
Pandora is a third-person action-adventure hack n slash game that combines teleportation and combat abilities. Take on the role of Phase, a cyber-enhanced super-soldier detained by their creator, Sai-Corp. Escape the orbital testing facility and earn the freedom they stole from you long ago.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
You've grown tired of their experiments and constantly being used as their tool of oppression. Sai-Corp developed new weapons that'll soon phase you out. And then what? Do they throw you away? Do they keep you as an experiment? No, don't let them choose for you like they always have. It's time to stand against Sai-Corp and earn the freedom they stole from you.
Pandora is a third-person action-adventure hack n slash game that combines teleportation and combat abilities. Take on the role of Phase, a cyber-enhanced super-soldier detained by their creator, Sai-Corp. Escape the orbital testing facility and earn the freedom they stole from you long ago.
Fluid Movement: Use Phase’s training and cyber-teleportation abilities to experience an engaging move set. A merge of basic and complex movement abilities that give you options when avoiding attacks from enemies or when traversing the broken facility.
Advanced Combat: Building on the fluid movement, the game gives Phase his favorite weapons, a katana, and his teleportation dagger. Combine Phase’s move set with his sword-slashing abilities to defeat anyone trying to stop you.
Enticing Environment: Utilize the different abilities while traversing the destroyed Sai-Corp Orbital Testing Facility and discover the environment that imprisoned Phase for so long.
development Team:
Ben Dookram - Sound Designer
Hamzah Kashmiri - Programmer
Kevin Kulendran - UX/UI Designer
Doory - 3D Artist/Co-Manager
John Muia - Project Manager
Thomas Soares - Level Designer
Music Team:
Anthony Kubelka - Composer
Jake Robertson - SFX Artist
Harris the First - Voice Coordinator
Yiyang Zhou - Music Coordinator
VA Team:
Atlin Hofer - Voice of Phase / Co-Scriptwriter
Genres
Stats
Languages: English**languages with full audio support
Reviews
Nice fighting animations, Some good use of UE5, and a cool main character design. It even has the classic action game dash! Ovverall, a good first step for this team's first game. Can't wait to see what else these devs do!
Tudo sobre: PANDORA - "Prepare-se para uma viagem cheia de altos e baixos no universo dos videogames!" (Valxb21) recomendo. ### Análise Completa do Jogo "PANDORA" --- #### História **Pontos Positivos:** - **Trama envolvente:** A história de "PANDORA" é como um bom livro de mistério. Você começa sem saber de nada e, aos poucos, vai descobrindo segredos de tirar o fôlego. - **Personagens carismáticos:** Cada personagem tem uma personalidade única que te faz rir, chorar e até questionar suas próprias decisões. **Pontos Negativos:** - **Enredo clichê:** Apesar de ser envolvente, a história pode parecer previsível em alguns momentos. Parece que já vimos isso em algum lugar, não? **Nota para a história:** 7/10 – Poderia ser mais original, mas ainda assim é cativante. --- #### Jogabilidade **Pontos Positivos:** - **Controles intuitivos:** Você se sente um ninja manuseando o controle, tudo é fluido e natural. - **Variedade de missões:** Desde correr contra o tempo até resolver quebra-cabeças, o jogo não deixa você cair na monotonia. **Pontos Negativos:** - **Repetitividade:** Alguns objetivos são tão repetitivos que você começa a se perguntar se está preso em um loop temporal. **Nota para a jogabilidade:** 6/10 – Diversão garantida, mas com alguns momentos de déjà vu. --- #### Falta do Modo Multiplayer **Pontos Negativos:** - **Solidão no espaço:** Jogar "PANDORA" é uma experiência solitária, como um astronauta flutuando no vazio. Às vezes, você só queria compartilhar suas vitórias (ou derrotas) com amigos. **Nota para o multiplayer:** 0/10 – Saudades de um bom cooperativo ou um PvP emocionante. --- #### Conquistas **Pontos Positivos:** - **Desafios interessantes:** Algumas conquistas realmente fazem você suar a camisa e sentir aquele orgulho gamer. - **Variedade:** Desde tarefas simples até as mais complexas, há conquistas para todos os gostos. **Pontos Negativos:** - **Excesso