
Take on a role of a hardened PMC fighter in a dark turn-based cyberpunk RPG. Engage in unforgiving combat, manage your ship and pile up the bodies of your clones to unravel the dark mystery behind threat to all life.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 9.57/day in the week to Jul 31 → 84.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Quasimorph is a unique high-stakes roguelike that blends cyberpunk, cosmic body horror, and PMCs trying to profit from the Apocalypse.
Complete corporate contracts, and you keep everything you managed to extract, making your PMC stronger with every successful mission.
Die, and you lose everything you brought with you.
But you can always print a new mercenary and try the contract again.
Take on contracts from powerful corporations.
Earn reputation through sweat and blood.
Turn your mercenaries into augmented weapons with cybernetic implants and body modifications.
Explore planetary bases, secret laboratories, and the wreckage of starships.
Recover new technologies and resources to upgrade your flagship.
Corporations are stretching their claws far beyond the Solar System.
And something terrible is drawing near.
Discover what unforgivable things humanity has done in the depths of space.
Didn’t make it? Rethink your approach.
There’s huge room for experimentation: hundreds of weapons and armor pieces, unique gadgets, a deep augmentation and body modification system, dozens of classes, and unique mercenaries.
Corporations hire ruthless mercenaries to carry out their shadow operations.
Demons twist human nature and corrupt the course of human evolution.
Assemble a team of professionals, count your bullets, maintain your gear, and prepare yourself for every grotesque turn of this bloody slaughter.
Genres
Sums Steam only; GOG, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 8.2Kreviews | 83% | — | $6.1M |
| $16.75−33% | 123ratings | 86% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 1544 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I pretty much only play turn-based games. I love challenging games. I'm old school and played games when you had to read manuals and stuff to even get started. But this game takes it to a new level. It's like the developers wanted to purposely confuse people rather than just not bothering to implement any QOL. The little information that's presented in the UI is scattered across a million different screens. The 'difficulty' gauge for missions is actually composed of multiple different things (mission objective, skulls, faction strength, number of floors) with no real telling how they all interact and how difficult it really will be. Wait, which faction am I siding with? If you change your inventory it'll change it back to the default. Why is this not just presented as two different missions rather than each mission needing you to select the mission first and then decide which side you're on? I could go on and on because the entire game is like this. There's literally a way to land at a station to begin trading but it does nothing over the default 'fast trading'. Why is it there? No clue. Besides the horrendous UI and the fact that the game requires you to look up all of its obscure mechanics, modifiers, and general jank and cruft on the wiki (or google it and read through a 2 year-old Reddit thread about an older version of the game and hope it still works that way), the game just isn't fun. Combat honestly sucks. 90% of the game seems to revolve around just peaking around corners by always saving 1AP so you can jump back if there's something there. Your spacebar key will get worn out by skipping turns so often because the core gameplay and AP system are so primitive that they're simultaneously tedious (move, skip turn, move, skip turn) and offer no skill expression. There are no real hard choices you need to make to effect the best outcome, just need to make sure you keep doing the tedious skip turn and peak dance and other such things because if you forget you might turn a corner and get 1-shot by 3 guys around the corner. That's not strategy. There's no thought in it. It's just pure busywork and that's the core of the gameplay. Controls are clunky and unresponsive. UI feedback, effects, etc. are unintuitive and can be easy to miss. The sprites are animated so poorly and move so fast it feels like I'm playing an old DOS game on modern hardware so the game is running at 10x the speed as intended. There are way better games than this. I've tried to get into this game multiple times and always go back to other ones that do everything it does and with their own niches. This game is just tedium and confusion in an ugly package. Sucks because I want to like it. I like that devs still make games like this. But this one is just not good and now that it's out of EA I don't think its fundamental problems will ever be fixed.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Japanese, Korean, Polish, Simplified Chinese, Turkish, Spanish - Spain, Portuguese - Brazil
| Free |
| 0ratings |
| 0% |
| — |
| not modelled |
