
Behold! The first-ever Tactical Extraction Looter where you pit your courage and leadership against fears made manifest: the Dreadweavers. Lead a band of Scavengers into a devastated West Coast City of the alternative 1900s. Get in, face the monsters, grab the loot you can carry and get out. Alive.
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About
Welcome to the first Tactical Extraction Looter where you pit your courage and leadership against fears made manifest as flesh and blood monsters. Lead a crew of Scavengers - simple folk, but tough enough to face their fears, guns blazing. Raid into the twisted City, and get back out with everything your team can carry.
It all begins with a newspaper ad, promising a new gold rush - a ruined City full of riches, free for the taking. Behind the ad stands Doc, a snake-oil genius with blueprints to harness the Nightmare and use it to power a new future. District by District, the story unravels what Doc is actually building and what the hell is going on here.

Every Scavenger rescued on a raid carries one of 16 Fears. Each Fear attracts its own Dreadweaver - that's what the locals call these Fears incarnate - from spiders packing six six-shooters to creepy puppets coming at you with scissors. Picking who joins the next raid decides which monsters and hazards the crew will face, and what resources they will harvest from carcasses.

Shootouts are turn-based, vicious and fully deterministic: no dice rolls, no hit chances. Every fight plays like a puzzle with guns on a battlefield packed with interactables and hazards. Ricochet a bullet off a milk can, shove a beast into a burning stove, push another into your partner's line of fire, then chain your kills to keep the turn going. The gap between losing your whole crew and clearing the board in a single turn comes down to how you read the battlefield: it's a weapon of its own, if you're clever enough to aim it.

Experience a genre-defining combination of turn-based tactical combat and high risk-high reward gameplay loop of Extraction Shooters. City Districts are infinite, randomly generated and full of dangers and opportunities alike - map nodes lead to combats, useful facilities, altering anomalies and quests. Going deeper raises the Nightmare Level making the fights harder, but the loot more valuable. Backpack space is limited and falling in battle means losing everything - decide when to push your luck and venture deeper for better loot and when to return to the Hideout with what you have. Cowardice rarely pays the bills, but you cannot enjoy your gains when you are dead.

Haul the winnings - weapons, gear, Nightmare Essence and monster parts - back to the Hideout, the only Nightmare-proof corner of the City. Combine harvested eyes, teeth and spines with ordinary junk and ideas ahead of their time to upgrade your reason-defying equipment. Expand the four unlock trees of the Compounds, nightmarize your crew's combat style and appearance - and unlock new ways to send the monsters back to the hells they crawled out of.