de grind:** Algumas conquistas exigem uma repetição tediosa, mais do que seria divertido. **Nota para as conquistas:** 8/10 – Boa variedade, mas um pouco menos de repetição seria ótimo. --- #### Bugs **Pontos Negativos:** - **Crashes inesperados:** Nada mais frustrante do que o jogo fechar do nada, especialmente após uma longa missão. - **Glitches gráficos:** De vez em quando, parece que os personagens se transformam em Picasso – com olhos na testa e pernas torcidas. **Nota para os bugs:** 4/10 – Poderia ser mais estável. Atualizações, por favor! --- #### Parte Gráfica **Pontos Positivos:** - **Visual deslumbrante:** Os cenários são lindos, quase dá vontade de emoldurar e pendurar na parede. - **Detalhamento:** Atenção aos pequenos detalhes que tornam o mundo do jogo mais imersivo. **Pontos Negativos:** - **Performance em plataformas mais fracas:** No console da vovó, o jogo vira um slide show. **Nota para a parte gráfica:** 9/10 – Gráficos de cair o queixo, mas é bom ter um hardware potente. --- #### Trilha Sonora **Pontos Positivos:** - **Músicas épicas:** A trilha sonora é digna de Hollywood, aumentando a emoção de cada momento do jogo. - **Variedade de estilos:** De música calma e atmosférica a batidas eletrônicas intensas, há uma faixa para cada situação. **Pontos Negativos:** - **Repetição de faixas:** Algumas músicas acabam repetindo tanto que grudam na cabeça como chiclete no sapato. **Nota para a trilha sonora:** 8/10 – Ótima trilha, mas algumas faixas poderiam ser menos insistentes. --- #### Falta de Tutorial **Pontos Negativos:** - **Curva de aprendizado íngreme:** Sem um tutorial decente, você se sente jogado aos leões. É aprender na raça ou desistir. - **Frustração inicial:** Nas primeiras horas, é fácil se perder e ficar frustrado com a falta de orientação. **Nota para o tutorial:** 2/10 – Uma ajudinha no começo seria muito bem-vinda. --- #### Falta de Legendas em Português **Pontos Negativos:** - **Barreira linguística:** Nem todo mundo é fluente em inglês, então jogar sem legendas em português pode ser um desafio à parte. - **Perda de detalhes:** Sem entender tudo, perde-se um pouco da riqueza da história e diálogos. **Nota para as legendas:** 1/10 – Precisamos de mais inclusão linguística! --- #### Nota Final: 6/10 **Crítica ao Jogo:** "PANDORA" é como uma joia rara, mas com algumas imperfeições. A história e a jogabilidade têm potencial, mas a falta de um modo multiplayer e de tutoriais pode afastar os jogadores menos pacientes. Além disso, a ausência de legendas em português é um ponto crítico, limitando a acessibilidade. Com alguns ajustes, este jogo poderia brilhar muito mais no universo gamer. --- Essa foi a análise bem-humorada e despojada de "PANDORA". Agora, é sua vez de decidir se embarca nessa aventura ou espera por um patch salvador! "SOBRE ESTE JOGO Você se cansou de seus experimentos e constantemente sendo usado como sua ferramenta de opressão. A Sai-Corp desenvolveu novas armas que em breve o eliminarão. E depois? Eles te jogam fora? Eles mantêm você como um experimento? Não, não deixe que eles escolham por você como sempre fizeram. É hora de enfrentar a Sai-Corp e ganhar a liberdade que eles roubaram de você. Pandora é um jogo de ação e aventura em terceira pessoa hack n slash que combina habilidades de teletransporte e combate. Assuma o papel de Phase, um super-soldado cibernético detido por seu criador, Sai-Corp. Fuja da instalação de testes orbitais e ganhe a liberdade que eles roubaram de você há muito tempo. Movimento fluido: use as habilidades de treinamento e ciberteletransporte da Phase para experimentar um conjunto de movimentos envolvente. Uma fusão de habilidades de movimento básicas e complexas que lhe dão opções ao evitar ataques de inimigos ou ao atravessar a instalação quebrada. Combate Avançado: Com base no movimento fluido, o jogo dá a Phase suas armas favoritas, uma katana e seu punhal de teletransporte. Combine o conjunto de movimentos de Phase com suas habilidades de corte de espada para derrotar qualquer um que tente detê-lo Ambiente atraente: Utilize as diferentes habilidades enquanto atravessa a destruída Instalação de Testes Orbitais da Sai-Corp e descubra o ambiente que aprisionou a Fase por tanto tempo."
