
Fight for your loot with each extraction in a dark, dangerous facility that evolves as you push deeper. Customize loadouts and adapt your playstyle every run as you learn, loot, and unlock what you need to escape. Hardcore, compact, tactical, roguelite, extraction. This is No Time For Pants!
Modeled estimate, not a reported figure. How we estimate →
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About
You are a Neural Organic Replicant Model, or N.O.R.M. You wake in a mysterious facility and quickly realize you are not alone. The facility’s artificial intelligence has taken over - and the result is horrific.
Build on the successes of every run, looting everything you can extract with, unlocking new weapons, useful gear, and meaningful attachments as you delve deeper into the facility. You sense your humanity slipping away as you become the monster you need to be to escape… if you were ever human at all.
Procedurally Generated Runs
Facility layouts, encounters, vent connections, and loot paths are randomized every run. No two attempts are the same, forcing constant adaptation and planning.
Tactical Combat
Crawl through vents with a suppressed rifle or take enemies head-on with a fully automatic shotgun. You are the agent of emergent chaos.
Extraction-Based Risk Loop
If you want to keep it, survive long enough to extract with it. If you want to build it later, turn it in to Terminal.
Persistent Meta Progression
Death is inevitable and progress is accumulative. Materials and implants persist across each life, making each N.O.R.M. more powerful than the last.
Meaningful Gear & Loadout Decisions
Weapons, attachments, and gear change how you play and the choices you make. Experiment with loadouts to survive with whatever you can find.
Every death is a chance to learn.
Every life is a chance to evolve into something too powerful to contain.
Genres
Stats
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 36 reviews with recorded playtime.
Reviews
I really want to like the game, but having a black/grey crosshair over a very dark game is insanely frustrating for me. Majority of the game has me just questioning where the hell did my mouse go and having to spin my mouse to find it. Even worse when things get hectic and I lose sight of my mouse. I haven't extracted a single time, furthest I've reached is the first point of no return in medical. All my deaths stem from me losing sight of where I'm aiming, then backing up trying to find my mouse, use up all my backup room, having to then sprint forward and jump over the enemies to either get more room, or get out of the room. If I didn't find my mouse before sprinting, impossible for me to find it during the rapid movement. If I killed multiple enemies during my movement backup to reload or find my mouse, floor is now litered with the dead that is either spewing fire or toxic gas in the air, worse if those AoE puddles are right next to each other. Running to jump over them close to be pixel perfect to clear the hazards. If not just take damage. But if that's the intended game design to be incredibly hard, okay sure I shall wade through all the AoE puddles and deal with that. But if it's a intended game design to make it where I can't see my own mouse, then that's where I disagree and have to give this game a negative.
There are a lot of problems with this game. 1: When you're trying to get the server racks, if your threat level gets too high, the server rooms seem to stop spawning because they get choked out by loot rooms. This is minor since you can still get regular loot, but it does need to change, especially for people trying to do one-life runs. 2: When you quit the game your character dies. If you leave the game running, you can keep going as long as you want. This is inconsistent design-wise. It's unclear what purpose the character dying on game exit is meant to serve, as it stands it seems like they just haven't implemented the infrastructure for saving characters on game exit. 3: Game performance degrades the longer the game is kept running. I specifically left it running over about six hours across a few days, but it's still badly done and needs fixing. Either the player should be forced to die and reset more often, or whatever cumulative data consumption is happening needs to be corrected. Either would be fine. 4: Threat level seems oddly implemented. The cost of dying at the terminal after completing a level is very small, the cost of dying because of escalating threat is very high. I like the concept, but the implementation feels wrong. 5: The bosses badly need reworking. The first boss is actually okay, its design pushes the player back, puts them on a time limit, and forces them into a long, continuous combat where they need to respond to enemies intermittently coming from both directions. But the second boss is just "shoot the guy until they die", and it's really, really easy. It's a gear-check at best. The developer probably needs to expand the mechanical depth of the game if they want the second boss to still work how they currently do, but really I think it should be a completely different design built around navigating a maze, like the lobby was. Beyond that both bosses are a little too easy. Also when I fought the second boss the text blurred out from the graphical effect after I killed it and was unreadable. 6: Level variance is not high enough. There is not enough incentive to go back to levels after completing the objective found on that level. More loot differentiation like with the NORMS level might be good. 7: Progression is too fast, like way too fast. When you hit the laboratories you basically unlock a whole new class of gears and weapons, but before you can figure out what's going on the game is over. 8: Weapons have not enough variety and utility for how common they are and for how easy it is to accumulate a wide variety of them. 9: Enemy variety is actually pretty good. But more enemies would be better. Elemental enemies in particular could use some attention, it's easy to get gear that makes them complete non-issues. I'm not saying they should be more dangerous, exactly, but they should have more presence. 10: The game is too easy and lacks functional difficulty settings. Game difficulty can also spike aggressively from very easy to basically unplayable when enough enemies cluster up together. I think giving enemies collision boxes that they can't pass through so they don't do that would be good. I'm less sure if it would be good if the player also had a collision box. 11: Game lacks pants. Pants should be added. I do understand that, you know, it's the namesake, but leg and footwear would expand the kit profile and give more space for customization. You would still start naked and unpanted. Of course, this is less than absolutely critical for development. But still, it might be good. It might be nice to expand the the levels so that the player starts in some kind of defunct NORM hellscape, and they have to get through the deprived area with very limited gear. At the end, they get pants as loot after a boss fight. You could have that as the tutorial in addition to the side space in the spawn area. 12: On a similar note it would be nice if you could choose to spawn at terminal. Very low priority nitpick. 13: I like the loot preservation system using resources but it's too easy to accumulate tons of resources and blueprints, which waters down weapon uniqueness and the looting part of the game even more. 14: Some gear has bugged implementation, it's also not clear that every piece of kit in the game is functional. Scopes and crit factors would be my biggest place of ambiguity. 15: Shotguns seem underpowered. Their ammo is also very rare. SMGs/rifles carried the day as being the most generally useful, energy weapons seemed promising but didn't get to use them much. 16: It might be nice if only some core gear could be spawned at the home terminal but other stuff had to be looted from levels. I'm just saying things now so I'll stop here. "do you actually like this game?" Yes, it's very fun. I enjoyed the concept and the execution even for all its many flaws. The lobby was a real highlight. All the attachments and customization you could do felt good and gave the player several ways to develop a unique character. I particularly enjoyed giving my character bionic lungs and equipping firefighter stuff so that I would be immune to smoke and gas, and could therefore smoke with impunity. It needs work, though. This game could be a *lot* better, and the missing factor is just time, labor, and polish. As it stands, it's a game to get on sale.
It plays MUCH better than looks in trailer or on screenshoots. That's all. Play it.
Game it self is really good and fun, if you like hard dieing and going again. Only think that I personaly have as an isue is that the game triggers WATCHDOG so it lags (once in a blue moon) and shuts my PC. These are probably my personal isues, so I do recomend this game by all means.
this game doesn't seem good enough for me to take the time to learn all of the things it doesn't tell you very confusing, decent gunplay that gets stale very quickly
[h3] Это реально интересный концепт с ноткой безумия. [/h3] Отсутствие русского языка игру не усложняет, все интуитивно понятно. В [b]нет времени надеть ПоРтКи[/b] тяжело и интересно играть. Генерация локаций, подлые твари и случайно найденная новая снаряга не дадут соскучиться. Проблем с багами и оптимизацией не встретил, но игру еще нужно доработать в плане баланса. иногда в помещении живности больше, чем патронов в обойме и всякое подобное. Слежу за проектом и жду развития!
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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