
Build a grand totalitarian colony and personally storm roguelite battlefields with your soldiers. Shape citizens fears, loyalties, bonds, and feuds. Capture enemies, convert them into true believers. Sacrifice the weak. Feed the strong. Wield absolute power and make every life bend to your will.
Most likely between $2.7M and $7.7M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 92% | approximately $4.5M |
| Epic | Free | — | #86 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $13.84 on Steam · Ukraine (−54%). Compare 15 prices in 15 markets →
Reviews
Themes across 1797 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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positive critical· bar length = how often the theme comes up
Reviews
I saw this game on my steam discover page and for whatever reason I clicked it. I put it on my Wishlist to think about it and see if its something I would enjoy. couple days later I bought it and i have no regrets. To see that the people who put this game together are caring and wondering what could be done better is so heartwarming to me. This game is better than 99% of all triple A games i've seen in the last couple years. The combat is fun, the base building is awesome, just the overall feel of the game is great. I have not had a single game breaking glitch or crash in my 10 hours of playing it. I recommended this game to a friend and he now almost has 10 hours as well. If the Devs ever read this i just want y'all to know you did great and keep up the amazing work. I cant wait to see what the future looks like for this game.
(Я бы и на родном всё рассказал, да лимит в обзорах не позволяет ;c - игра хорошая, амбициозная, но ей требуется время в "печке" :p, так обычно и бывает с Early Access играми) Having played this game for a bit of time now (19+ hours) and having reached the "third" sector, I feel like I can finally "properly" review the game. Sheesh, where do I even start? - There's quite a lot to talk about.....Oh! 0) I'll start off with this: This game feels like "Palworld with aesthetics of 1984, the humour of Starship Troopers (The movie, not the books) and Helldivers (1+2), with gameplay feel of Risk of Rain 2 with a bit of Rimworld mixed into it" <-< Quite the weird combination, isn't it? 0.5) that being said...you can FEEL the fact that this is an "early access" game, unfortunately. (but that's to be expected) Many gameplay elements feel "clunky" - be it Fighting/exploration, base building/colony simulation, so on and so fourth. 0.75) in fact, a pet peeve of mine is the fact that there isn't....space combat and planet exploration on your main base planet. It's surprising to NOT see them in a game such as this. I already made a MASSIVE list of "what I'd love to see in the game" in surveys, but....I wish to repeat my point in here quickly: For a game that has a lot - it feels like this game lacks a lot of stuff as well. Space combat is one of those things (a missed opportunity), even if it was a bit basic (you get to build space ships but you DON'T get to use them in ground battles Helldivers-like or in....space? - That's so weird! It's fine though, space battles aren't "really" needed....but our "BASE" PLANET EXPLORATION? - now THAT - is a massively missed opportunity! It would actually help expand base building/colony sim elements in the game: Weather effects! (both natural and human-made, be they extreme weathers of all kinds like hurricanes and storms! ) "Raids" from enemies and/or "tribes" that are on the planet that formed as a result of the previous "leader" dying or...something! I don't know, it's such a missed opportunity!) - Don't get me wrong, I LOVE the "chill" base building, but I feel like you could add base defense as a TOGGLEABLE (important wording here!) challenge for those who seek a bit more stuff to do in the game. We also have something akin to "trading" (but it's more of a "selling station" where you sell your junk......not actual trading though, which is sad) - you could add a whole economy system to the whole thing! (not just our own "resource"-based one, but....something akin to "space" economy that fluctuates based on what we do...I mean...it just makes sense <-<) Despite that - everything "does" work together, which is nice! - But you can FEEL the fact that it still needs time to be turned into a very smooth and fluid game And seeing as I mentioned things from the game already, how about I start talking about them now? 1) Combat and "space" exploration: Notice how I combined these two, they are intertwined A decent chunk of your gameplay will be in "expeditions" (that's what the game calls its rogue-like runs). You'll notice that the game has......a very weird scaling problem. <-< Sometimes missions feel quite easy, other times they feel INSANELY hard, and I feel like it mainly comes from the fact that: 1.1) - The combat doesn't feel as "smooth/fluid" as it needs to be (but it CAN be): Aa good example of that would be the fact that your dashes stop