
Command Mobile Outpost and take XEN Firearm to venture deep into the Signet surveillance off-limit area. Collect unique Weapon Units. Amp up the firepower of the Outpost that fights with you. This is an FTD game - FPS, Tower Defense, Base Building and much more all at the same time.
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Reviews
PLEASE NOTE: THIS GAME HAS BEEN ABANDONED. DEVELOPERS ARE WORKING ON SEQUEL. The game is really fun. By far the best Tower Defense Base Building FPS out there. Graphics are pretty good so it is recommended to have a "Better" PC. The gameplay loop does tend to get repetitive after a while until you start fighting different bosses. I've had a blast building my base even though it does take a while to farm all the things you're looking for.
你站在哨站顶端,目力所及之处,十二门电磁炮、八座火焰喷射塔、四台自动导弹架组成的火力网正在把地平线染成橙红色。几百台智械机甲从三个方向涌来,然后在距离围墙二百米处被蒸发成零件雨。你切到RTS视角,重新分配了两组无人机的锁敌优先级,切回来,跳进重型机甲的驾驶舱,亲自把一发轨道炮送进了Boss的胸口。 这是《重装前哨》应该给你的体验。 但在此之前,你得先趴在没有灯光的三层废墟里,拿着一个扫描手套,逐个房间撬锁翻抽屉,捡螺丝、电线、合金板和一种叫"溶质碎片"的发光小方块。这个过程要持续多久取决于你的运气,但正常来说,在你能造出第一门像样的炮塔之前,你已经把至少十个小时的人生花在了翻箱倒柜上。这十个小时里你唯一像样的武器是一把滋水枪,你的哨站是一个空铁壳,你的敌人是优化补丁都救不回来的帧率及其带来的偏头痛。 一、背景与革新 《重装前哨》由国内团队Team Ranger开发,Lightning Games发行,2024年3月26日在Steam上线。它挂出的招牌令人垂涎:第一人称射击、塔防、即时战略、哨站建造、RPG养成、装备驱动型刷宝,全部塞进一个1-4人联机合作的框架里,用虚幻5引擎渲染出一片后末日工业废土。宣传片里炮火齐鸣、机甲列阵、漫天弹幕织成火网的场面,精准地锤中了每一个对"重火力美学"没有抵抗力的玩家。 这种缝合野心本身不是原罪——事实上,很多伟大的游戏都是从看似不可能的组合里长出来的。问题在于,Team Ranger把所有玩法的比例调错了。他们以为是FPS+塔防的黄金配比,实际端上来的是一盘90%的逃离塔科夫式捡垃圾、5%的塔防、5%的其他。玩家买票进场想看机甲大战,结果被按在椅子上先看三个小时的物资盘点和仓储管理。 二、叙事/角色批评 游戏的背景设定是后末日世界,"天印"监控下的无人区里,智械大军占据了地表,你作为指挥官需要驾驶移动哨站深入敌后,收集资源、扩张基地、夺回领土。这个设定在纸面上没问题——工业废墟、智械叛军、重火力对抗,全是成熟的科幻素材。但游戏的叙事执行接近于零。主线任务不过是一串干巴巴的任务简报,角色没有任何立得住的人物描写,过场动画的运镜和演出粗糙到像毕业设计答辩当天的作品。 更致命的是,游戏在叙事上没有任何自我认知。你扮演的是一名指挥官,但你干的事情和"指挥"两个字最接近的时刻,是在鸟瞰视角下给炮塔编组。大部分时间你在做的事情——单兵深入废墟捡垃圾——和这个身份完全割裂。如果游戏诚实一点,它应该叫《重装垃圾佬》,至少玩家进门前就知道自己要面对什么。 三、游戏性问题 先谈核心循环。一次典型的任务流程是:消耗哨站电量选择探索区域→进入地图→在各个建筑里翻找资源→回到哨站→启动回收程序→在回收期间抵御敌人进攻→成功撤离。听上去合理,但各部门的时间分配是畸形的——探索占70%-80%,塔防占10%-15%,其他操作占5%-10%。 探索环节本身也不是没有设计——"电量"限制迫使你对探索路径做规划,是扫荡三个低风险区域还是赌一把深入高风险区。回收阶段的敌人强度和你带回来的资源价值挂钩,这是一个动态平衡的风险/回报系统。单看这个框架,设计思路是有的。 但框架好和玩起来好是两回事。前期的探索体验可以用三个词概括:慢、穷、重复。你的移动速度约等于推着一台超市购物车上坡,地图上的建筑模板翻来覆去就那么几种,你能捡到的东西在十小时后和第一小时没有本质区别——只是数量多了。而塔防环节,在你没造出足够炮塔之前,基本上就是你一个人举着枪堵在路口,敌人从四面八方来,你换弹的间隙就够它们啃掉你半管血。 死亡惩罚是压垮这套循环的最后一根稻草。你探索一小时攒下的所有资源和装备,如果死在回收阶段——全没。不是扣一部分,是全没。这不是"硬核",这是在塔防游戏里硬塞了一套撤离射击游戏的死亡逻辑,两种品类的基本契约是冲突的。塔防的核心乐趣在于试错和迭代——这次防线被突破了,我调整炮塔布局再来一次。但在这里你没有"再来一次",你只有一个"重新去捡一小时垃圾"。 优化问题在首发时是灾难级别的。开场CG跑20帧,游戏过程中频繁掉帧和闪退,闪退后没有临时存档,你一个小时的翻箱倒柜成果瞬间归零——而且这次不是因为敌人太强,是因为游戏自己崩溃了。后续补丁大幅改善了稳定性,但一个首发即暴毙的游戏,能有多少人等到补丁出完? 四、系统亮点 尽管有上述一切,溶质枪系统依然是近年来国产游戏设计中最值得被记住的创意之一。 传统FPS里,一把枪的弹药类型和伤害效果是固定的——步枪打步枪弹,霰弹枪打霰弹。但在《重装前哨》里,武器的核心不是枪本身,而是插在枪上的"溶质"芯片。火焰溶质+会心溶质=高暴击火焰弹,冰霜溶质+散射溶质=扇形冰冻弹幕,狙击溶质+穿透溶质=一发贯穿整条走廊的长距离穿甲弹。溶质可以升级,可以重铸,高等级溶质可以随机合成为更强的技能。这个系统把"枪械定制"这个概念推到了一个类似卡牌构筑的深度——不是换配件调属性,而是换底层逻辑改玩法。 哨站建造的自由度同样值得肯定。没有固定网格,没有预设模板,你可以把炮塔焊在天花板上,把弹药工厂塞进地板夹层里,把整个哨站设计成一个外松内紧的致命迷宫。后期解锁机甲单位之后,你可以在RTS视角下指挥它定点清除高价值目标,也可以亲自坐进驾驶舱用第一人称开火。这种视角无缝切换的体验,在国产游戏里极为罕见,在世界范围内也不多见。 还有一点不应该被遗忘:后期的全功率战斗体验真的和宣传片一样壮观。当你攒够了科技点数,哨站从铁壳进化成武装到牙齿的移动要塞,十二门炮塔齐射时屏幕抖得像地震,那个画面放在任何标准下都是合格的视觉奇观。