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I love the part where he says "I am Pandora and I am Phase" then proceeds to phase through Megatron repeatedly while hitting the octoslash. 10/10
Pandora, ışınlanma ve dövüş yeteneklerini birleştiren üçüncü şahıs aksiyon-macera hack n slash oyunudur. Yaratıcıları Sai-Corp tarafından gözaltına alınan siber destekli süper asker Phase rolünü üstlenin. Yörünge test tesisinden kaçın ve uzun zaman önce sizden çaldıkları özgürlüğü kazanın.
"PANDORA" is just another student project dumped onto the Steam store, one of thousands. It's from Sheridan College in Canada. Student projects might look better than amateur shovelware, but they aren't real games. This is just a glorified homework assignment. It lacks the depth and value you get from professionally developed product because it was made for a grade, not for players. Schools, colleges and universities shouldn't be using Steam to show off student projects. It might be fine for the school's marketing, but it clutters the Steam store with pollution... we have to sort past all these short student tech demos just so we can find real, full games from professional developers. This is a case of a game dev college putting its own interests before the interests of gamers. The students made a mediocre and unfortunately unpolished hack n slash game where you control Phase, a cyber-enhanced super-soldier, as you hack and slash your way through an orbital testing facility.... which is all fine and well but the game is a bit janky and lacks polish, because it's a student project and not a full game. And these bugs will never get fixed because the students got their grades and walked away. The controls can't be customised, which will be an annoyance for many, but it can also render this unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. The graphics in this game are passable, but could be better. And while it's vital for any game to have impressive visuals (gaming is a visual medium, after all), there's more to a game than just the graphics. To be worth a gamers time, the game must match top tier visuals with top tier gameplay, and that's not happening here. Next is pricing and what value this has for gamers. It would be unethical for students to try charge money for their homework assignments, so you don't have to pay any money for this. But you'd still have to spend your time downloading this, and "time is money", as they say. There's the other problem, too... as a student project, this wasn't made for gamers. There's no requirement for them to polish and balance the game properly, all they need is something to show the faculty so they can get their grade and move on. Let's once more ask... why is that good for gamers? It's obviously not delivering a solid product. Yet here it is, on the store page, and here you are, reading my review for a student demo that's going to waste your time. While genuine amateur developers who made real products get ignored because they have to compete with this stuff. In some ways, this deluge of student projects on Steam is harmful to everyone. Despite having no up-front cost, this failed to appeal to the 130 million+ gamers on Steam. SteamDB shows this peaked at [b]only 3 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. This isn't a complete game for gamers, just a glorified homework assignment, and there's no profile benefits like a +1 count to your game collector badge, so I can't recommend adding it to your library. Finally, I write these reviews to try help people navigate the thousands of games on Steam so they don't waste time on low quality products. There's over 140,000 games on Steam... Steam Direct is allowing an influx of around 40-50 new games [i]every day![/i]. If you think I'm wrong about this one, go ahead and add it to your library, download it, install it, play it and see for yourself. Maybe you'll come to agree with me after wasting your time. Either way, consider writing your own reviews too. I'm just glad if my review helps give gamers enough info to make a better informed choice.
