
Paranautical Activity combines the classic FPS action of games like Doom and Quake, with the randomness and difficulty of modern roguelikes like Binding of Isaac and Spelunky.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
『DOOM』等から影響を受けたローグライク・クラシックFPS。 日本語非対応且つ10年以上前のゲームなので、キーコンフィグは起動前ランチャーでしか変更出来なかったり、各アイテムや武器の効果説明が無い為、実際に入手及び使用するか毎回アンロックメニューを確認しないと何も分からないのは少し不便でした。 特にローグライクとの兼ね合いもありますが、最低HP3から始まるストック制なので雑魚敵から連続攻撃食らうと即死したり、爆発するドラム缶や投擲可能なグレネードで自爆しても1ダメージ受けて瀕死になってしまい、そこがシビアで遊びづらかったです。 ただ初期武器と能力値が異なる4クラスからなる、スピード感ある撃ち合いと弾幕要素はシンプルに面白かったです。 意外とユニーク効果の多いアイテムも多く、ショップ部屋での武器取捨選択が一番大事かもしれません。 各階層に存在する星マークのフロアボスを8体倒すとゲームクリアとなり、クリア後はハードコアとインフィニティ難易度が登場するので腕に自信がある人は挑戦してみると良いでしょう。
I had never played Atonement Edition and boy this game really shows how much better the average indie game has gotten over the years. Yeah it's not unplayable but Paranautical Activity has maybe the worst menus I've ever seen, is ugly as hell, and quickly gets repetitive. And I mean FAST. Environment design is almost completely absent and this feels like a product of the time when "lol random" was peak internet comedy. I wish I hadn't played this again so I left it with fonder memories. Play almost any other indie FPS or FPS roguelike instead.
⠀
en büyük pixel mi bilmem ama çok büyük pixel
Paranautical Activity was like one of first roguelite FPSes, from back when roguelike was still a novel thing, and looking back, it aged badly. Hell, if what chances are it's more known as the game taken down for it's dev cursing at and threatening Gabe Newell on social media, resulting in the title being taken off Steam for some time, than it's actual merits. Now, first thing first, as far as unappealing blocky visual styles go, this game takes the cake with really rough pseudo-voxel enemy designs and UI, and level design even more angular - while it tries to be an arena shooter, like Quake of sorts, with lots of projectiles to dodge, the individual areas are way too small and primitive to fully capitalize on this. One thing that redeems style and levels is dynamic lights that indeed look neat and distinct but that's it. Now, the gameplay, it's pretty predictable roguelite as genre is established meets arena FPS faire, with the roguelike bit sometimes offering interesting gimmicky pickups but too often boild down to flat bonuses to stats, like max lives or whatnot, whereas the FPS kinda suffers from enemy AI being primtiive and simple, running circles is always enough to deal with most threat and the failures usually happen due to fire density getting too high for you to deal with, so the main skill here is dodging, not much space for buildcrafting, most playtroughs feel quite similar as a result. Just... was nice for it's time but now there's so many more titles with a better sense of how to make something a roguelite, and even more titles that are just fun simple singleplayer shooter so this comes off weak.
Probablemente uno de los juegos mas difíciles que he jugado, fue mi primer juego estilo doom, completarlo fue realmente un dolor de cabeza.
Так себе
For a nearly decade old roguelike, it's pretty fun. As many have said, the genre has already been improved upon significantly since launch, but this game stands out thanks to its voxel aesthetic, plus it has some really cool secrets. Dev screwed themselves by sending death threats to Gabe Newell, and imo that should not be overlooked but looking at the game for what it is, it's a pretty fun time for 10 bucks.
Весёлый шутер, всем советую
Эту игру мне помнится советовал друг. Очень давно. Вот спустя много-много лет я в "это" поиграл. 10 минут. Не существует хороших бумер шутеров рогаликов. Эти жанры не нужны друг другу. Это неприятная для глаз xyйHя.
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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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