
---Red---Tether--> is an action-packed “combat-puzzle” roguelite. You will tear apart massive space fleets, using nothing but your advanced tether harpoons. Pull and crash ships into another, rip their components off, then grapple-swing your way out of danger.
Modeled estimate, not a reported figure. How we estimate →
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About
Red Tether features explosive top-down space action with a unique "indirect combat" system.
You will face massive space fleets and fierce oppositions, while being armed with nothing but tether-harpoons and your wits.
Fight tether-based space battles that revolves entirely around linking yourself with opponents or them with each other.
Crash vessels into another using contracting tethers.
Rip off enemy weapons and attachments with well placed harpoons.
Outmaneuver the fleet by graple-swinging around objects.
Use your ship as a battering ram by slamming yourself into the opposition.
Experience fresh "combat-puzzle" gameplay that requires split-second tactical decisions amid fast paced action.
Carefully consider how to use ships against another, when to disarm and when to destroy and how to utilize the changing battle environment.
Learn to counter various fleet elements, including attack ships, support crafts and logistic units.
Fight through 50+ pre-made waves, or face randomly generated fleets in endless mode.
Clash with 16+ massive boss enemies and turn them into screen-filling explosions.
Dodge clearly telegraphed enemy attacks and potentially turn them against your opponents.
Avoid or exploit various hazards like flammable fuel spills, electrified hulls, coolant clouds and magnetic fields.
Unlock 18+ player ship variants that offer distinct playstyles, advantages and challenges.
Improve your craft with 120+ stackable ship and tether upgrades.
Catch and collect 14 bio-mechanical fish to gain advanced tech.
Discover 10+ star system zones and the new enemies they throw at you.
Piece together the game's lore by finding black boxes among all the ship-debris.
Get a tiny glimpse at a complex sci-fi universe. The story continues in Hyperspace Dogfights, Swirl W@tch and Hyperspace Deck Command.
Enable various challenge modes for the lategame.
Basic controller support and assist options.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
The mechanics are cool, the graphics are cool, and the game is overall cool. I personally bought the collection with Swirl W@tch and was not disappointed.
How is this not more popular
если эта жаба наберет 1 лайк, то у вас будет хороший день ▀▀▀▄░░░░░▄▀▀▀▄ ▄▀██▀▄▄▄█░▄▀███ ▀▄▄▀░░░░░░▀▄▄▀░▀▄▄ ░░░░░░░░░░░░░░░░░░▀▄ ░░░░░░░░░█░░░█░░░░░░█ ░░░░░░░░░░░░░░░░░▄▄▄▀ ░░░░░░░░░░░░▄▄▄▄▀ ░░░░░░░▄▀▀▀▀ ░░▄▄▄▄▀ ▄▀KBA--KBA--KBA ░▀▄░░░░░░░░░░░░░░░░░░▄▄▄ ░░░▀▄▄▄░░░░░░▄▄▄▄▄▄▄▀░░░█ ░░░░░░░▀▄▄▄▄▀░░░░░░░░░░░░█ ░░░░░░░░░░░░░░░░░░░░░░░░░█ ░░░░░░░░░░░░░░░░░░░░░░░░█
Edit: Yeah, I'm solidly mixed on this game. The core mechanics feel excellent, but they're marred by what feel like a lot of questionable design decisions (or perhaps oversights?) in the name of difficulty or even aesthetics. There are 50 waves (you can think of them like levels) in the main gamemode. Every wave is similar each time with some variation. When you die, you HAVE to start from the beginning. There is no option to take a checkpoint at wave 40 if you died at wave 49. You just have to start from zero. I would have less issue with this if there was more variation in the waves, but there aren't. Go spend 10-30 waves blowing up baby ships again before you're allowed to attempt the hard stuff. There are frequently options to take random upgrades which can just totally ruin your run, depending on your current build. At any point in the run. You're a glass cannon? Here, have this upgrade which causes your thrusters to set you on fire if you use them too long. Aiming the harpoon is really ♥♥♥♥♥♥♥ finicky. Hitting small stuff in particular I will regularly have to try 2-3 times, which just doesn't feel very good regardless of the difficulty implications. The game has aim assist but it's only for fast-moving objects like missiles or drones, and I've turned it off because it messes me up more than it helps. Death/taking damage often feels cheap. Maybe I will change my opinion on this as I play more (which I will be, hence the thumbs up), but whenever I take damage (or lose a run) it's usually due to me losing track of the direction my ship is facing and completely cancelling out my velocity while I am [i]in the middle of an enemy[/i] or missing harpoon shots because something is tiny and I've slightly mislead, and I NEED to tether to that something in order to not take damage, i.e. to clear a status effect. Mechanics feel like they disproportionately punish the player as the game goes on. I conceptually like that fire, acid and electricity can damage both you and your enemies, but ♥♥♥♥ man it's just annoying to have a battlefield littered with AoEs that will only ever touch me and never enemy ships, which will degrade half my shield in a handful of seconds. ♥♥♥♥ torpedoes, especially when there are 6 of them all flying at you simultaneously AND two mine layers in the same wave. Taking damage is just random at that point. Runs take hours. There are no time limits in this game and it's described as a "puzzle roguelike" for a reason. Ships are tanky. Tethers reel stuff in [i]very slowly[/i]. Sometimes the best option in any given situation is to just wait for dangers to clear. It's just often hard to tell what is going on because everything is ♥♥♥♥♥♥♥ red or yellow. I really wish there was a "sacrifice style for visibility" option. The default screenshake and visual effect settings the game uses for feedback are also really overtuned, but at least there is an option to turn them down. This game technically has 7 input buttons (WASD, Left Click, RIght Click, Left Shift), and they start to feel overloaded after a while. I feel like this was a "design by subtraction" decision where fewer buttons are just inherently "better", but throwing the option in the game to bind certain active abilities to 1,2,3,4 would've been nice. I wish there was a "click to tether, release to untether" option for controls; as it stands, left clicking so much gets tiresome. There is one boss that you must kill with a specific ship to unlock the alternate variant of that ship. That boss has what feels like a 10-30% chance of actually spawning, per run, [i]on wave 20[/i]. Why not just... Attach the unlocking of the alternate variant to wave 20? Or 25 if you really want players to earn it? Why is it randomized like that? Over all I'm really enjoying the game, just, these things are CONSTANTLY bothering me while I play it. I gave it a thumbs up for a reason, I just wish it was less doggedly punishing and difficult in ways that feel somewhat arbitrary and pointless. BTW whoever is doing the music, the track that plays from waves ~4-6, that ♥♥♥♥ slaps, more of that guitar lick please.
