
Use your drone to lead tactical combat against elemental beasts infesting your faction. Assess the risks, coordinate attacks, optimize your equipment and become the agent who will put an end to the infestation!
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About
Pharmakon is a difficult game that requires to take time to think wisely for optimization
Use your drone to lead tactical combat against elemental beasts infesting your faction.
Assess the risks, coordinate attacks, optimize your equipment and become the agent who will put an end to the infestation!
Exploit elements of nature to eradicate elemental beasts.
Manage your equipment; an evolving and persistant puzzle used to add power to your drone.
Face new threats randomly generated in every battle.
Unlock and configure 5 special abilities to improve your control of the battlefield.
Each victory will reveal hidden details of your mission and the meaning of your recruitment...
Play short or long game sessions.
Dark sci-fi soundtrack from the 80's.
:)
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Engagement
Hours played at review time, across 25 reviews with recorded playtime.
Reviews
ポリオミノが強調されたバナーにJRPGの戦闘画面みたいなスクリーンショット。いったいどんなゲームなんじゃろ?と思ったら完全に戦闘メインの作品だった。 ポリオミノ状のパーツはいわば装備品に相当し、これを自機にはめ込むことで与ダメージと攻撃属性が決まる(被弾時はパーツ単位ではがれる)。後はひたすら雑魚敵相手のターン制戦闘が続く。40ステージ弱でエンディング。 属性ごとの相性がかなりシビアに設定されているほか、穴が空いた装備欄を修復するためにもパーツを消費しなければいけないので、そのあたりのマネジメントがゲームの核ということになる。 といってもテトリスのようにしょっちゅう新規パーツが降ってくるわけではなく、今あるパーツの範囲でやりくりするしかない場面がほとんどなので、ポリオミノパズル要素はあまり生きていない。突き詰めれば「最大装備数とその増減に±1個程度のゆらぎがあるだけじゃないか」とも言えてしまう。 結局ゲーム時間の大半はありきたりなコマンド式RPG戦闘をやらされているだけという印象に加え、難易度がランダム入手パーツの属性に依存しすぎている欠点もあって、プレイしていて楽しさよりもストレスを感じやすい。 斬新なゲームを作りたいという意欲は感じられるが、せっかくのアイデアを広げることができておらず、すごく凡庸な遊び心地のゲームになってしまった感がある。残念ながらおすすめできるクオリティに達しているとはいえない。 ちなみにスクリーンショットの中には「ブラックボックス」(アナログパズルゲーム)みたいなのが映った画面もあるが、これもただのボーナス選択の演出であって特にパズルというわけではない。
Very limited mechanics, battles are random which can result in you getting dealt with an impossible to win situations. Luckily no penalty in death. Returning to the main menu does not save everything, so you get penalized if you leave a game. It does not save calibration nor any parts you collected at the end of a battle, thus creating artificial difficulty.
Ultimately Pharmakon is a repetitive abstract tactical game. It would be nice if you could know the beasts coming up so that you could choose your powers and elements with some thought beforehand, this would enable a strategic component. But there isn't. Each level is pretty similar and I disagree with the "puzzle" tag, which suggests that there is something to figure out. There isn't. Story is text-based and slow. Sorry Pharmakon, I wanted to like you, but you're not my style. 3/10
NIE kompletnie odpychjaonca gra błagam jakis pomysł na wproawdzenie bo zasnaic mozna przy tym >< ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂--- Zastanwiasz się dlaczego jedne słowo w recnezji ? zapraszam tutaj https://steamcommunity.com/groups/agaimyfani/discussions/0/1638662230362126317/ Pisze rónież normlane pełno prawne recnezje więc jeśli Szukasz więcej recnezji lub zastnawiesz się czemu tyle błedów ? Zapraszam do obserowania i przecyztania opisu na mojej grupie kuratora https://store.steampowered.com/curator/7690491-Aga-i-my/
I didn't much like this game, almost refunded, but then read the developers plea about the price. I'll pick it up again later when I have more time. I'm giving it a positive review only because I think there is more to it that I have discovered and the time I did put in was very distracted time, where I really didn't give the game a full chance.