Its refreshing style and graphics. retro. But controls, turning, and navigating the map is not easy. I got stuck with the teleportation and trying to reach the robot. Thumbs up for trying.
crashes after boss fight
免费 没中文 没成就 有免费DLC 潘多拉 你早已厌倦无休止的实验,不甘沦为他人施行压迫的工具。赛科集团研发的新型武器即将取代你的存在。之后等待你的会是什么?被无情丢弃?或是永远沦为实验品?不,不要再任由他人摆布。是时候反抗赛科集团,夺回本该属于你的自由。 《潘多拉》是一款融合瞬移与战斗技能的第三人称动作砍杀冒险游戏。你将扮演改造超级战士相位,一直被创造者赛科集团囚禁控制。逃离轨道实验设施,夺回被长久剥夺的自由。 流畅机动:借助自身特训与机械瞬移能力,体验丰富灵活的动作连招。基础身法与高阶位移相辅相成,无论是躲避敌人攻击,还是穿梭破败设施,都能灵活应变。 进阶战斗:依托流畅的机动体系,角色配备专属武士刀与瞬移匕首。连招技巧搭配斩击攻势,击溃所有阻拦你的敌人。 沉浸场景:穿梭破败的赛科集团轨道实验基地,活用各项能力探索这片囚禁你许久的牢笼之地。 开发团队: 本・杜克拉姆 —— 音效设计师 哈姆扎・克什米尔 —— 程序员 凯文・库伦德兰 —— 用户界面设计师 海德尔・马哈穆德 —— 三维美术师 / 联合主管 约翰・穆亚 —— 项目主管 托马斯・索雷斯 —— 关卡设计师 音乐团队: 安东尼・库贝尔卡 —— 作曲 杰克・罗伯逊 —— 音效美术 哈里斯一世 —— 配音统筹 周易阳 —— 音乐协调 配音团队: 阿特林・霍弗 —— 相位配音 / 联合编剧
☀️
PANDORA is a compact third-person action-adventure game that combines hack-and-slash combat, science-fiction environments, platforming, and teleportation-based mobility into a focused escape story. Developed by Hamzah Kashmiri, Kevin Kulendran, John Muia, Thomas Soares, Ben Dookram, and Doory, and published by SixGuys, the game originated as a 2023 Capstone Project for Sheridan College's Honours Bachelor of Game Design program. That background provides useful context for its scale. PANDORA is not built as an enormous campaign packed with dozens of interconnected systems, but as a concentrated demonstration of movement, combat, level design, audiovisual presentation, and character mechanics working together within a complete playable experience. The story follows Phase, a cybernetically enhanced super-soldier created by the powerful Sai-Corp organization. Rather than enjoying the privileges that might come with his extraordinary abilities, Phase has become a captive of his own creators. Sai-Corp continually subjects him to experimentation while developing increasingly advanced weapons that threaten to make him obsolete. Facing an uncertain future in which he could either be discarded or remain imprisoned as a test subject, Phase decides to take control of his own destiny. His objective is simple but effective: escape the orbital testing facility, eliminate anything preventing his freedom, and confront the forces responsible for keeping him trapped. While this narrative uses recognizable science-fiction themes involving unethical corporations, human experimentation, advanced technology, and rebellious artificial enhancement, it provides a suitable foundation for the gameplay. Phase is supposed to be an exceptionally dangerous engineered combatant, and the mechanics are designed to reinforce that identity. Instead of slowly navigating corridors and exchanging conventional attacks with enemies, he can move aggressively around the environment using cybernetic abilities. His mobility becomes one of the defining qualities of the experience, making traversal feel connected to his background rather than existing merely as a convenient gameplay feature. Teleportation is particularly important to PANDORA's identity. Phase possesses a teleportation dagger alongside his katana, allowing movement and combat to overlap naturally. Teleporting can help him reposition, evade danger, cross environmental obstacles, or rapidly approach enemies. The game incorporates both straightforward movement techniques and more demanding maneuvers, creating opportunities for players to become increasingly comfortable with Phase's capabilities. This approach makes navigating the facility more engaging because environmental traversal is treated as part of the core challenge instead of downtime between battles. Combat emphasizes speed and close-range aggression. The katana gives Phase a direct melee option, while his enhanced mobility allows him to approach encounters in a manner appropriate for a futuristic super-soldier. Fighting cyber-enhanced guards becomes most enjoyable when attacks, evasive actions, and teleportation are treated as parts of the same continuous rhythm. The mechanics encourage players to remain active rather than simply waiting for enemies to approach. Although the combat system does not possess the enormous variety or sophistication of a large-budget character-action game, its underlying concept is strong enough to give PANDORA a recognizable personality. The setting also complements these mechanics effectively. Sai-Corp's orbital testing facility is damaged and