說本作是一款有著獨特設計和想法的良品遊戲,可惜生硬的動作系統阻礙了遊戲更加出色的脚步,期待製作組只後對遊戲的進一步優化,能為我們帶來更好的遊戲體驗。 [quote]點擊加入[url=https://steamcommunity.com/groups/itgameap]趣遊鑒賞組[/url],一同探索遊戲的樂趣~ 歡迎關註[url=https://store.steampowered.com/curator/34803254/]趣遊鑒賞家[/url],查看更多趣味性評測。 讓我們用愛點亮遊戲之光,加入我們,共同感受更多趣味的遊戲吧![/quote]
Bad story and translations. Almost no game mechanics are explained to you initially and far too many tips and explanations happen in the middle of combat when you can't read them. The combat doesn't feel good and you find yourself constantly getting knocked down or stunlocked. Maybe that's because I don't fully understand the combat, but that just leads me right back to my 2nd point.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| XIII Century – Gold Edition | $28.5K | 194 | 56% | $4.99 |
| Emma's Armaments | $28.5K | 74 | 49% | $12.40 |
| Battle Engine Aquila | $28.5K | 135 | 92% | $9.99 |
| Dead Dungeon | $28.5K | 283 | 91% | $4.99 |
| Another Crusade | $28.5K | 59 | 80% | $19.99 |
| The Indie Mixtape | $28.5K | 113 | 66% | $9.99 |
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Palworld | $279.6M | 445.8K | 94% | $20.99 |
| Clair Obscur: Expedition 33 | $243.3M | 273.2K | 95% | $47.99 |
| Terraria | $187.5M | 1.5M | 97% | $9.99 |
| Don't Starve Together | $164.6M | 539.5K | 95% | $14.99 |