Between raids, the Hideout is yours to run. Manage the roster, upgrade equipment, unlock new Compounds and build the loadout for the next Raid: the right gear against the right prey is the difference between a payday and a funeral.
The game enters 1.0 launch featuring 16 Fears and Enemies, 80+ upgradable Items, 30+ Interactables and Hazards, 4 playable character Classes, 4 Unlock Trees, 4 Districts and 8 unique Tactical Objectives. Wrapped up into an endless, procedurally-generated Nightmare.
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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, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil +4 more
Engagement
Reviews
Themes across 98 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wonderful game, I really enjoyed it. It definitely satisfies Tactical-Extraction-Looter. I have 22 hours of playing this game--I've made it to floor 103+, and it honestly gets pretty repetitive starting after around 50-60 floors/rooms. Haven't played it in about a month because of a bug or glitch that doesn't allow me to extract/return to city/end my run, and since I still haven't gotten any response from anyone on their discord. Overall, great game (will probably play again once they iron out the bugs and/or hit full release).
It just feels like a reskin of rogue Water. It keeps all the mechanics from the original game and barely innovates, sadly. They took away the class specificity and the fun ship battles from Rogue Water and the only difference between classes is their main weapon now. Add a super grindy progression where you are forced to click on every character you own to know which specific item they might drop for you to farm more. Unlucky on the specific character? Too bad, just farm more until you get the proper one. Also great news: you have to sacrifice them to upgrade your base. :/ I did it all in EA, and they wiped the save. I hoped it would get a better progression system, but I see barely any change except a rebalance of items and still everything to grind once more. Runs are too long. You feel that you barely made any progression and have to upgrade so many times every items is just not fun. Maps and the gameplay become very repetitive and no, doing 100 battles to barely be able to upgrade my inventory is not a fun experience. The game difficulty is also overtuned just because of the random spawns and map generation. Open map with distance ennemies that will stay in the corner and snipe you, burn you. Portals with random ennemies you don't know that spawn and attack you as soon as they spawn. You hit the tree monster with 20 hp wouldn't it be fun for you to take a whole turn to be able to unroot yourself while 4 portals are spawning more monster. You also need to be on the specific space to be able to cancel the portal and it also take an action.:/ I did it whole in early access and I am not going through that again. I have been a big fan of this studio since HardWest and this is a disappointment.
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Hours played at review time, across 98 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Y'know, I'm not sure if the AI thing was declared back at EA launch, or if I simply wasn't diligent enough in looking into things, but frankly it's a no-go for me. I'd refund if I could. I understand that clarifications have been made on the role and prominence of generative AI in development, and they are insufficient to sway my sentiments. Anything less than complete rejection of Silicon Valley's latest crime against humanity is unacceptable to me.
It has many visual bugs that should be present in a final release of the game (objects clipping, the clothes on the gunslinger behaving weirdly, hand movement of dreamweavers are odd) and it has some limited characters/classes, but it is entretaining for the the price. Recommend to grab at sale and go with low expectations. The game is quite fun in that sense
The game is enjoyable but I'm a little confused that it's version 1.0 with the bugs I've encountered so far. I enjoyed my time with Rogue waters and like the spin this game makes. But when I'm deep in a run and encounter a bug that doesn't let me progress, it is pretty frustrating. Maybe I'll come back if I see some patches but until then I'd steer clear
The gear is bugged and not giving you damage bonuses....should not be fully released with such blatantly terrible, game breaking bugs
I adore tactics as puzzle games, like Rogue Waters and the like, so this scratches my very specific itch. It is not perfect, but it gets a lot of things right. I do wish they'd remove the launcher (ugh!) and improve the performance on the Steam Deck (the loading times really don't need to be that long, guys!) but other than that I really don't have a lot of gripes. The game just sucks you in and suddenly the hours are just... gone!
I'd rather play Rogue Waters again, or Rogue Waters 2. This one seems strange and pointless. Also, unfunny jokes.
The best game they have made yet ... ok maybe not the best maybe equal to hard west 1 & 2 but those where REALLY good. I got to admit when I started the pirate one I thought I didn't like it but after I while I got quite addicted to it. This one takes the good ideas from that and does them better. Need to be able to save mid run & better descriptions of how diffrent character types are diffrent.
Zunächst wollte ich mir Nightmare Frontier nicht zulegen, weil die neuesten Rezensionen eher durchwachsen wirkten. Wenn man sie jedoch genauer liest, entsteht häufig der Eindruck, dass sich die Kritik weniger gegen die grundsätzliche Qualität des Spiels richtet als gegen enttäuschte Erwartungen: Manche Spieler hofften offenbar auf den nächsten großen Wurf von Ice Code Games – vielleicht auf ein neues Hard West oder Rogue Waters. Nightmare Frontier verfolgt aber einen anderen Ansatz: Das Spiel kombiniert rundenbasierte Taktik, Roguelite-Strukturen und ein riskantes Extraktionssystem in einem düsteren Western-Horror-Szenario. Ein Teil der kritischen Rezensionen stammt zudem noch aus der Early-Access-Phase oder wurde bereits nach sehr kurzer Spielzeit verfasst. Das ist selbstverständlich legitim, wirkt aber mitunter widersprüchlich, wenn dieselben Spieler trotz ihres Frusts im Anschluß an ihr Feedback deutlich über zwanzig Stunden investiert haben. Für mich war das Grund genug, dem Spiel eine faire Chance zu geben und es nach dem zu bewerten, was es tatsächlich sein möchte – nicht nach dem, was man sich vielleicht davon erhofft hatte. [h3]Mein Eindruck[/h3] Mir macht das grundlegende Spielprinzip Spaß. Die Mischung aus taktischen Kämpfen, Beutejagd und der ständigen Entscheidung, ob man noch eine Begegnung riskiert oder lieber mit dem bisherigen Loot den Rückzug antritt, erzeugt ordentlich Spannung. Gerade diese Extraktionsmechanik ist ein zentraler Reiz: Mit steigendem Risiko werden Gegner gefährlicher, die potenzielle Belohnung fällt damit ebenfalls besser aus. Optisch ist Nightmare Frontier stimmig umgesetzt. Es ist kein Grafikmonster – muss es in diesem Genre aber auch nicht sein. Die düstere Atmosphäre, das Horror-Western-Setting und die Präsentation tragen das Spiel gut. Auch die taktischen Gefechte funktionieren für mich grundsätzlich ordentlich, selbst wenn die Gegnerbalance im späteren Verlauf nicht immer ideal wirkt: Der Schwierigkeitsgrad entsteht dann teilweise eher durch schiere Masse als durch besonders raffinierte Gegnerkonstellationen. Das ist allerdings genau die Art von Problem, die sich mit Patches noch nachjustieren lässt. [h3]Kein Meilenstein, aber solide[/h3] Die Bezeichnung „Tactical Extraction Looter“ passt zwar zur Beschreibung des Spiels, für mich fühlt sich Nightmare Frontier aber vor allem wie ein taktisches Roguelite an. Wer Abwechslung, Build-Entscheidungen, Beute und riskante Runs mag, wird damit vermutlich mehr anfangen können als jemand, der einen narrativ geprägten Nachfolger zu Hard West erwartet. Ich habe aktuell knapp 8,8 Stunden gespielt und werde sicherlich noch weitere Runden drehen. Der Preis hätte aus meiner Sicht allerdings ruhig etwa fünf Euro niedriger ausfallen können. Trotzdem rechne ich bei Spielen gern gegen: Ein Kinobesuch kostet oft mehr und liefert ungefähr 90 Minuten Unterhaltung. Zwei Döner sind gemütlich in einer halben Stunde verschwunden, und zwei Schachteln Zigaretten halten zwar länger als ein Mittagessen, bringen mich aber vermutlich schneller ins Grab. Bei meinem aktuellen Tachostand liege ich bei rund 2,84 Euro pro Stunde Unterhaltung. Dafür habe ich schon deutlich mehr Geld für wesentlich fragwürdigere Dinge ausgegeben. [h3]Fazit[/h3] Zugegeben: Slitherine gehört für mich zu den sympathischeren Publishern, daher bringe ich dem Spiel vielleicht einen kleinen Vertrauensvorschuss entgegen. Trotzdem bleibt mein Eindruck: Nightmare Frontier ist besser, als es manche Rezensionen darstellen. Kein spielerischer Meilenstein, kein neues Hard West, aber ein solides, atmosphärisches Roguelite mit einer gelungenen taktischen Grundidee. Käme das Spiel von der Bundesregierung, die große Erwartungen weckt und anschließend nur heiße Luft liefert, könnte ich den Frust einiger Spieler vermutlich besser nachvollziehen.
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