
Poly Roam is a survival, driving road-trip game featuring a large, explorable environment that is procedurally generated. Loot, gather, and drive as much as you can.
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Languages: English**languages with full audio support
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Alright. There are definitely some fun ideas behind [i]Poly Roam[/i]. People who enjoy road trip games might be inclined to give this a look if for no other reason than to see some of the ideas included in this game. Most noteworthy is the ability to shrink buildings and cars so as to be able to pick them up and take them with you. That's a fun idea that some of the more ridiculous road trip games might contemplate incorporating. I would also say that despite the inherent jank with this game, the actual construction of vehicles is pretty solid. Parts do have issues with detecting your mouse cursor though, which leads to unnecessary time wasted trying to find the proper angle that will allow you to pick something up. Placing items OTOH is pretty seamless. Where this game truly struggles, however is two-fold: For one, you get randomly ejected from your car if you are attacked while driving as well as just randomly driving over what appears to be simply another part of the road or field or what have you. In other words, some of the obstacles are invisible. For two: your goal is to fight zombies, but they all have ranged attacks, their range is literally limitless, and their aim is pretty much unerring. And they do love to hang out where you died, which also happens to be where your entire inventory is dumped when you die. Which is very unforgiving and unfun. Typically, a game in this state, but also in early access which features some solid ideas, I'd recommend following development before buying. Unfortunately, this game has not been updated for over a year, so barring a change in whatever circumstances the developer might have found his/herself in, this is basically an abandoned title at this point. So IDK. If you are also a developer and are considering making a road trip game, it's probably worth buying this title simply to see how some of the new ideas were implemented. And if you simply love janky unfinished games, this is similarly a game to consider. Otherwise though, I'd skip it barring significant changes to the developer's activity and the game's quality. [b]I received this license via our IndieGems Curator program.[/b] [code]If you found this review helpful and would be interested in supporting my Curator group, [url=https://store.steampowered.com/curator/32549618/]Robilar's Reviews[/url], it would be appreciated. Cheers.[/code] [code]Also follow [url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems[/url] for more reviews like this one.[/code]
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Hours played at review time, across 40 reviews with recorded playtime.
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The game is unfortunately disappointing. I love the concept of games like the Long Drive and was hoping this would be a good fresh start for the dev, but as far as I could see, it's pretty much the same game with better but more generic visuals and the same lack of thoughtfulness in regards to gameplay. First, credit where credit is due: effort has clearly been made to make the experience more polished and the game overall does feel much less janky than the Long Drive, and the addition of actual enemies, though simple ones, is nice! The cars seem to control much better as well and the UI/UX as a whole feels much more natural. However, the dev seems to still ignore some major core issues. Firstly, the driving itself: I get it, the whole point of the game is to drive, but surely there must be some way to spice up this part of the gameplay loop. As it stands, 75% of the game is just holding down the W button and watch the same copy pasted assets fly by for 15 minutes before you finally get to a POI. Second, there's some really odd design decisions I can't get my head around. For instance, when you die, you get the choice of either loading a earlier save or to respawn back at the start of the game. Since the whole point of these kinds of games is to see how far you can get, I naturally respawned back at the base, expecting either my progress to be wiped or to have some way to get back to the point where I had died via some alterative means... but instead there was just... nothing. For all intents and purposes, it was a game over, but not an explicit one. I can't explain why as a designer you'd even offer that choice to the player. Another example of this, is in the beginning of the game. To get the car going, you need to put in the engine, coolant reservoir and fill the car up with fluids. Naturally, I've dumped every jerrycan looking container into the fuel reservoir, before realizing that the brown colored jerrycan contained oil instead of fuel and that I therefore had contaminated the fuel with a lot of oil. This is a strange design because the dev did make the oil and fuel containers very distinct in the Long Drive, yet here, it looks almost like it was intentional to make the two containers similar. So, I thought that it was game over, that I would need to restart the game, but I tried driving the car anyways, just to see what happens, and much to my surprise, the car seemed to be running just as fine as in my second run where I hadn't contaminated the fuel, with just an low oil warning. Again, I can't understand why the designer would make things work this way other than just "I didn't think about that". Finally, I hope that this is to be attributed to the early access nature of the title, but the sounds of the game seem to have barely been considered. The fact that you need to turn the radio of the car manually to have some music is nice and immersive, but not turning the radio on shouldn't leave you feeling like something's missing and the sound of the engine and the weapons are surprisingly underwhelming considering these are the sounds you'll be hearing all the time. I am left disappointed and confused by this game. On some points this is clearly an improvement upon it's predecessor but on others I feel compelled to think that this lack of gameplay related considerations is almost maliciously intentional considering the now years of feedback that the dev has had from the Long Drive. Frankly, I'm not at all opposed to the idea of revisiting this game at some later point, but for now, it would need quite a lot of "quality of game design" updates so to speak before I could recommend it.
