
What the enemy can do, you can do as well! Activate the "Override" system and and hijack enemy Cyborgs on the fly during high-intensity battles. Mix and match the Cyborgs you seized with fully customizable "Extensions" and "Cores", and craft hundreds of game-breaking combat builds!
Modeled estimate, not a reported figure. How we estimate →
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About
A cybernetic dreamscape where consciousness drifts freely. Neon chasms, torrents of data, and the blurred boundary between flesh and machine—everything here is rewritten by code, yet filled with dangerously real desires and threats.
Follow your guide, Mayoi, as you step deeper into this city where the virtual and the physical intertwine. Uncover its radiance and its shadows, confront its mysteries, and survive its battles.

Experience the thrill of fluid, old-school brawler combat—every punch hits hard, every combo flows like a storm.
With the innovative Command Input system, each skill hides multiple branching moves. Master the inputs, unlock deeper tech, and unleash ultimate arcade satisfaction!

With the game’s unique Override System, you can steal an enemy’s abilities in the heat of battle and turn them into your own temporary weapons.
Each cyborg body comes with its own finely crafted traits and combat style.
Every override becomes a brand-new way to break through the fight—the battlefield shifts because you decide what to become.

Your playstyle is shaped by three key systems:
• Override Cores define your combat identity.
• Combat Extensions drive your combo engine.
• Enhancement Chips push your performance beyond its limits.
Mix and match freely to create hundreds of unique combat builds—your style, your rules!
Power isn’t just about gear.
Unique character traits, in-run evolutions, and deep ability upgrades all work together to forge a path where you fight more and grow faster.
Every battle leaves you stronger than the last.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Let me caveat what I'm about to say with this: I am not very familiar with this genre of beat-em-up game. I really like cyberpunk games, and this game advertised itself as such, but it's not really worth buying just because you like cyberpunk (it falls under the category of what I like to call "shallow" cyberpunk). OverRider is a neat little indie game with (probably) a lot of neat ideas- but the game initially isn't very fun. The main gimmick is that you can "OverRide" enemies mid combat to change your move set, and that's a pretty cool idea. And I think on a greater, macro-level, the game might encourage switching between a lot of enemies. The problem is, tactically, there's not really much reason to keep switching. As soon as you find one enemy that clicks well, there's hardly any benefit to switching between different characters. This makes what was likely meant to be the core mechanic of the game feel more like a gimmick. It's very easy early on to find a simple combo that you can spam over and over, which makes the game feel monotonous. Your countering being tied to your attack button makes countering feel random most of the time, while also making your dodge button feel less interesting. There needs to be an incentive to keep switching, such as your attacks getting weaker the longer you stick with a certain character, or bonuses for how many times you've switched. Story-wise: the english localization isn't very good so I lost interest very early on, so I can't speak to it. But the story starts in-media-res and didn't seem that interesting- I ended up skipping through it like I used to do on mobile games back in the day Graphics- the backgrounds don't look particularly great, but I suppose they were trying to make sure the foreground characters really stood out. Thing is- the foreground characters are hideous. Very over-designed, poor choice of colors, and for some reason very odd "physics" the make the characters just look like prototype assets. Music's good though. If this game GETS fun, well then the game needs to focus on making sure it's fun from the get-go.
