
Your infiltration team must stop an army of lunar-bots from crashing the moon into our Earth! The field operative, wielding the VR headset, must sneak through each enemy outpost while their team of hackers will assist using their smartphones! Strap in for some Asymmetric-VR-Stealth-Party gameplay!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 26 reviews with recorded playtime.
Reviews
Fantastic asymetric VR game, local or remote with friends. VR Gameplay is smooth. Not a lot of level with the game, but there's the option for the workshop. Can't wait for more level in the workshop. If the servers goes offline someday (or are overloaded) there's an option for a local hosting, that's great thinking from the devs. Edit: Just found out there's more level than I first thought. There's 5 operations containing 6+ level each. Awesome!
Content is lacking and the player on the ground being in VR is entirely unnecessary. You could make the exact same game but the agent is on a flat screen desktop. The game is not enhanced through VR. You don't interact with objects throughout the level other then the button to start and finish the game. You crouch physically to hide which is nice but other than that you might as well be on flatscreen. No climbing around, no hand interactions...etc. I got the game for 12 bucks (50% sale) and felt like even then the price was a bit steep. They sell the game to you as a big party game but realistically 1-2 hackers (players who use their cell phones) is the sweet spot. You don't gain much of a bonus by having more hackers as it breaks down communication. There simply isn't a need for that many hacker teammates - not enough content for them. The idea is innovative and I love asymmetrical VR because it's hard to pad player populations in VR games due to it still being somewhat niche. However, ultimately, the game is just a novelty. Get it on a sale.
Great party game. Just played for 5 hours straight with 3 people, taking turns and replaying the odd level. We got just under 2/3 of the way through the campaign I think. With more people, there's a good amount of replayability, as people can take turns to be in the headset, but probably not heaps of replay value beyond that at the moment, because of the linear nature of the puzzles (not a criticism, as that is to be expected with this style of game). Amusingly, we played all of that (except for the odd level which we skipped) using just the mobile screens and not the screen on the PC which contains a lot more information than the mobile screens, as we only discovered when we were packing up that there's actually also a display on the PC which has the extra info. Despite that, it was heaps of fun and a real challenge. Occasionally the challenge "jump" felt a bit extreme, but in hindsight, this is probably because we weren't using the computer screen!! Will definitely be playing this again when we have people over. Very similar party-game "vibe" to keep talking and nobody explodes (KTANE), because everyone gets very involved to achieve the goal, but there's probably even more tension than KTANE because you're frequently getting "spotted" and then you evade the robots, then carry on with the level, rather than the tension building gradually over time in a level of KTANE. To clarify, everyone who is logged in on mobile is involved because some doors will be allocated to you, which is a really good feature. Well worth the ~£20 and looking forward to more levels/puzzle features. Totally understand this is early access but If I had to give any suggestions at this time, they'd be... - hands are about 3-4 inches to far along compared to where real hands are (on quest 2 controllers) which was a bit odd when pushing buttons in VR. - would be cool if the player in VR had some sort of tools/weapons to use as all you really use your hands for is pushing buttons. I think there is inspiration to be drawn from Heat Signature, which has really cool puzzles and gameplay but handles it all from a top down perspective on a flat screen. I think things such as mines or weapons with very limited ammo, or the ability to kill some robots with melee attacks from the rear, for example could be a really interesting addition. - more "minigames" for players on mobile to do to when lockdowns are triggered. 2 different ones was nice, but they got a little stale after a while. - The minigame with the red blocks was slightly buggy on mobile, in that it seemed to not always register when tapping the red blocks.
Very cool concept and executed fairly well. Would love to see a larger player base for more custom levels. I especially like the lock puzzles and hope they will expand with content like that.
It's a smart, tight multiplayer game. I expected it to be asymetric like similar games, but think of it more like Knightmare from the TV show. The agent can only see what's in front of them, but the other players can see what the agent sees - plus a map and the controls for security areas. The difficulty ramps up considerably but there's plenty of replayability for you and your friends as you try and get those gold trophies. Before passing judgement, play a few different areas rather than just the first one - the stages differ a good amount which keeps it interesting. JSR recommended 👍🏻
Похоже на Black Hat Cooperative. На безрыбье vr + couch неплохо. Хотелось бы больше именно взаимодействия с обратной связью между игроками. Но в целом, если у вас вдруг есть друзья, могу рекомендовать эту игру.
GAEM THAT IS FNU
Underrated Vr Gem. This game utilizes asymmetric multiplayer in a unique way and interesting way. Also workshop support and offline lan support in case the server ever goes down. Highly recommend if you enjoy stealth/asymmetric multiplayer.
This game is a must have for all VR Headset owners!! This is one of the best VR games
the best local coop vr game after keep talking and nobody explodes
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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