
As Humanity’s last hope, lead your army to combat in an intricate dance of spectacular actions and counters, using an original Dynamic Timeline System, and face fearsome bosses in epic battles.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
I could forgive the roguelite progression that, depending on when you acquired your last+15% damage upgrade, either has encounters be too easy or your reminder that your run should end so you can restart with better upgrades; I could forgive the stylized look even though the black and white look is monotone after a while; I could forgive the lack of enemy and unit variety since this is a small indie studio's first game; I don't need to forgive the use of health points and your own units as finite resources because I think it's a cool concept; I could forgive how bosses boil down to having a dozen of actives and triggers you need to be aware of despite the poor skill descriptions; I could even forgive how enemy reinforcements will instantly spawn and get their turn if you clear the map too quickly. But that the game straight up lies to you about enemy movement range (preview tells you they can move up to 8 tiles, then they proceed to move 9 on their turn and take a free swing at you, in a game where HP is a finite resource) is an unforgivable sin.
I really wanted to like this game. The aesthetic is fantastic, but the combat completely killed it for me. The biggest issue is that enemies seem to ignore the same rules the player has to follow. The game shows a grey zone indicating how far enemies can move and attack, but that's apparently more of a suggestion than an actual limit. At first I thought, "Fine, whatever." Then I started noticing how lopsided the mechanics really are. My daughters can usually move only a few spaces and attack once without taking a huge initiative penalty. Meanwhile, even basic enemies seem able to sprint halfway across the map, attack, and still act again before my team can respond. It feels like they're playing by a completely different ruleset. I don't mind difficult games. I don't even mind sacrificing daughters to heal the others. That's actually a pretty cool mechanic. What I do mind is a strategy game that asks the player to follow strict rules while the AI gets to ignore them. Difficulty is one thing. Having the enemies cheat is another.
Тактика для эдж лордов. +боевая система чуть сложнее, чем "подошел и ударил". надо думать, но не прямо жестко напрягать мозг. +без сейвскама +лечение только за счет жертвоприношений собственных бойцов +роскошный визуал +музон периодически разрывает от эпичного альтернативного рока +напряженные боссы +интересный сюжет (с некоторыми оговорками о которых далее) +голос красной мамы очень запоминающийся +порадовала система трейтов (бойцы после боя получают пассивки в зависимости от итогов сражения) -гринд -не все скиллы одинаково полезные -классы могли бы быть получше сбалансированы (баланс как бы есть, но он заточен под механики боссов, что иногда ощущается костыльно) -интересный сюжет, но все подается через записки -иногда управление очень кривое (очень часто эта проблема вылезает в играх на юнити, я думаю многие меня поймут)
How is it possible that there are SO many bugs in this game even 6 years after the release??? Armor calculation doesnt work at all, it is literally doubled for any buff the enemy or your own units get. (if it WAS intended just display that number instead) This bug makes enemies like the ♥♥♥♥♥♥♥ cancer Infected as fun as trying to shove a pitchfork up your rectum with the spiky end first.
I want an anime or show out of this. This is a pretty great turn-based game. But for me, what really shines is the setting and story. Traits are among my favorite things. It shapes a personality for each character based solely on their experience and buffs/debuffs accordingly
La plupart des avis négatifs ne comprennent pas qu'il s'agit ici d'un tactical / rogue lite et ont lâché le jeu face à la difficulté du début. Se prendre des gamelles fait partie de l'expérience, et plus vous jouez, plus vous gagnez des avantages qui vous feront mieux résister à la prochaine run. Honnêtement, c'est un des meilleurs XCOM-like auquel j'ai pu m'essayer. Et non seulement Othercide est à tomber par terre d'un point de vue esthétique, mais il dispose également d'un lore extrêmement intéressant. Le tout est bercé par une bande-son parfaitement adaptée à l'ambiance. Si vous cherchez un tactical exigeant et que vous avez l'habitude de vous casser les dents sur des Die & Retry comme Dark Souls, ignorez les avis négatifs récents et foncez. Othercide est une expérience à ne pas rater.
Visually stunning squad-based tactic game. Nice action system based on a timeline and AP + LP consumption. Not easy, but extremely rewarding.
i am loving this game so far. its not easy and does not ease up at any point and you have fail to get better but its been a lot of fun and gameplay and music
I would only recommend this game to people who love Souls games and TRPGs, with a very strong caveat, as I love both as well, and this game largely failed across the board for me personally. The game uses the traditional Souls-like narrative minimalism and cryptic storytelling, paired with disposable daughter units, but mixes it with the punishing aspects of a roguelike including permadeath and forced failure, resulting in brutal difficulty without the rewards of mastery, visual spectacle, or awe-inspiring boss fights of a Souls-like proper. Furthermore, the narrative and character focused aspects of SRPGs, as well as the character customization through RPG systems, and the visual customization of XCOM-like titles, is also absent, leaving a slow, punishing SRPG, that is the sum of only the worst parts of each genre, in my opinion. Many may feel differently, and the game does seem to have a very artistic design potentially worth checking out. The contrast of minimal color against a predominantly black-and-white palette, combined with eerie voice work and music, creates a strong atmosphere and distinct visual identity. Overall, aesthetic is not enough to make up for the slow and punishing game systems, and the minimalist storytelling style just doesn't fit a TRPG in my opinion.
最终boss纯纯恶心人,还一直有bug
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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
Languages: English*, French, Simplified Chinese, Traditional Chinese, German, Korean, Russian, Italian, Spanish - Spain, Japanese, Polish, Portuguese - Brazil*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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