Some of the most half baked, low effort, mind numbing game design I have ever seen. Initially the game seems kind of interesting, you have to maintain your vehicle and can swap parts, the distance is a 1 to 1 scale which you don't see very often, and there's all kinds of loot to be found if you know where to look. That's about all the good things. All the NPC's have cold, dead AI voices and sometimes the entire voice will change for a single line (i.e. Zappy the wizard shifts from an American accent to an English accent out of nowhere). There's an easy way around this, and we've been doing it for decades: just use text. The NPC's don't have to be voiced, and the fact that any amount of extra effort went into making that happen, rather than refining literally any of the games other core systems, feels like an insult to the player. The looting becomes repetitive and your personal inventory doesn't get upgraded until you travel 1000km, and remember this is 1:1 scale for distance (for reference I played for 27 hours and didn't even crack 500km traveled), so you have to find ways to expand your inventory within the game's parameters. Not a horrible idea, especially when you can store loot in the trunk of a car and compress it to store it in the trunk of your main car, but being that literally no other container can be compressed while it has something in it, the game doesn't exactly teach you about stacking cars for storage in any meaningful way, or even really hint at it. Whatever, the player has to figure something out for themselves, not a huge deal, but when the main mechanic of the game (if you can call any of them "main" mechanics) is looting shouldn't inventory size be a bigger priority? Vendor drops seem to be biome-specific, so if you're in the winter area you won't find the engine mechanic, if you're in the summer area you won't find the battery wizard, etc. Again, fine idea on paper, but the biomes stretch on for 40-70km each, and the player is rarely incentivized to stop and get out of their vehicle unless they see a structure. So basically, unless there happens to be a vendor zombie at a structure, you'll have a bit of a rough time finding them. The biggest problem with vendor drops, however, is Upgreta. I hate Upgreta with all my heart, she appears in every biome like she's the most important vendor in the game, yet she can't provide you with any upgrades until you pass 500km. Why on earth is she the earliest vendor you find? Her upgrades aren't even that meaningful until you pass 2000km (which... why? Why would you play this for that long?) The only meaningful vendor is Earl the engine mechanic, and again he only appears in the summer biome, so if you get a run where summer doesn't appear until the third or fourth biome then have fun swapping out 3 different engines as they all run down to 0%. If engine degradation is going to be so punishing then have Earl appear in every biome, if you don't want Earl in every biome then increase engine durability over time, it's a game about mindlessly driving let me have a mf engine. Addressing the other vendors quickly: Why is half of this stuff even in the game? Why is there a construction vendor? Who is out here building a base in that tiny fenced off circle? I truly want to know, if you did the base building in this game leave a comment and tell me if it was any good, I'm not booting this crap up again. There's a license plate vendor (kinda fun), and then somebody who sells base decorations (again, why?). The battery wizard is okay, but batteries aren't that hard to find so he's minimally useful. Carl is good too, he sells cars and car parts (I think it's only parts you've picked up and it's only the most recent 10 or 12 parts) but the game currency makes Carl feel expensive. In addition to zombie tokens, you need wood and stone to buy things, so if you don't have the 2000 wood you need to buy a car then you have to go out and chop down trees. Trees drop about 50 pieces of wood each, so have fun chopping down 400 trees if you want to drive that Shelly. The currency is honestly where the game's biggest issues start to show through. Everything in the game is the same as every other thing. Each tree is