Somewhat misleading name, the tether is both red & yellow.
tethers: red (amazing game)
〇隠れすぎた傑作 シンプル操作ながらも、どうやって攻略するか計画性がある所が気に入っている。 SF的表現もゲームシステムからサウンドまで丁寧に落とし込んでいてデフォルメされたゲームにある創造の余地を高めてくれる。 大きな船同士を繋げてぶつかり合う時のくぐもった音、大爆発からの衝撃波で自機が飛ばされる。してやったり感が半端ない。 2対の引き合う銛を使って敵の武器を引きはがしたり、敵同士をぶつけたりして倒していく様は大艦隊相手にレジスタンスになった気分になれる。 1本だけ銛を撃って、銛に繋がれたラインを引き寄せるとスパイダーマンのようにスイング軌道で攻撃をかわしたり、体当たりしたりもできる。 出来る・・・出来るが緊急回避がこれに限られていて見てから回避辛すぎる。しかも近くに物がないと詰む。 熱くなると忘れがちなのだが、えげつない範囲攻撃が来ると予想される戦いでは相手から離れずスイング回避できるように心がけたほうが良い。 ゲームの肝は間合いであり、間合いギリギリで、時に入り込んでシールドで耐えながら、またはスイング軌道で翻弄しながら戦うのだ。 難易度は結構高く50時間時点で20面ちょっとまでしか進めていない(現在ラスボスに心折られ中) スキルインフレ系ローグライクではなく結構ギリギリ系かつ必須アップグレードを初期の10面でリセマラしたほうが良い位必須。 移動速度は遠距離攻撃のロケット砲や焼夷弾をギリギリ避けられる程度で、ヒーヒー言いながら避けなければならない。 攻撃にはドットを狙う正確さが必要になるので結構大変。画面ブレやUIブレは切ってやることをお勧めする。 上記の理由でコントローラーでプレイするのは厳しい。 また画面拡大率もデフォルトでは大きすぎるので50%にしたほうが良いだろう。 ついでにlock onあり、オートアシスト5dgが私好みのエイム設定です。 ストーリー50面、エンドレス120面のようだ(中断セーブあり) 10面ごとにボス(同じ10面でも数種類いる) 4面ごとにスキルアイテムのカーゴが現れる。 ゲーム性も世界観もシンプルな操作も音楽も、うまく纏まっているのに何でこんなに埋もれているんだ? 個人的にインディゲームの名作だと思っている。我こそは!と、思う方に是非ともお薦め 追記(ラスボスに心が折られているようだ) と、今も思ってはいるがクリアまで3-4時間かかるだろうゲームで理不尽な範囲連続攻撃をしてくるのに、パーマデスは人を寄せ付けないものがあるのは事実。せめて中断データは消さないでほしかった。 アップグレード解放の4割位がゲームクリアとその後解放されるエンドレスモード、ボスノーダメクリアにあり下手糞お断り感。理想を追求するのは魅力的なゲームに欠かせないが、あまりにも人を選びすぎるのはいかがなものか?正直クリア出来たやつ1%もいないと思う。 理不尽!理不尽!と叫ぶのがお約束の如く癖になってきて人にお勧めするのが辛い。幸いではない。ただしハマれば熱い! こだわりの料理人によるクソ上手い超激辛ラーメンの中毒性である。 追記2 110時間でバックアップセーブを駆使しノーマルモードクリア。燃え尽きたぜ 他の船やアプグレ開放、エンドレスモード等、エンドコンテンツが豊富でまだまだ遊べる
---Red---Tether--> is a fun and challenging game - the puzzle aspect gives it a little bit of a sandboxy feel but is surprisingly well balanced. I would say while the powers you find in the game help immensely, it really does feel like it ultimately comes down to skill.
this is one of the most underrated games that i've played and i'm extremely glad that i picked it up after i stumbled across a video reviewing it the gameplay is very simple but incredibly complicated, especially as you get deeper and deeper into the game where more enemy classes are introduced. what is especially great about how the game structures wave progression (from a pool of set enemy placements and numbers) is that you're going to eventually recognize many of the patterns, or at the very least remember the most dangerous enemies in that wave set. there's only a handful of life of quality things i would like, like a clearer harpoon total length or something to document enemy types and let us practice against that type if we pass a certain wave number or something similar, but to be honest, skill issue on my part. it's just a very slick and simple game that looks easy at first glance, but then you realize that 6 missiles are heading your way while you're getting targeted by a gatling gun and you're also on fire and you're out of tethers because you accidentally grappled two debris chunks together. it's great, 10/10, i hope more people find out about this game and play it. also one thing i would absolutely love is a soundtrack list in the game. i know they're all free music, but some are absolutely cooking.
Gets difficult fast, but imo its really fun. It has a single fundamental game mechanic - the tether - and bases the rest of the game and balance off of it, but its a complex and fun mechanic that doesn't feel like a chore with a high skill ceiling.
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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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