
Nuclear Epoch: Open-world survival mixing base building & extraction shooting. Explore with friends, raid dangerous instances for loot, but death means losing everything. Craft weapons with fully customizable stats in this post-apocalyptic wasteland.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Themes across 247 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Look... your first impression is gonna be bad. It looks like an asset flip. Seems janky and cheap. Enemies are a grab bag of randomness. But then you push through and find a very competent and streamlined survival/extraction hybrid, that can be enjoyed solo (and has world options). Runs decently, gunplay is oddly satisfying. Gameplay is great, my only real complaints are it could be less grindy to get some stuff (later upgrades), and it could use a few more optimization passes (and the devs are working on stuff). Give the demo a go. I did and 3hrs flew by. Oh, and it has workshop support too. Come, enjoy this oddly satisfying fever dream of a game.
It was fun for a bit, but seeing how its now released, and there are still mobs stuck in walls, Its up to you, I'd give it a 50/50 in EA, but release? not yet. What I think needs to be better? -1 building bugs, or lack of explanation on why things can not be done when it appears they can -2 Non-dungeon mobs drop complete RNG loot- dungeon mobs drop nothing you could at least have a loot table for specific mobs and not rng everything except boss drops -3 Once you get to tier 3 the game slows down a lot and the reward for going higher doesn't feel worth it. -4 There are so many pointless quests that you lose sight of any real story for this game. -5 The dungeons are filled with "breakable" vases that will drop 5x the loot of a non dungeon node, there is ZERO reason to farm a single item outside of a dungeon other than wood, but the world is littered with them. -6 Some sounds, do not feel like they match the atmosphere of the game at all -7 the farming is the worst until it is automated ----------========== What I liked if you care, -1 The gun play, and attachments -2 The dragon powers/breeding/etc (op) -3 The dungeons until hitting the last tier of them. -4 The building ui simple and easy -5 The boss battles are pretty intense depending on your gear -6 The resource management was good, smelting/crafting/etc So I did enjoy the time I put into this, but I am concerned to see it now released, so If updates continue this could be something else. I would like to see more of a "story"
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Languages: English, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Danish, Russian, Hungarian, Turkish, Czech +10 more
Hours played at review time, across 247 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Going to be honest. Its kind of scratching an itch, my own idea is a take on the DCC thing. Dungeons popping up on ground and you go into them to find lewt or powers. HOWEVER this game has a cheap feeling to it. its floaty, the enemies seem really "bought" and added into it, as in they do not fit into the place they are. Again i like the premise, its really close to what i want and i will follow this game. BUT its not hitting it right now.
A hidden gem. Nice combination of different old known genres into something new and it works. The gameplay loop is functional, the grind and loot is good and the difficulty(as a PvE) game scratches the right spot.
まだ序盤も序盤までしか遊んでないので、面白そうな資質はあると期待して高評価しつつ、どうしても気になる操作のクセの強さは書いておきます。 建築関係が特にクセが強く、二階建ての構造物を作ろうとしても二階の床がどれを使えば良いのか判断がつきませんでした(ただの床は使えないようで、足場だと見栄えが悪い……)。 階段もわかりにくく、(初期では)基礎の階段と小さな階段、曲がる階段と作業足場の4種類あるのですが、基礎の階段は地面の上にしか建てられないのか、すでに建てた足場の上には設置できませんでした。多分曲がる階段を使って二階を建てろということだと思うのですが……。 また、そもそもの建築予定の場所を選ぶ操作も微妙に使いにくく、マウスやコントローラーの視点操作をすると建築予定の場所が変な場所になってしまいがちで、オフセットは逆に細かすぎる操作のためかなり大変かつ、オフセットでは操作できる距離に限界があるようで、近場への建築は難しかったです。 (ついでに、キーボードでは問題ないのですがコントローラー操作ではオフセットの挙動がおかしく、前後左右の操作があべこべになってました)。 脱出シューターとクラフトの融合というゲーム性は面白そうなので、操作周りの改善を希望します。
At first glance, it's an asset flip. I've seen many of the models elsewhere in other games and many of the assets just don't fit together. The music is also the same ordeal, I have heard the tracks played in other inexpensive games but here its quite repetitive. The main map is very barren and quite featureless as it's just hills with some POIs sprinkled about, no variance in terrain to make one part of the map different to the others. The character (human) models look bland, which isn't surprising with the heavy reliance on asset packs. Gun models look okay, again probably from a modular asset pack as they don't really function well enough animation wise to make me think someone could model that well but skip out on so many basic functions of a firearm like the last round hold open on the pistol which is the most apparent. Resource gathering is terrible with a basic "click E to gather" on the resource points which I thought was dead long ago since every other survival games just has you swing a resource tool at the resource without having to go into a dedicated and repetitive animation. I could carry on with the problems I have with the game but I don't think the game deserves much more effort in my review with the lack of effort has went into developing the game that's not early access.