| $19.99 | — | — | — | $0 |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly the same thing turns me off since the first time I played the game. I don't feel like loosing my characters gear, supplies, loot, perk levels AND Rank because I heal myself over and over again with the healing items I made, brought with me, and USED, but I still die because the game chooses that 30% to not heal my injuries. It's not FUN, It's UNFAIR. I'm NOT stapling a rotted 2x4 to my leg, I'm using the actual Splints that are the dedicated healing items for Fractures. The DEDICATED HEALING ITEM for FRACTURES only has a 70% chance of working ON FRACTURES and a 0% of working on ANYTHING ELSE AT ALL. I'm not using a 'makeshift' splint, I'm not using random crap, I'm using AN ACTUAL MEDICAL SPLINT. I don't expect EVERY item to have a 100% chance to work, but for an item that only works on ONE injury, and isn't even a makeshift healing item like rags you'd think it'd WORK GOOD. Let me try to give an example... Imagine playing Project Zomboid, and you get a laceration on your body. You are hurt, you are bleeding, and if untreated, you WILL die. What do you do? Well you take out a rag, or a bandage, and you apply it to the laceration. Problem solved. That's Project Zomboid, you get an injury, you apply the meds you've scavenged, and the problem is solved. In THIS game, you get shot and then you get a fracture so you apply a splint. Except the 70% failed so you only stopped the damage for 5 turns. Then you apply another one... Failed again... another... Failed again.... another... failed again... another... failed again... Then you can't treat the fracture that STILL WON'T HEAL and you walk around until you fall over and die. It's not because I wasn't wearing armor... It's not because I didn't have meds... Sure I got shot because it's a 1 VS. 100 situation and I only get as many turns as any other character... I have Weapons, Armor, Medicine, and I try my best and after all that there is NOTHING I can do if the game looks at that 70% chance and decides to just NOT WORK. "It is possible to commit no mistakes and still lose. That is not a weakness. That is life." - Captain Picard
I had the pleasure of observing this game development for the last just a bit over 2 years, since just before the launch of 0.6. We are now in 1.0 and the game is the best it has ever been. Not every patch and system change was an immediate success, but the devs were very receptive to feedback while knowing what makes their game good and fun and were able to stick to their vision. So what does make the game fun? For me, it's the pressure, you have limited inventory, especially at the beginning, and you have to juggle between carrying consumables that help you (or let you) complete the mission and extract and the greed of bringing all that sweet loot that weighs you down, making you easier to hit. Another form of pressure the game exerts on the player is titular Quasimorphosis, which acts as a soft timer. Depending on it's level more and more enemies will respawn as space demons, possibly spawning elite level enemies. You can push it away with drugs like alcohol, cigarettes and opioids, or accelerate the timer to fight barons for their loot. The game also has many difficulty modifiers you can choose from at the start. You want a casual experience of moving down corridors of enemies, and not lose anything even if you die? It's possible. The opposite? Even more possible. There are separate slider for things like enemy hp, damage or action points, how many enemies there are, amount of loot, backpack and stack size, how fast the faction advance or crafting speed. Basically every aspect of balancing the game can be adjusted to your liking. Combat is fun, progression is fun, vibes are great, easy recommend.
I have a lot to say about this game. I will lead with the bad because there’s really only one major issue with this game, but it’s a doozy: [h3][i]Quasimorph[/i] has deep and complex mechanics, but it does a TERRIBLE job at explaining them to the player.[/h3] Game knowledge is the difference between feeling frustration and helplessness and control and understanding but if you rely solely on the information that the game provides, you will feel lost. I started playing in 2024 on 0.8.x (at the time of writing we are on 0.9.9) and took two breaks from the game because I simply did not understand what I was doing wrong as the game offers next to no information about key mechanics. By chance, I looked to see if any YouTubers covered the game, and found [url=https://www.youtube.com/@pressqtoquaff]this gentleman[/url], who makes incredibly in-depth videos where he explains the mechanics as they are in the patch he is playing as well as his decision-making process. In addition to being entertaining, I cannot overstate how valuable learning from him has been. If I had not bothered to seek outside information, I would not know critical things like how amputations have a chance to occur if the incoming damage to a limb causes a wound and is more than X% of a unit’s total HP, and that resistances mitigate that chance, or that doors make noise within range 3 even if you are in stealth, or that enemies can react to gunshots within range 6, or that they actually patrol and investigate projectile impacts and corpses, or that meds give an increased chance to stabilize a wound with every successive application, or that there is no money and that you earn credit which you can spend on products with individual Corporations by trading and performing missions, et cetera ad nauseam. Knowing these things directly affects your ability to make decisions and it’s a catastrophic shame that the developers have