you from shooting....... it feels extremely clunky, and that's just a small little thing....... or how about weird Ally soldier/worker mission A.I.? - they get stuck in many places in many maps, which....leads to a rather annoying experience where you have to babysit them (otherwise they just get deleted by enemy spam) 1.2) - I already mentioned enemy scaling (I play on "Punishing" difficulty with iron-mode base building, seeing as it's the hardest that the game gives you from the start. And yes, the diffuculty is VERY CUSTOMIZABLE! Which is very nice! :D) It's a bit sad that this is one of those games where you get "less health and shield stats" while enemies get progressively more %-based survivability stats. Like, the difficulty (punishing) I play on gives me "100%" of my stats while enemies have....200% of their stats <-< And that is NOT factoring in "enemy scaling" in expeditions. Which......it "does" make sense from a ROGUE-LITE perspective... But there needs to be some sort of "cap" on it, otherwise it just becomes unbearable and stops you from progressing as smoothly as the game expects you to. There are moments where enemies become SO tanky that many of your weapons, armours and even soldiers become absolutely useless against unbeatable hyper-buffed tanky enemies that can dish out hundreds of one-shotting attacks >:( 1.3) Don't even get me started on some (many) enemies being extremely ANNOYING to deal with: Sniper-esque enemies are abundant in this game, and some mini-boss-elites have extremely annoying "elite modifiers" that completely ruin your mood (it's more of a "you have to experience it" to know what I am talking about, but...trust me - lots of AOE that is hard to dodge, even with immunity frames on your dashes, it's quite annoying). 1.4) Did I mention that a lot of difficulty comes from your arsenal? Both "Cores" (roguelike upgrades in exploration) and your ACTUAL arsenal (weapons, armour, skills)? I can see that they devs are trying to get everything at the same time, but it feels VERY clunky. Some "cores" are simply better than others.....some are a DETRIMENT (like the nebula assault rifle "homing shots"...Holy moly that one is horrible) Some are stronger, some are weaker....but that's to be expected! - experimenting with stuff is cool. They are also trying to do the whole "Hades-esque" boon combination bonuses (which I do appreciate, not many games can pull that off) - and when it works - oh ho ho! - IT WORKS, it really does And it even feels fun! Cores are quite fun, even if some still need a bit of work put into them (or major changes. Why would I say "no" to "phantom mode" cores or a powerful shield bonus core (I feel like this one should be built into our character, that -50% charge speed AND charge cooldown is insanely noticeable and makes the whole experience smooth) As for arsenal RNG....it's horrible. No other way to say it - it's just bad. YOU -NEED- better armour and weapons to "survive" in future battles (especially on higher difficulties where you barely have any survivability). But GETTING those items is one heck of a chore >:c Most of the time you juts go into the next sector with barely "properly" upgraded gear (newly built weapons, you can't actually upgrade your gear, only build "higher rarity + higher sector" ones) And yes - the higher the sector, the better the gear.....it's not even a "sidegrade" territory talk, no no no - if it's from a stronger place, then it's simply....better........which kind of ruins the whole "experimentation" thing, because....you can get "the same" stuff, but.....better from "higher" sectors, instead of having runs in different ones <-< 1.4.5) - it even affects workers. You get "better" workers from stronger sectors (2 + 3)...there is never a point to go back <-< It does ruin the replayability of the game quite a lot. What's the point of going into previous sectors if the next one is simply BETTER for you in every way? X-X It's still very fun, I just wish the RNG was a little better <-< 2) Colony sim/Base building!: It's fun!....feels a bit clunky, but it's fun! It's got a lot in it already, I just wish it had "a few more" things in it (like raids, or base planet exploration). Yup, this part is short, because it's actually quite nice, a lot of stuff works wonderfully in it! I do recommend the game (especially if you wish to support the devs). They've made quite the ambitious game and I'd love to see where it's going! I do mean that! It's fun! ^-^ -RGG.
Amazing game, cant wait to see them add co-op to this
I was a backer for this game back when it was EFAS and this game has changed so much, and it runs very well it has also kept lots from it's original gameplay and i love every moment of it! i can't wait for future updates and the finished product will be amazing im sure, the devs also love hearing input and feedback and it helps them improve their game!
There is nothing unique or great about this game. It's just shallow shooting looting grinding with generic art.