Rare Drops: I enjoy some aspects of this game. It's got good bones. I however am NOT impressed with the "rare drop" scenario. One drop that I needed from the first boss after FIFTEEN BOSS RUNS!? I told my friend how stupid I thought it was and he said he ran it more than 20 times on three different bosses and never got anything from any of them! I will NOT condone this level of repetitive annoyance in any game. Quest stupidity: I had a quest to make 5 stacks of food for a vender in the first dungeon... I had to clear five dungeons before he respawned again. It was pretty dumb considering it was a crap reward for someone who had to search/clear the dungeon five times in order to turn it in. The quest system management: You get a quest right off the bat that the quest system keeps pulling up as if it were your primary quest but it's a side quest! Not to mention you never actually go pick it up, it just appears randomly. Also regardless of what you check in the mission log, zoning, completing missions, and sometimes opening menus -It defaults to the top of your list to do. -Also the quests do a good job of directing you where to go next 'sort of' but then eventually just fall off that train and you're expected to explore randomly to find more quests. Even then, they seem pointless. No real reward beyond resources or money. -A few did have backpacks for rewards in the beginning just FYI. This game can easily piss you off if you have any soft of OCD.
将“搜打撤FPS”跟“生存建造”玩法相互结合的游戏。 本作内容可以简单分为“副本闯关”跟“大地图建造”两部分: 其一,副本相当于关卡,每个副本的主题跟敌人配置都不尽相同,关底还有BOSS可挑战。闯关路上会遇到各种需要进行开箱的宝箱跟资源,甚至还有概率获得steam物品(没错,这款游戏还有所谓的“搬砖”元素)。玩家可根据自己的游玩节奏决定何时过关跟撤退(死亡会丢失全部物品); 其二,从副本返回大地图后,就能用收集到的资源解锁科技、建设属于自己的庇护所基地。当然大地图本身也不小,玩家也可以在其中进行自由探索跟建造,其中工作台的自动制作设计挺方便的,不用人时时刻刻盯着,咋也不用管它是怎么实现的,再考虑多一点就成恐怖游戏了(笑)。 游戏内置任务引导,操作简单易上手。除了单人外还支持多人联机模式,可以享受跟朋友一起组队冒险的乐趣。 缺点是画面UI显示跟各功能系统表现都显简陋,整体质感比较一般。考虑到游戏售价不算便宜,感兴趣的玩家可以先试试demo,看看属不属于自己的菜。
Охрененная игра, прям 10/10. А теперь серьёзно: - ФПС скачут. В какой-то момент игра будет замедляться, а потом резко всё снова станет быстро. - В играх, где перевод сделан через одно место, я взял за привычку всегда включать английский. Лучше худо бедно играть со своим словарным запасом, нежели играть с корявым переводом, где одна строчка противоречит другой. - Игра просто не приспособлена для игры в компании. Вы идёте с другом убивать босса, так как по квесту надо, убиваете его (босса), а засчитывается только тому, кто нанёс последний удар. Здорово, правда? - Урон регается, когда ему того захочется. Ты стреляешь прямо во врага, видишь брызги крови от тела, а врагу пофиг, будто ты и не попал вовсе. - Какого хрена тут вообще происходит? Почему мы разводим свиней и драконов? Почему во врагах, в большинстве своём, фэнтези-существа? При чём тут "ядерная эпоха", если здесь ни капли радиации? Если вы делаете фэнтези, с разведением драконов и отстрелом фэнтези-существ, то разве место огнестрелу в этом сеттинге? А если вы делаете шутер с элементом выживания в далеко не фэнтези мире, то зачем разводить драконов? - Броня ватная, и не ощущается, что она от чего-то защищает, но очень хорошо ломается. Будьте уверены, что при всём входящем в вас уроне, вам неоднократно придётся чинить эту броню или вовсе надевать новую, так как чем больше починил, тем меньше прочности будет в следующий раз. - Открытый мир слишком большой, чтобы оббегать его пешком, а телепортироваться через НПС может быть накладно (стоит 1000 денег за телепорт в одну сторону). Игра не лишена багов и недоработок, и требует доработки в обязательном порядке. Перебалансить крафты, адаптировать игру под кооператив и определиться, про что эта игра: про апокалипсис или про "подземелья и драконов", или хотя бы грамотно их смешать, чтобы ничто из другого не выбивалось так открыто.
This game? Absolute slop, but good slop. This is the game that calls me bubba and makes me feel special weven though all I did was open up a pickle jar for it. It massages my cookie dough sad 40 year old arms and tells me how big I am. I know it's lying, but the game is loyal. We subside on ramen and steakums, our house we live in smells of beer, dogs, and a side of cigarettes. We have no central air so we crack open our dusty ass windows to let some of that stank out while we're on the couch playing this addicting slop of recycled unreal assets. But I am happy. I am..... happy.
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