not invested more time into making these things clear to the player from within the game itself. I still to this day consult the very helpful Steam player guides on [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3583990809]Corporation[/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3548179730]Quasimorph[/url] damage and resistance types because they do change from patch to patch and knowing what equipment to bring in against which enemy is absolutely crucial to success. Now let us proceed to the good: [b][u]Combat[/u][/b] is fast-paced, visceral, and satisfying. Missions are challenging enough that successfully extracting with your loot feels rewarding, it’s not like PVE Tarkov: a snoozefest where the AI is incompetent and threat is artificial as it only comes from other players. It feels great to take out a third of an SBN kill squad with a single sniper shot because you know that if you had made a single mistake, they could kill you just as quickly. The game is difficult and unforgiving but rewards proper positioning and game knowledge. I used to facecheck rooms, trade volleys in the open, not utilize or understand that there are different types of cover, and wonder why I was dying so often, but now I can comfortably juggle stances, know (more or less) what gear to bring in against which faction, and can reliably complete early missions with nothing but a knife, a can of beans, and a bottle of water. [b][u]Progression[/u][/b] is unusual for a roguelike but fulfilling. There is no meta-progression, and the game feels more like a sandbox than a linear start-to-finish. You ‘progress’ in each run by acquiring better equipment, more crafting recipes, classes, operators, and completing story missions based on the faction(s) you’ve aligned with. Factions increase in power and tech level and unlock more advanced equipment which you can loot or purchase as time progresses. Corporations rise and fall on their own but the missions you choose directly affect the balance of power. Gear is varied, plentiful, and useful. Satiety and durability are cleverly handled: they balance your ability to sit in one place and use the same weapon over and over and provide an immediate purpose for loot that you find. Killing enemies is never a waste: they need to die so you don’t, and you also need whatever they were carrying. Nearly every item you find has a purpose. There are many ship upgrades to construct which confer tangible gameplay benefits. [b][u]Build variety[/u][/b] is impressive. There are currently 14 classes and 18 operators, which you unlock on a per-run basis by finding chips in-mission or as a potential reward, each with their own unique traits, perks, and stats, and with the appropriate ship upgrades perks can be swapped to create custom classes that fit your playstyle. There are hundreds of weapons, grenades, armour sets, ammunition types, consumables, implants, augmentations, strange occult powers, and deployables, and nearly all of them are viable depending on your mission and stage of the game. [i]Quasimorph[/i] is [b][u]highly customizable[/u][/b]. Don’t like how many enemies there are in missions? Change it in the settings. Would you rather restart the floor than lose your mercenary upon death? Change it. Want Quasimorphosis to increase more slowly? Change it. Wish tech and power progression were slower so you could fly around the solar system as you please? Change it. Change the settings so you can floor cheese like in DCSS or CoQ. Change them so you start with every class and operator. Open the console and give yourself every item. Use the Steam Workshop to import map packs that people have created using the provided map editor. The game is a sandbox, it can be exactly as difficult or as challenging as you want it to be, and the default, in-game difficulty settings allow you an impressive amount of control over much of the game’s mechanics. [b][u]Sound design[/u][/b] is stellar. Most in-game actions have an appropriate, high-quality sound effect which contributes to the sense of immersion, but the soundtrack is what really steals the show: Evgeniy Zhuravskiy is an incredibly talented composer. The game’s musical score is made up of trios of thematic “phases” which vary based on location and increase in intensity with the level of Quasimorphosis. Each Bramafatura has its own signature theme; phase 1’s slow, rhythmic bass is perfect for putting down unarmed and unpaid Martian labourers, while phase 3’s frantic drumming and screaming guitar solos are what you’d expect to hear when committing ultraviolence against extradimensional horrors from beyond the veil. I cannot praise the music enough, seriously, go give the soundtrack a listen on the dev’s YouTube channel. The [b][u]game art[/u][/b] is fantastic. The sprite work is of incredibly high quality; you can tell what armour and weapons a unit it is using just from looking at it because nearly each and every piece has been modeled in-game. The environments are varied and attractive. You can always tell whether you are in the desert canyons of Mars, a claustrophobic industrial space station in Mercury’s orbit, a high-tech laboratory in the bowels of a massive battlecruiser, or the lush jungles of terraformed and demon-infested Venus. [h3]Tl;dr:[/h3] [i]Quasimorph[/i] is one of the best turn-based tactical games I have ever played and I highly recommend it.