going to take the same amount of hits and drop the same amount of wood, no matter if it's a tiny birch or a towering oak, so there is no incentive to search for more valuable trees to obtain more resources. Rocks are the exact same way, same amount of hits per rock, same stone per broken rock. Every animal drops 5 pieces of the same kind of meat, so it doesn't matter if you shoot a penguin to death or track an elk through the forest with just a hatchet, it's the same result. You know what else is all the same? The enemies, the bosses, the speed of you car (it's based on the engine and nothing else I believe, so the van moves as fast as the sports car), the weapons, everything. Every single thing in the game is just a small handful of assets reskinned to create the illusion of variety. The enemies all hit for the same damage, regardless of size or weapon or speed or any variable whatsoever. Some of them run, some walk, some throw axes at you, but they all drop the same thing: a single token. Kill a big guy who takes twice as many hits to take down? One token. Kill a special miniboss who explodes on death and spawns adds? One token per kill. And the tokens only exist as something for the player to pick up, the game tracks the player's kill count, so we could have had a system wherein you simply obtain currency for killing zombies, but instead you have to walk around and find it and pick it up for some reason. Also you can pick up every single thing in this game. 99% of it is absolutely useless and just gets in the way of the thing you actually want to pick up. I'm not taking a grass patch back to my base you stupid game, I want to pick up the shotgun! Also ammo can only stack so much in a single inventory slot, why? Just let me have bullets. The most offensive aspect of this game (aside from the thing as a whole) is the boss design. The game makes a big deal out of finding and killing bosses, like it's the main thing you're supposed to be doing, but guess what? Every boss is the same guy. They're in a circle arena, they drop bear traps to stun you, they have a ranged attack, can summon adds, and they all have the same life drain ability. This realization is the moment that I quit playing. This game is nothing. It feels as though it was made for five dollars over the course of a weekend by somebody who was half asleep and the only game they've ever played was Skyrim. If you made it this far in the review, thank you for reading, and truly, for the sake of your time and your sanity, avoid this game. Do not give this dev any money for this project, try Pacific Drive if you want an actually good driving game.
A nice driving game you you can enjoy if you wish too.
Неа , нет . Мало , ну очень мало . И это мало , прямо скажем , закрыто за затягивающими получения этого всего механиками . И тут же, в качестве бреда - дроп целой машины, и следом второй, запчасти на корпуса которых я лепил минут 40, выискивая их по карте. Из плюсов - очень бодренько бегает, всего разок вылетело после автосейва. В перспективе зае бись, поэтому палец вверх. [strike] TLD2? :) [/strike]
Mindless numbing fun, good for ADHD, hell of a game, definitely reccomend
If you like The Long Drive you will probably like this one.
...And then I was playing this neat new game called Poly Roam I had a ⁂great⁂ time wi'it.
good game. good fun.
Just bad. When I first tried the game it showed promise, now its completely unplayable. Goal is to drive around, defeat enemies and collect resources, as long as your gun has ammo thats fine, once its out its game over, your done, restart the game because theres nothing you can do with melee. Enemies out run you, enemies have homing 100% accuracy projectiles. If you try to melee you they outrun you away, if you try to get away they projectile your car till its broken, then they homing projectile you till your dead, then you respawn at base with no vehicle at all and a prompt telling you to RUN however many miles away your car is with those same enemies on the road along the way. what once had promise is now hateful towards the player and completely unplayable.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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