I played this game on stream; a link to the VOD will be below. Overall, I think this game has potential, as it has a really cool concept and the combat is fun (and a little mindless), but the execution is not good. The main conceit of the game is the body swap mechanic. A chatter of mine brought up a good comparison in that it is similar to Kirby's copy ability. This is pretty cool allowing you to hop from one skill set to another. I do not envy the dev in having to come up with combos for every enemy. This seems like bloated scope that can easily get away from the dev. That being said, the execution of the copy ability is...not great. The game really encourages you to find and stay with a single favorite body, which seems like the opposite of the design concept. For example: You can level up each body, and the level up path for each body is quite long, so obviously the more you progress down a specific body's progression path, the more you are going to want to only use that body since the others would not match the level. Secondly, the body shares the same health pool as your main character. Draining your health pool while in the body doesn't kick you out of the body, but instead just game overs you. Basically, once you find the best body, there is no reason to leave the current body. There are other minor things, such as learning combos, that also contribute in minor ways to the psychology of never wanting to change bodies (why change to a body I don't know the combos to when I can use the body I know how to pilot?) My suggestion to the dev is to revise this system entirely. 1: It doesn't make sense for your main character's body to disappear completely. When you copy an ability, your body should be left behind defenseless. This provides a choice for the player to consider their main body's positioning when absorbing another body. 2: Bodies that are absorbed should have their own health pool. The health pool should be limited so the body is quickly defeated, pushing you back into your main body. (Ideally, the health pool of the body would be the exact same as the normal enemy's health pool.) 3: The skill for absorbing bodies should be limited. As far as I could tell when playing, you can absorb a body at almost any time. I feel like there should be some sort of limit. I would suggest a combination of all of these for absorbing: Countering an attack opens the enemy up to being absorbed instantly. Reducing the enemies health by over half would allow absorbing the body instantly. The absorb body skill can be performed at any time, but the skill itself has a long wind up time that can easily be interrupted - this encourages skillful absorption with the counter attack method or lowered health method, but still allows you to absorb at any time. With changes like this to the combat system, it would bring the body snatching ability to the forefront of the game and make it far more interesting and compelling. The game also features a semi-rogue-like mechanic of having randomly generated paths and upgrades. Overall, I feel like this doesn't contribute anything of value to the game, and it also makes the game feel more dependent on luck rather than skillful play. This game, and it's genre and move sets are almost entirely about skillful play, so the luck based part feels counter-productive to the game's identity. With a lack of stage hazards, every room feels the same, so there is no reason to randomly generate a path. I would outright remove these elements from the game because they contribute nothing of value to it, they only hurt the game's identity. Finally is the story: It is utter nonsense. Part of this is due to a language barrier, and that is totally understandable. But even if I spoke Chinese, I am certain the story is incomprehensible because the visuals do not accurately reflect what is being told in the story, the story itself is all over the place, characters are not introduced properly, and everyone talks way too much. I would recommend re-cutting the dialogue to