The looting and shooting are fun but everything else is more annoying than challenging. There is so much the game does not explain properly that in every other menu you can read something that just adds more questions rather than answers and the atrocious UI doesn't help. I check the rewards for a mission and it will say i.e. "Δ reward: 1000" so I expect to get 1000 barter points (Δ) with that faction but instead I get random (?) items from that faction worth that many barter points. Then there is the tech level. in one menu you can see the tech level of every faction and how close it is to advancing to the next level but then in another menu covering the players' relationship to that faction a DIFFERENT higher tech level is mentioned then if you check planets controlled by said faction every one of them has another completely different tech level. A lot of the game is based around testing the players memory. Forgot to take food from your base? You're ♥♥♥♥♥♥. Forgot meds? You're ♥♥♥♥♥♥. There is no loadout option or auto-restock player inventory as far as I know. Another problem is some factions are focused on different damage types and if you don't equip the proper armor then again you're ♥♥♥♥♥♥. I admit all of this is something the player can prepare for but as I found myself spending more and more time in the menus trying to prepare for a mission I decided this is not the kind of "difficulty" I expect or want in a videogame. I was considering giving this a positive review after all because I feel like a lot of the problems I mentioned are subjective and some people would not even consider them problems but my last defense mission failed because no enemies spawned and I couldn't evacuate since you need to complete the mission to do that so I just slowly starved to death over ~100 turns waiting for the enemies to come. This really isn't the kind of bug you'd expect to see in a 1.0 version.
I tentatively recommend this game for players who specifically look for unfair challenges. For the general population, I do not recommend it. Over the time playing, I've waffled back and forth from thinking its amazing, to being incredibly frustrated and completely incredulous at the idea that it could be so popular. After over 100 hours, I get it. Pros: Interesting worldbuilding Fun combat* Solid/intricate mechanics Amazing music Phenomenal visual and sound designs My hands down favorite things about the game are the aesthetics. The artistic direction from the sprites to the UI creates a really coherent vibe that is wonderfully immersive to interact with. Its one of those games where once you boot it up, you know exactly what you're in for. Every single element tells you what universe you're in and gets you in the mindset of what you're playing. Honestly a masterclass of blending visual aesthetics with music to build a vibe. They could definitely use some QoL stuff. Organizing your cargo and deleting bloated stacks of ammo is a pain in the butt since you can only seem to move one stack at a time to the deletion box. Loadout presets for certain items or armor would vastly speed up getting a clone equipped for a mission. There are a few things the team could do to make the non-combat experience better. Other than that. Chef's kiss here. There are layers to this game that are fun to explore. As soon as you get a hang on the overall game and factions you realize there's a whole questline with the quasimorphs and bramfraturas (environments) that are open to explore. But there partly lies the problem. Cons: Absurd difficulty spikes Completely opaque mechanics and features Little explanation in onboarding the player to these features. The game seems to delight in killing the player under absurd circumstances. That's fine for a certain kind of game, but I hold those games to the standard of: If you're going to be ridiculously difficult, you should be transparent in how your systems work, or have sufficient warning to prep players for those challenges. A player dying because of something you never explained does not make your game hard on its own merits. It makes the game hard because the rules are obtuse. The default difficulty on normal doesn't even let you load a save if you die. So players who wanted to learn on the default setting can't do that. Because once you make a mistake, its over - and you do not have the immediate feedback of repeating a scenario to see where you went wrong. This became immediately apparent when I customized my difficulty and the only thing I changed was to reload floor on death. I learned so much more in a brief period of time - but it makes pretty clear that the devs default mindset is to be the gary stu of hard games and frustrate you with how brutal the game is supposed to be. Defense missions are the pinnacle of what I mean by this design philosophy. The default map for every other mission type is full of single entrance rooms and chokepoints. You can't throw a rock without hitting one. The moment you are tasked with defending a map, all of that disappears and the game goes from being a hallway shooter to you trying to find the most tenable spot in an open field of daisies and gunfire. My favorite part. Near the end of my time playing this game, I decide to follow the questline to "Beat" the primary quasimorph faction taking everything over. Spoiler Alert: [spoiler] Destroying an object along that questline just makes the outbreak worse, by revealing another bramfratura that quasi's erupt from in a previously newbie friendly, quasi-free area. It's like if a can of raid just sprayed out roach eggs. [/spoiler] I still have no idea how to make the rampaging faction less powerful. Maybe its just a matter of choosing a side after this new one is free - but all I know is I have another faction to fight with frustratingly little information to fight them before I lose a few clones from a mission I was told would solve this problem. Don't get me wrong, I'm sure that I could spend time with the game and figure out these other quirks. But sometimes you don't feel like crawling through forums to understand oblique mechanics so you can maybe get an edge on a game that is never straightforward with what you actually need to do. You guys need an official guide or some other way to bring clarity to the people who are trying to get into your game. Otherwise, why would I spend more time when there are so many other options on steam. I really wanted to like this game. And I kind of do. Just not more than other options. Quasimorph is a game made too frustrating to be worth it by its development philosophy and its dedication to being the hardest thing you've ever played. Specifically through being thoroughly opaque until its too late for learning players to adjust a playthrough. When that music kicks in I still get hyped though. God the soundtrack is good. Edit: And I'm still playing for some reason. Game is addictive if you're a challenge hog, I'll give it that.
