
Investigating a time-loop during the Cold War, light years away from Earth. Neoproxima is a text-based adventure game that combines exploration and simple RPG and survival mechanics. Plan your next loop carefully, and go as far as possible before time catches up with you.
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Languages: English
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
Tattie scones mentioned. A nice little timeloop adventure.
(time's not synced, beat in about 10 hours I think) I don't even remember where I found this game from, even after I did I was still hard pressed to find anything online. I really enjoyed the game so it's a pity it has absolutely zero marketing. The game does have some rough edges but nothing that gets in the way of story and the experience it aims to convey. The art, soundtrack and writing (despite some typos and errors in the english version) were all awesome. The game is like a mix of Citizen Sleeper, Outer Wilds and I Was a Teenage Exocolonist. If you liked any of those games definitely give this one a try.
Really fun visual novel with time travel and exploration mechanics, sometimes the scripts stumble a bit when you do something unexpected, but the universe and characters are definitely worth it.
Very good game. I'll echo another review and say I didn't think much of Neoproxima for the first half hour or so. Though, I did get in to it once the game opened up and the player was allowed to make more independent choices. Expect to read a lot of text (it is an adventure game after all) and engage in substantial trial-and-error. But the characters are likable and the 'villains', while not particularly deep, were given more complex motivations than just getting in the way of the protagonist. I genuinely enjoyed seeing the story unravel bit-by-bit from one loop to another. Reviews have mentioned the quality of the English text. There were some misspellings and occasional weird phrasing but, overall, it never got in the way of understanding the story. My biggest peeve was controlling the vehicle. I can't count of the number of times I lost control and went careening into the quantum forest. Give Neoproxima some love.
A very well written science fiction story with somewhat non-linear storytelling. The soundtrack is by Arnaud Roy (FlybyNo), one of the best composers in the industry. Absolutely worth the price. I really wish there were more narrative games in the same vein as this, so I'll be watching Lonestone in the future.
Really nice narrative focused point and click. The setting is great too. Only downside is that the script has a lot of typos and other errors, but nonetheless worth checking out.
Neoproxima - a name-based breakdown [b]Neo-[/b] Prefix, new. [b]-proxima[/b] Postfix, close by. [b]Neoproxima[/b] Fitting name for a new colony that is also close by (in terms of space with the given technology).
Criminally underrated, neat little game
It's complicated to give a review of the game. I'll mix positive and negative points, because they often balance each other. I'll start by saying the most obvious : the game has a lot of minor issues. Very occasional text display bug, the interface sometimes acting weird... it participate to a feeling of unpolish at times. But almost none of these bugs are keeping the player from progressing in the game. The game however does with a great art, sound, and character writing in general. No characters felts poorly written, and the story is very enjoyable to follow. The atmosphere is great, the historical references are funny and interesting, and the overall "alternate reality" of the story really gives a good time. I found the game even funnier as a french person, catching many small (or not so small) cultural references. !!! Spoilers in the next section !!! Overall I really liked the game, but some problems stood out, more than the occasional visual bug. The core experience of the game is a narrative one. The timeloop gameplay gives great oportunities for characters and story writing, and I admire the originality of the settings, with our character switching between two realities, 2 different companions, 2 different times. But I must tell that it was maybe too big of a challenge to make when it came to continuity. Several times in the game, after a loop finished, the characters had what felt like out of place dialogues. The transitions were just not always smooth, even somtimes losing me, as I felt I didn't understood well what happened, only to realise the game dialogues just weren't clear. I also need to adress some flaws in the general writting of the story, as some lore points just weren't properly or satisyingly explained. Why has timeline changed at the very end ? Why doesn't Ivan explode ? How did he become friend with the protagonists ? I can come up with explanations, but none were clearly given by the game, and it just felt like magic to me, even after the credit scene ended. The final part of the game also sees a big monologue, to reveal everything to the protagonists and the player. The plottwist is intersting, but it doesn't feel very satisying to have it delivered on a plate. And what is even more satisfying as a result is the end "choice" we make without knowing, when we enter the sarcophgus with one of our companion in the last loop. With no previous elements hinting toward the ending, we do not know what consequences it will have and it made me feel like I had no power toward the ending, not even a choice to agree with my companion (which was Duncan, character Farah never liked. I wish the player would have been given the choice to agree with him, even if the choice didnt matter in the end). All in all, the game's still a positive experience. It made me think plenty thank's to its flaws, and I enjoyed every part of the experience, bugs or not. I'd recommend giving it a try if you like good writing and time loops. Given more dev time and more polish, I think it could really be a great game, it it'll just be a good one for me now ! ps : All my love for Pierrick and Lonestone Studio, thank you Samuel for the key ! I probably sounded harsh in my judgement, and you probably heard and though about everything I said a thousand times already x). You have all my support for your future activities, and I'd gladly play any other game you'd release !
Really good and downright charming
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Trends
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Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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