整体玩下来还可以,但是问题也比较明显,不知道开发者能不能看到。 1.整体而言代入感不足:公民的增加来自于抓人,灾厄帮,外星人,从开局设定综合下来我应该是一个类似军政府的政权..我把外星人抓来当我的公民是怎么回事??虽然我知道这是一个类似抓帕鲁的游戏,但是说实话综合下来战斗系的词条加成很低,更有用的可能是技能,整体而言只有工作区是比较符合想玩类帕鲁游戏的玩家的需求。我更想自己基建自己招兵买马扩充,而不是去抓外星杂碎。 2.缺乏合理的指挥系统,战斗AI也很有问题,全程就是贴脸走A,拼数值 ,做不到盾兵前置突击步兵后置的情况,整体科技线,材料,士兵品质综合起来提升看起来线路很长,游戏时间很丰富,但是一眼望到头,说不好听一点就是鬼谷八荒那种1级打白虾,10级打绿虾,20级打蓝虾的无聊游戏。 3. 我觉得应该开放创意工坊,按我第一条所说的,其实本质是因为帕鲁里面帕鲁们都算是萌系的,不同帕鲁之间的差异性很大,而暗星这边首先筛选究竟很难,没有词条筛选,差异也不大,来来去去就是那些兵种和放大版,而且还歪瓜裂枣并不好看,至少该开放点我外观MOD美化一下
A game that went through several identity crises throughout its development, and that still has not developer a proper identity of its own. It's Made In China, and fulfills the stereotypes - it's derivative, perfunctory at best, completely lacks personality, does not understand what actually makes games work. Maybe I'm expecting too much, but my snobbish taste this is just colorful, plasticky trash.
Ich finde die Ansätze im Spiel Super. Was bis Jetzt drin ist macht Spaß. Wenn noch mehr Stadtbild Optionen Siedlungsbau und Siedlermanegment rein kommt und mehr Skins und Anpassungen für den eigenen Charakter, Wird es Richtig grandios.
[h1] 游戏制作组对伟父不够尊重,在接到伟父电话的时候,应该在办公室中,在A20的陪伴下,认真聆听伟父的教诲(笑) [/h1] 游戏建筑物没有内部设计,玩起来有点出戏 第一次参加游戏测试的时候,还是一个类似骑马与砍杀的游戏,角色能驾驶/升级自己的飞船,招募士兵和载具在大战场战斗,天上是己方的战舰[spoiler] (可惜舰队支援火力还没开发出来)[/spoiler],这个玩法其实我还是很期待的,将来有机会希望能回归。 ———— 有几个希望制作组能加油的地方 1:治疗手雷无法治疗我方士兵。 2:手雷和治疗瓶没有在战术中心增加数量,治疗效果的方法,中后期主角的血量上来了,治疗瓶远不如治疗手雷好用,但是治疗瓶是固定技能,改不了。 3:俘虏敌人非常困难,哪怕将敌人的血量控制在非常低的程度。 4:精英士兵占更多运输位置我能理解,但是模型巨大的视觉效果很糟糕,常常在环境互交中卡住,很出戏,希望能和一般士兵一样的大小。 5:BOSS的弹球,激光,护盾等技能,希望能做成更符合其种族特色的效果,例如虫族的弹球可以改成挥洒酸液球,海盗的弹球可以改成抛洒集群手雷。 6:希望能增加玩家和士兵的各种友好互动,强化士兵自身的关系网系统,增加殖民地的娱乐设施等其他玩法。 7:增加我方士兵的性别和个性外观显示,强化战场识别性,现在的士兵培养系统过于简陋,希望能定制士兵的装备和个人战斗风格,比如天赋树,装备制造的武器,同类士兵有不同的外观。 8:宇宙飞船存在感很弱,没有任何区别,如果将来条件允许,希望能提供宇宙舰队战斗。 9:过场动画,例如孩子诞生,如何触发?触发后播放时间太短,还没反应过来就结束了。 10:装备锻造系统存在感很弱,希望能给士兵装备,例如突击兵可以装备步枪/冲锋枪,医疗兵可以装备手枪/霰弹枪,护甲也能给士兵装备,以及提供不同的外形,主角的动力甲系统希望也能提供不同的造型和功能。 11:希望能在士兵名册界面,直接将士兵分配成“战斗”“生产”“消耗”三类,而不是需要去对应的建筑才能分配。 12:贸易站没有卖出功能,只有带到太空地图上才有交易系统
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