dangerous, turning Phase's escape into both a combat mission and a traversal challenge. The environment provides spaces where platforming and movement abilities matter, preventing the adventure from functioning solely as a collection of enemy arenas. There is also an appropriate thematic connection between the location and the protagonist. Every section Phase passes through represents another step away from the organization that created and imprisoned him, giving the player's physical progress through the facility a clear narrative purpose. Enemy encounters revolve around cyber-enhanced guards and other opposition associated with Sai-Corp, eventually leading toward a major confrontation with a mech boss. This provides the adventure with a clear sense of escalation. Ordinary enemies allow the player to practice Phase's abilities, while the larger final threat acts as a test of what has been learned. The game's violence is closely tied to its hack-and-slash identity, with Phase using his sword and dagger against hostile enhanced opponents. The action therefore feels consistent with the darker implications of the setting and the protagonist's desperate attempt to escape captivity. PANDORA also benefits from having clearly defined contributors across different areas of production. Its credits include work dedicated to programming, 3D art, level design, UX and interface design, sound, music, writing, voice coordination, and project management. Phase is voiced by Atlin Hofer, who is also credited as a co-scriptwriter, while additional contributors worked on composition and sound effects. This collaborative structure helps explain why the game attempts to deliver a complete audiovisual experience instead of presenting itself merely as an experimental combat prototype. Visually, the science-fiction direction suits the gameplay and provides a convincing framework for Phase's abilities. The industrial and technological qualities of the orbital facility support the cybernetic premise, while the damaged surroundings create an atmosphere of instability during the escape. The presentation is not intended to compete with major commercial productions, and players should keep the project's origins and scale in mind. Nevertheless, the combination of environments, character design, interface work, sound effects, music, and voice acting gives the experience more personality than its relatively small scope might initially suggest. The biggest limitation is ultimately that many of PANDORA's ideas feel capable of supporting a much larger game. Teleportation-based traversal could be expanded into increasingly elaborate platforming sequences, while the katana and dagger combination could support a broader collection of enemies, abilities, encounters, and combat strategies. Sai-Corp and Phase's history also provide enough narrative material for deeper world-building. The existing experience introduces these concepts effectively but does not have the scope to explore every possibility. Players expecting a lengthy action epic may therefore find the adventure comparatively brief and mechanically concentrated. That limited scale is also part of the game's appeal, however. PANDORA avoids overwhelming the player with unnecessary systems and instead focuses on its central fantasy of controlling a cyber-enhanced warrior escaping a hostile research facility. Movement, platforming, teleportation, melee fighting, and the narrative premise generally point in the same direction. The result is an energetic project with a clear identity and enough mechanical ambition to stand out among smaller student-developed games. PANDORA succeeds most when viewed as a focused action experience built around mobility and the fantasy of becoming a highly capable cybernetic fugitive. Its story follows familiar territory and its content is understandably limited, but the combination of fast traversal, teleportation mechanics, katana combat, science-fiction atmosphere, and a climactic mechanical opponent creates a satisfying foundation. It demonstrates considerable ambition within a manageable scope and provides an interesting glimpse of what these mechanics could become with further expansion. For players who enjoy short science-fiction action games and movement-driven melee combat, PANDORA is an engaging project worth trying. Rating: 6/10
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