Поиграл 3.5 часа, выполнил около десятка миссий и умер всего 2 раза. Почему люди пишут про какой-то лютый хардкор тут, я хз, мб поиграть нужно побольше или вообще не пытаться думать, чтобы не обсираться. Оба раза умер, к слову, ИМХО, по не совсем понятной/справедливой причине: В первый — когда, открыв дверь, на меня в упор смотрела дура с автоматом, сделавшая 3 хода подряд, в самой первой миссии, после обучения. Во второй (только что) — когда на очередной рядовой миссии, спустившись на третий этаж уровня, меня с двух сторон зажало около 20 местных зомбарей/демонов. Откуда, почему и для чего такой внезапный скачок мобов/сложности, я хз, прошлые два этажа были стандартными относительно всех забегов. Почему негативный отзыв-то? Меня раздражает и фрустрирует, что ёбучий экстракшен, вышедший в релиз, (!!!)до сих пор не имеет инструмента для отслеживания ингредиентов(!!!), необходимых для улучшения местной "базы". Чекнув руководства, рассчитывая получить какие-то подсказки по крафту (таблицу там, ♥♥♥ знает), узнал, что местные НПЦ развиваются параллельно игроку, и если "играть неправильно", можно вообще буквально поймать софтлок. Насколько это реально, хз, но описательный характер такой механики вызывает неприятное чувство. Кроме того, что игра "душит временем" вне миссий, во время самой миссии она тоже пытается душить)) Учитывая убогую генерацию карт, игра тебя просто может наказать за то, что тебе (!!!)не повезло(!!!) в беспорядочной мешанине комнат, не найти переход на следующий этаж, коих на уровне может быть до пяти, а пробежка по каждому из этажей занимать до 20 минут реального времени. Так что, отсутствие трекинга предметов, непонятный заспам мобами и ОГРОМНЫЕ пустые локации, где тебе нужно найти небольшую комнату с лифтом (почти на время), наводит на мысль, что нужно ждать патчи. PS: Не знаю, как я про это забыл, но ♥♥♥♥♥, какой же в этой игре ублюдский и дегенеративный интерфейс + инвентарь менеджмент. Ощущение, что разработчик вообще в игры никогда не играл, и ориентировался на обзоры игр, когда занимался UI...
I was going to give it a fair chance but frankly the cover system makes no sense given the AI get a 95%-100% protection from your gunfire behind some objects but they'll hit you every single time like you're not behind anything at all. Tired of this entire genre of "lol MUH HARD GAME" covering up for being badly/poorly designed which pretty much almost ALL recent Roguelite/Roguelike falls into. And they also need to stop being called RPG's because they more often than not are so RPG lite it may as well just be a mobile game or a flash game in terms of "RPG" depth. Not to mention Steam's RPG section is completely over saturated by Roguelikes/lites that just do not respect you as a player or your time investment like 9/10 times. Edit: Just realized it's a Russian game dev, everything is 100% clearer now, since Russians haven't made a good game since Tetris. The Post-Soviet depression stereotype of "Lol I'm so tough and life sucks and ♥♥♥♥♥ everyone" being made as a game ad nausuem repeatedly again and again and again gets old after a while and it never leads to anything good even if you like hard/challenging games like myself because their cultural background and mindset is at complete odds with an actual fair and balanced challenge. Also, any of the positive reviews saying the negative reviews are "lol skill issue" are from low ego, low T manchildren who haven't done anything with their lives and have based their entire personality around roguelike/lite games, Roguelike/lite fans are frankly the insufferable hipsters of the gaming world and the genre, much like survival crafting, has done irreperable harm to the gaming space considering... Well... IF you look up RPG's on Steam literally 9/10 of them are Roguelikes! Not to mention there's really not much skill involved when it's up to ♥♥♥♥♥♥♥ dice rolls if you live or die.