问题从来不是游戏做不到——问题是你得先熬过一段地狱般的垃圾时间才能看到它。 五、角色/叙事亮点 严格来说,本章能写的东西约等于零。剧情聊胜于无,角色无血无肉,世界观的搭建散落在各处的资料碎片里,拼起来也不足以构成一幅有说服力的图景。 但我想提一个游戏本身之外的叙事:Team Ranger的故事。一个国内小团队,用虚幻5引擎做了一款野心大到不切实际的游戏。他们想在同一个产品里同时做到FPS手感、RTS策略、塔防布局、建造自由度和刷宝驱动,每一个子系统单独拿出来都够一个独立工作室啃两年。他们没有被难度吓退,把东西做出来了。然后游戏被差评淹没,工作室传出解散,核心成员出走,原制作人单飞去做一款叫《Caliber Citadel》的精神续作。Steam评论区最新的一条置顶评测写着:"制作组已经跑路了,别买。" 这个故事比《重装前哨》本身的任何情节都更值得被讲述。它不是一个关于失败的故事,而是一个关于"想做太多"的故事。在一个所有游戏都在教你怎么做减法的时代,有人选择了做一个狂妄的加法,然后被自己加法算式里每一个项的反噬力压垮了。这固然不值得歌颂,但也不应该只被一句"多半差评"盖棺。 六、总结 《重装前哨》是一个被自己的野心噎死的游戏。它想成为一切——塔防、射击、战略、建造、刷宝、撤离——结果在每一个方向上都没有走到底。它有一个天才般的溶质枪系统和一套后期真正壮观的塔防体验,但到达那里需要的耐心和时间,超过了一个买断制单机游戏对玩家提出的合理要求。你花了十个小时捡垃圾,换来十分钟的火力全开,然后发现游戏已经没有新东西给你了。 2026年的今天,它已经是一个事实上被放弃的项目。制作组散伙,更新停止,Steam评价在最初的回暖之后再次滑向谷底。如果你真的对这种"熔炉式玩法缝合"充满好奇,等《Caliber Citadel》吧——那个在废墟上重新开始的人,也许已经从这堆残骸里学会了他该学的那一课。 至于那些晚期的壮丽炮火——它们真的存在过。只是没有几个人看到了。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English*, French, German, Japanese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 828 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly, it could’ve been worse. Everyone’s already talked about the bugs and related issues, but I was honestly amazed I didn’t experience them as much as others—aside from the occasional crash. This game really feels like an idea for a mobile game, expanded for PC, slapped together by a half-baked dev team, and pushed out before it was even remotely stable. The game LOOKS fine, but it plays terribly. The animations are cheap, the AI has no intelligence and just runs at you to get killed. Base building is fun, and watching all your turrets let loose is satisfying. The concept of the game is cool, but it was executed so poorly by the developers. Also, the amount of grinding required to get anything of real value is just exhausting. The shops don’t do much for you since they only offer limited-quantity, low-rarity items that can easily be found on the maps. Speaking of which, the maps are basically the same each time—expect to see the same stuff every run. I’ve played this game to completion, but the story isn’t even finished. It just ends after the last big boss battle, and that’s it—nothing much to do after that. The only entertaining part of the game for me was the base building. I managed to create a monster of a base in about 4 hours. To sum it up, the game is boring, unfinished, half-baked, and the story sucks. I wouldn’t recommend it to anyone, even if it’s on sale. Not only is the game bad, but the studio has already moved on to another project. It’s possible the game could be left to the community with a stable build, but seeing it actually finished? Not likely.
当务之急是加入yj,把这套军工业做进zmd里
Contrary to most I was satisfied with my purchase. Yes the plot is whatever, yes the dubbing is atrocious, yes it is a grindy as all hell past a certain point and yes it is janky, but there is also a lot of fun to be had here. I was honestly surprised with how good the gunplay is, I thoroughly enjoyed the base building aspect of the game and the fact that everthing ultimately feeds into it. The game can be as hardcore as you want it to be, or you can just mindlessly grind for better stuff and thats good. Id say buy this on sale, but do not dismiss it outright.