be faster and get to the point quicker. I would also make sure events flow sensibly, and make sure characters have been introduced properly before they are getting stabbed through the chest and their daughters kidnapped. I look forward to what the future of this game may hold, but it needs some serious reworking mechanically, systematically, and story-wise. I sincerely doubt there is only 9 - 12 months of dev time left on this game. I suspect it will be in EA much longer. There is great potential here that is marred by poor execution. At this time, in this state, I cannot recommend this game. If you'd like to watch my time playing the game, you can find the VOD here: https://youtube.com/live/nqLYd-BLHpA?feature=share
《超控行者》是一款复古赛博朋克风格的Action Roguelite游戏。选用了一种上世纪末审美下的赛博朋克画风,与复古感清版街机的玩法和输入可谓相得益彰。游戏的指令输入非常注重派生和连段,且可选择通过方向摇杆组合+单一攻击键的组合释放技能,有些类似街机格斗游戏。更有可以操纵对手机体的超控能力,丰富玩法体验。 一如其名,游戏最核心的机制创新在于“超控”,也就是操纵其他义体的能力,颇有种敌我同源的观感,每个义体的攻击模组和基本区分也很大——但是这个系统被设计为默认无法无缝超控,也就是想要切换义体则必须放弃当前义体,换回原身,再超控新的敌人。 进阶所需的经验值,完全来自于对对应义体的超控,可从E一路升级至SSS,逐步解锁对应义体的技能和强化。这部分被设计地过肝了:由于经验值来源无关杀敌数,最好的策略是在关卡中频繁切换,但这也并不解决“想体验的特定角色难以快速升级”的问题。 另一方面的创新来自z轴的加入,也就是角色可以进行远离和靠近摄像机的移动,创造更多的躲避与战术空间。但是这一设计并不算完全的积极,个人角度而言有点消解这种模仿老式街机的纯粹感,远距下是否和敌人同轴有些难以掌握,前后乱窜的敌人也会因为视觉面积的骤然放大,影响对战局的关注。 总体而言,本作是如今罕有,能带回一些街机风味的肉鸽新作,美术和连招设计都相当不错,所以在稍有欠缺的rogue奖励设计等方面的缺憾,也能一定程度地宽容,期望制作组继续优化作品。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪[/hr]
[h1] 「♥超控行者♥」 [/h1] [h2] 「♥游戏介绍♥」 [/h2] 超控行者是一款清关玩法的动作肉鸽游戏,游戏的故事发生在未来的赛博朋克世界,玩家将操控一名少女?-在名为茧的世界中寻找自己的妹妹,利用自己在赛博世界中的这具义体,进行夜狩,打败一个个敌人,掌握超控的力量,利用敌人的义体来进行战斗,找到不一样的操作手感,打出炫酷的连招,通过不同的方式来获得强化BUFF,每一次战斗都有新的体验和收获。两种搓招模式也能兼顾大佬和萌新,手残玩家也可以轻松搓出炫酷连招。 [h2] 「♥游戏内容♥」 [/h2] 游戏的剧情发生在百年后的赛博朋克世界,而主剧情则发生在一个人类已经飞升进入了代码海洋中的世界,主角也是这其中的一员,只不过她的义体有所不同,她掌握着超控的技术,为了复活自己的妹妹,利用自己的能力和人脉,踏上了一条战斗之路。 游戏的玩法是肉鸽动作清关游戏,游戏在横版的基础上加入了类似地下城的Z轴设计,让玩家可以通过改变Z轴位置来躲避敌人的技能,寻找机会进行反击,而游戏的两种搓招模式,也能够让玩家体验到当年搓招的感觉。经典模式玩家需要输入方向键加技能才能搓出来连招,而简易版则像街霸的现代模式一样,一键搓招,非常炫酷,手残玩家可以使用。 游戏中的大致玩法就是打打打杀杀杀,通关后拿奖励强化自己,选择自己喜欢的词条和BUFF,让自己下一关打起来更轻松。这都是肉鸽游戏常见的要素,而最特殊的玩法就是超控系统,也是游戏最精彩的地方。玩家把敌人打到残血的时候,敌人头上会出现一个F键,玩家可以使用超控来进入敌人的身体,这时候开始玩家的连招和技能就完全不一样,是一套全新的体系。除去普通的敌人外,精英敌人也可以使用更多的资源来超控。 [h2] 「♥总结♥」 [/h2] 超控行者是一款打起来非常丝滑的动作肉鸽游戏,每一套义体都有一套独特的攻击模式和效果,玩家通过摸索肯定能找到自己喜欢的那一套攻击模式,然后就是多多练习,尝试练习一些炫酷的连招,让自己打起来更有爽感,推荐给喜欢赛博朋克风格游戏和动作游戏的玩家入手游玩。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
花里胡哨,和我的下忍说去吧,有一种骷髅弓箭手薄纱魔王军干部的美
《超控行者》是一部赛博朋克风肉鸽格斗游戏,我们将操控主角,在特殊条件下使用不同的机体,感受不一样的机体玩法,体验游戏的魅力。 游戏玩法是格斗模板加上肉鸽模块的合成,通过击败一层层小怪,获得各种加成或者道具,最终挑战boss。 游戏的攻击方式比较经典,有两种选择。一种是经典街机格斗的上下左右摇杆加普通攻击,进行各种技能释放。另外一种则是快捷方式,直接使用较少的摇杆对应技能键,来进行各种技能释放。格斗老玩家可以选择第一种方式,新人的话建议使用第二种方式。 游戏的战斗有一个比较有趣的设定,与别的肉鸽游戏不一样,不拿各种加成道具,是可以直接进入下一关的,给自己增加一下难度,纯靠初始强度通关游戏,挑战自我。 在进行boss战的时候,boss在攻击会有很明显的起手动作,以及伤害判定位置,但这并不意味着游戏更简单。 我们可以进行躲避的操作有两种,打滚和跳跃,在进行其中一个动作以后,一定时间内不能进行其他动作。也就是说,进行一个动作以后,只能进行简单的移动,不能跳跃加打滚。所以在boss进行起手攻击的时候,我们需要提前做好预判,通过boss攻击的方向,提前进行动作。还是需要一定的判定和操作的,带有一定的挑战性。 游戏画风很润,帅气中又带着涩情,配合在游戏中可以附身敌人,以及击飞敌人远程攻击的机制,整体体验感还是很不错的。 [quote] 闲暇时光,不妨试试游戏。 欢迎关注[url=store.steampowered.com/curator/45653622/] 闲暇時光鉴赏组 [/url] [/quote]
很迷惑的Z轴设定,你做的上/下+技能键的搓招分支改善了你忍杀动漫般的动作系统,可你的Z轴设定将它打成一坨大便 你说你有空手道能反弹远程,那我问你,你第一个boss的电磁球为什么不能弹,look my eyes,不能弹就算了,为什么还有发波派生发波派生发波,tell me why,闪避一下正好闪掉第一个吃到第二个然后被击退起来再吃一个,why baby why? 你的肉鸽体现很神奇,但是我至今没看明白那三个插槽怎么触发而我的第四个强化又如何启动,这个超控系统更是答辩中的答辩,我需要站着解除超控然后再去追下一个超控目标,无缝超控还要打完boss放弃另外两个选择去拿?你觉得很有趣,嗯? 公告写的更侧重肉鸽结果我一看就这几个,回血(数值很好看其实一点没回),炸弹(特效很花但是没啥伤害),护盾(根本看不出有没有触发的护盾),激光(看描述就没拿),三个基础属性增加(还有上限的),真是肉肉又鸽鸽啊。 升级树更是幽默至极,我看那小字得拿放大镜,左一片右一坨的排版还不如我小学时候的尺规作图来的好看,各种名词更是一股脑子全丢上去,错过新手教程的几行字就没地方去找解释,地球上还没有多少人装脑机接口收不到你的电波好吗。 我本以为超控杂兵是打道中的手段,但是你的设计是不断杀杀杀控控控然后激活插槽(?吗,那为什么打相扑手boss没见能超控的机体?根本触发不了这个机制好吧,推掌连段更是墙角惨案,推板推完再接一个震地,直接送走。 打counter机制也是神秘,有时候能触发有时候又不能,白吃伤害。 从去年年底就关注到发在小黑盒上的文章,现在四月份端上来和去年文章里面差不多的东西,今天发的两个新角色也没见着,甚至没看到哪里有切换角色的按钮,就看到一个赛博投影一直和我说塔塔开,网恋奔现害人啊害人
挺好玩的 不过角色不太平衡 有的角色特别赖。比如工程师。而且敌人多了还会很卡 尤其无人机特效多了以后 制作组赶紧优化一下啊
美术挺好的,UI是不是缺了不少键位,打包是不是打的开发包怎么~号还能打开log的 手感还可以,就是感觉动作后摇是不是大了些,习惯想跳的时候跳不起来 整体上算是最近这种类街机里比较舒服的了
[i]OverRider[/i] is still a bit rough around the edges, but it's definitely got the potential to become a great beat 'em up.
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