это не игра w+левая кнопка мышки. нытикам тут не место. игра, которая поразила меня хардкорностью геймдизайном и зацепила изучением мира. билды, прокачка, тактики, клоны, куча оружия, куча брони корабль хаб(который нужно развивать), куча предметов, куча имплантов, фракции со своими тех уровнями, врагами и бойцами, разные задания, медицина, травмы, яды, ожоги, вакханалия, ваншоты от монстров демонов(привет колесницам)которые порвут лицо, САУНДТРЕК(в моем личном списке тренировочного процесса) не забуду упомянуть книгу, откуда взялся лор, где описана мистико-философская система, изложенная поэтическим, почти библейским слогом от великого писателя Даниила Леонидовича Андреева, человек писал книгу сидя в лагерях, обвиненный в покушениях на Сталина(!)за свои произведения. Этой системой реально можно победить зло в людях, если бы не торгаши и капитализм. Однозначно рекомендую!
Nah, I like roguelikes, but this is too RNG hard. Theres like 8-10 defenses (didnt count) and each one can have a status effect. With the exception of 2 MINOR versions ive seen, they last until cured. The Curing things (bandages, splits) give a CHANCE to cure it. Ive had a bullet hole that persisted through 3 bandages (max stack of 5) and proceeded to bleed out until I died. I played a melee character and came across a jammer, I hit it with my melee wep and BOOM it doesnt break it EXPLODES, welp, im now electroshocked taking 1 dmg every movement / action. Permanently until the proper item is used (didnt have). Just bring a cure for everything! great, but i have 14 invetory slots. I need heals, ammo, FOOD, then if i super load up, i have 3? invetory slots with which to loot, which means im LOSING money doing the mission. Enemies seem to be coded to wait in front of doors instead of just opening (to regenerate action points), so often on their turn they 'waited' and now open AND can shoot, for half my life. Now if it was a shotgun, i probably hit pain threshold and have 1 action i can choose to 1. heal. 2. try to run which wont work. 3. shoot him and hope i can 1 shot them. 1. he shoots me again and now my life is even lower, 2 he shoots me as i run and I die, 3. I RNG into dmg and hit chance and pray i get lucky. Maybe its that the tutorial tells you how to heal and shoot and loot and says HAVE FUN! But I die and genuinely have no idea what I should have done differently to prevent the death (besides getting better RNG). With my knowledge I dont know WHAT I should have done earlier. Can enemies hear me walking a room away through a closed door? idk if so I wish I could. How the exchange works is never really explained, but in short first couple runs i grabbed the most expensive weps off enemies to try and barter. O no, they dont want guns. Guess its back to RNG to find someone who wants what I happened to find and thats not needed for 1 of the 100 of ship upgrades. Spoiler im 11 hours in and have... 5 upgrades! In short I feel most my deaths are RNG. They opened a door and got a free shot on me, and its a lost run. which loses all you gear. See again the CRAFTING HEALS FOR EVERY STATUS AILMENT. The one thing that reliably heals a lot costs 3 rages, 2 plastic, 1 rotten meat and.... 4-5 days? to craft since you need to make 3 things to make it. Hope you dont die and lose all that. So now your working against RNG for not dieing super easy, then HOPING rng gives you actually something good instead of 500 slug shot bullets as a reward. Too much RNG stopping 65% of the strategic thinking, even bringing heal items is no guarantee that you will cure the effect and not die. Final note, did i mention swarms? I know i mentioned dieing in 2 hits depending on character... well how about a room with 7 enemies in it! THANKS!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.1M | 26.9K | 91% | $11.99 | |
| $6.1M | 12.4K | 82% | $19.99 | |
| $6.1M | 15.1K | 88% | $24.99 | |
| $6.1M | 14.5K | 90% | $19.99 | |
| $6.2M | 15.7K | 84% | $19.99 | |
| $6.1M | 5.7K | 77% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 5.8K | 91% | $19.99 | |
| $188.1K | 467 | 95% | $14.99 | |
| $16.3K | 88 | 67% | $7.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $3.2M | 4K | 94% | $19.99 |