官方开发2代去了,一代做的一坨就直接跑路,把购买者当实验品消耗是吧,你出你的二代,我逢人就说别买这b工作室的游戏
Die Devs haben nen unfertiges Spiel hinterlassen und den zweiten Teil angekündigt. Ansich ganz gutes Spiel aber viel zu viel fehlt noch und dann einfach das Game liegen zu lassen ist einfach frech. Kauft nicht den zweiten Teil, unterstützt solche Entwickler nicht!!!
垃圾开发组,游戏就烂尾了,bug一堆也没人修,我看你开发第二部游戏还有谁支持你
I think this game is a solid proof of concept for what its trying to achieve however I cannot recommend it because the developers have moved onto a sequel leaving the game feeling half baked and lacking quality of life elements and stability improvements however if it goes half off on a sale its worth picking up and trying out at least. I highly advise you to focus on getting your energy storage up so you can just auto loot if you do purchase. I got some complaints, one for every hour I have played so lets go through some of those: I don't like the uncanny gooner model they've given the AI and I hate going into the hub to see her do the Courage the Cowardly dog return the slab dance. There is a story and plotline however after 100 hours I don't know what is happening and the writing got so bad and halfway through I just started skipping it, and the voice acting's pretty bad too though I'm not sure if I'd called it so bad its charming but this is all forgivable its just there to propel the game-play. It annoys me that my projectile doesn't hit the center of my scope so I have to aim up a little bit. I really hate the little exploding spider robots that clamp to your face and ragdoll you because half the time they get me through the walls. They added 2 modes that are separate from the story and they're a lot of fun. really putting the infinity in Infinity siege however I can't play it for long maybe about 20 rounds before I have to extract because the game crashes losing all loot (I think) and there's no checkpoints so you just restart. The game needs more consumable crafting recipes, and just recipes in general me thinks. Why cant I upgrade to the vanguard edition? I would have happily shelled out an extra 5 to 10 bucks at some point for it. Peeves me..... Thats all for now EDIT 1: Oh yeah Why the ♥♥♥♥ can't I enable things all at once even when they're grouped?
It's mostly a buggy mess. The two biggest things for me are: items constantly fall through beds/tables/floors/the literal ground making them unlootable. Co-op is a barely functioning thing, if you get disconnected or crash (and you will crash about 1 in 5 games) you lose all the loot from entire run which is usually a 1.5-2h long thing. Enemies are not even remotely intelligent, they mostly walk straight at you to get shot. The entire game is about managing ammo really, as long as you have ammo you'll win. well, and don't crash or disconnect or something else.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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