Pharmakon - Tactical Puzzle, developed and published by Visumeca Games, is a hybrid design that merges turn-based tactics with tightly structured puzzle logic, resulting in an experience that feels less like a traditional strategy game and more like a sequence of carefully constructed problem-solving scenarios. It presents combat not as a test of reflexes or brute force, but as an exercise in efficiency, where every move must be deliberate and every action contributes to a larger plan. The game places players in control of a modular drone navigating hostile environments populated by elemental enemies. While there is a loose sci-fi narrative underpinning the experience, it remains largely in the background, serving as context rather than a driving force. The focus is firmly on gameplay systems, with each encounter functioning as a contained challenge that asks the player to assess the situation, understand enemy behaviors, and determine the most effective sequence of actions. This structure gives the game a puzzle-like quality, where success depends on finding optimal solutions rather than simply surviving. Combat unfolds in a turn-based format where positioning, timing, and resource management are critical. Enemies operate according to predictable patterns, which allows players to plan ahead, but the margin for error is often small. The game encourages players to think several steps in advance, considering how each action will affect the overall state of the battlefield. Elemental interactions play a central role, with different enemy types and abilities combining in ways that reward strategic thinking. The result is a system that feels logical and consistent, even when it becomes demanding. A notable aspect of the game is its modular upgrade system, which allows players to customize their drone through various components and abilities. These upgrades influence how the player approaches each encounter, enabling different strategies and playstyles. Some configurations emphasize mobility or control, while others focus on maximizing damage or efficiency. This layer of customization adds depth to the experience, as players must not only solve individual encounters but also consider how their build will perform across multiple challenges. The inclusion of procedural elements introduces variability into the game’s structure, ensuring that no two runs are exactly the same. Enemy compositions, item availability, and encounter layouts can change, requiring players to adapt their strategies rather than rely on memorization. This adds replay value, but it also introduces a degree of unpredictability that can affect difficulty. Some scenarios may feel well-balanced and rewarding, while others may appear disproportionately challenging depending on the circumstances. Difficulty is one of the game’s defining characteristics. It demands careful thought and rewards precision, often requiring players to refine their approach through repeated attempts. While this can be satisfying for those who enjoy methodical problem-solving, it can also feel unforgiving, particularly when the game offers limited feedback on mistakes. Progress often comes through experimentation and gradual understanding, which may not appeal to players who prefer more guided experiences. Visually, the game adopts a clean and functional style that prioritizes clarity. The top-down perspective and simple design make it easy to read the battlefield and understand the relationships between different elements. However, the minimalist presentation also means that there is limited variation in environments and visual detail, which can make extended sessions feel repetitive. The focus remains on gameplay rather than aesthetics, and while this supports the design, it does little to enhance immersion. The audio design complements the game’s tone with subtle, atmospheric sounds and a restrained soundtrack. It reinforces the sense of tension and focus without drawing attention away from the gameplay. Like the visuals, it serves its purpose effectively but does not significantly elevate the overall experience. Pacing is structured around short, repeatable runs, making the game well-suited for players who enjoy incremental progress and iterative learning. Each attempt provides an opportunity to experiment with different strategies and builds, gradually improving understanding of the game’s systems. This loop can be highly engaging for those who enjoy refining their approach, though it may feel repetitive for players seeking more variety or narrative progression. Ultimately, Pharmakon - Tactical Puzzle is a game defined by its systems and the clarity of its design. It offers a thoughtful and challenging experience that rewards careful planning and strategic thinking, even if it lacks the variety and polish of larger titles. Its blend of tactical and puzzle elements creates a unique identity, though one that may not appeal to all audiences. In the end, it stands as a focused and intellectually engaging game that excels in delivering deliberate, logic-driven challenges. For players who appreciate methodical gameplay and are willing to invest time in mastering its mechanics, it provides a rewarding experience that emphasizes understanding over speed. Rating: 6/10
https://www.youtube.com/watch?v=xXUTSzklUY0
There is definitely an interesting set of ideas here, but sadly this game suffers from the same problem a lot of procedural puzzle games do and that's the whole 'unsolvable puzzle' problem. But more importantly, this game suffers from bad design and programming. Now what do I mean by that? Well when you load up an encounter against enemies you can actually quit to the title screen and then hit continue and then reload it and you will get a different encounter. That alone makes the game a gigantic let down. Also if you pick a power slot and then hit continue too quickly, you won't get the abilities you're supposed to get. So yeah...4 dollars is asking too much for a game that's poorly programmed, has a handful of middle tier bugs and also suffers from a fatal flaw in game design. There simply wasn't enough thought and effort put into this game to merit the 4 dollar asking price.
Ca devrais pas etre a plus de 2€ vue les fonctionnalités et la répétitivité. j'adore les mini jeux, mais celui ci est juste NUL !
Cool Tetris companion FTL version .
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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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