
Far future. All maral principles have been erased, complete debauchery and chaos are happening on the streets. An unknown company creates an advanced robot to fight depravity and lust in the name of family values.
Modeled estimate, not a reported figure. How we estimate →
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About
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 33 reviews with recorded playtime.
Reviews
It is what it is. A simple stupid game that takes you back to a simpler time on the internet where you can have a stupid game about murdering hookers before everything was "offensive" and "problematic". This game doesn't overpromise and doesn't underdeliver. You get your money's worth for the price tag. https://steamcommunity.com/sharedfiles/filedetails/?id=3091154994
有成就 没中文 机械战警 遥远的未来,世间道德准则尽数崩塌,街头处处充斥着放纵与混乱。一家神秘企业打造出顶尖智能机器人,以正统理念为信条,立志扫除世间邪欲乱象。 化身正义机械警员,穿梭在未来都市的阴暗街巷伸张正义。游戏拥有精良画面,复刻经典老式主机游戏独特氛围。使用各类特性各异的武器,迎战强悍强敌,肃清城中种种歪风邪气。 游戏特色 复刻八九十年代复古主机风格画面与音效 种类丰富、属性独具特色的各式作战武器 融合解谜玩法与类银河战士恶魔城游玩机制 硬核高难度玩法,专为资深玩家打造
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GOTY 2023 100000/10 se chinga facilmente a Starfield, Baldurs Gate y Lies of P. Jugabilidad excelente, historia envolvente y conmovedora, además de una banda sonora que te eriza los vellos del cuerpo cuando la escuchas. R E C O M E N D A D I S I M O biba amlo
Real ROBOT witch real ♥♥♥♥
ROBOCOCK is a retro-inspired action platform shooter developed and published by Slippy Floor that combines side-scrolling combat, science fiction parody, and old-school challenge design into a fast-paced arcade experience. Built around pixel visuals and gameplay principles that draw inspiration from classic console action titles, the game embraces a deliberately exaggerated identity while focusing heavily on combat mastery, exploration, and progression. Rather than pursuing realism or cinematic presentation, it commits completely to nostalgic action design supported by humor and demanding gameplay systems. The premise immediately establishes the game's unusual personality. Set within a chaotic futuristic society overwhelmed by corruption and disorder, players assume the role of a cybernetic law enforcement machine created to restore order through direct action. The setting leans heavily into over-the-top science fiction influences while embracing parody rather than taking itself entirely seriously. That self-awareness helps ROBOCOCK stand apart from many retro-inspired action games that simply imitate older ideas without adding personality of their own. Gameplay revolves around side-scrolling movement, combat encounters, exploration, and steadily increasing difficulty. Players travel through dangerous environments while confronting hostile enemies and overcoming increasingly demanding obstacles. Combat forms the center of progression, rewarding careful movement and understanding enemy behavior rather than simple button mashing. The game follows classic arcade design philosophy where success comes primarily through player improvement rather than progression shortcuts. Enemy encounters require attention and adaptation. Careless movement often creates unnecessary difficulty, while learning attack patterns and positioning gradually transforms challenging situations into manageable encounters. Weapon variety contributes significantly toward keeping progression engaging. Different offensive tools become available throughout the experience, allowing players to experiment with combat styles according to preference. Some weapons emphasize aggressive pressure while others support more strategic approaches depending on enemy placement and encounter design. This flexibility creates stronger combat variety over time. Rather than relying on a single dominant strategy throughout the entire experience, ROBOCOCK encourages adaptation and experimentation. Different situations naturally reward different approaches, helping progression maintain momentum. Boss encounters become some of the strongest moments throughout the game. Larger enemies function as major progression barriers that demand stronger execution and greater understanding of mechanics. These fights reinforce the game's emphasis on mastery while creating memorable difficulty spikes that reward patience and persistence. The challenge level remains one of the defining characteristics of the experience. ROBOCOCK clearly targets players who appreciate older design philosophies where overcoming obstacles requires learning through failure rather than relying heavily on accessibility systems. Difficult encounters may initially frustrate newer players, but progression becomes increasingly satisfying as mechanical understanding improves. Exploration systems also help strengthen overall pacing. Certain areas encourage players to move beyond direct objectives and investigate surroundings more carefully. Additional discoveries reward curiosity while creating progression that feels broader than simple stage completion. The visual presentation strongly embraces retro influences. Pixel art remains central to the game's identity, reinforcing classic console inspirations while maintaining enough clarity to support fast-paced combat. Environmental design and visual effects prioritize readability during combat without sacrificing atmosphere. The soundtrack and audio presentation strengthen the arcade-inspired feeling further. Sound design supports action effectively while helping reinforce the retro atmosphere that shapes the overall experience. Combined with the visual direction, the presentation creates a cohesive style that consistently supports gameplay. Humor serves as another major strength. The game understands its premise completely and commits fully to its exaggerated identity. Rather than treating the science fiction setting with excessive seriousness, ROBOCOCK embraces absurdity confidently. That playful tone helps strengthen personality while making the overall experience more memorable. The smaller development scope naturally creates limitations. Players expecting modern cinematic storytelling or massive progression systems may discover a more focused experience than larger productions provide. Narrative primarily functions as support for gameplay rather than becoming the primary attraction. Some players unfamiliar with retro challenge design may also require adjustment time. The game does not aggressively simplify its systems or reduce difficulty expectations to accommodate every audience. However, players who appreciate old-school progression structures will likely view this commitment as one of its greatest strengths. Slippy Floor created a game that understands exactly what kind of experience it wants to deliver. ROBOCOCK succeeds by embracing arcade-style action, demanding progression, and retro design principles without compromising its unusual identity. Players who enjoy classic action platformers, pixel shooters, retro-inspired combat systems, and games built around skill improvement will likely find substantial appeal here. ROBOCOCK delivers focused gameplay supported by personality and challenge, creating an experience that feels both nostalgic and uniquely confident in its design. Rating: 6/10
No creí que existiría esto... Pero existe. De los creadores de [b]Sex City[/b], [b]Five Nights at Sexy's[/b], [b]Sex Simulator[/b], y [b]Furry Sex Madness[/b], llega: [b]RoboCock.[/b] El menú ya promete: RoboCop con un arma saliéndole de la moronga. Porque el arma [b]ES[/b] la moronga. Es un juego de plataformas y acción en 2D, y debo decir que está mucho mejor hecho que Furry Sex Madness, cuyo control era tan horrendo que hasta me llegué a plantear abandonarlo hasta que recordé mi sagrada misión: Platinar y reseñar todo juego nopor habido y por haber. Lamentablemente, decir que es mejor no significa que es bueno. Sigue teniendo el problema base, y ENCIMA ES EL NOMBRE DEL DESARROLLADOR EN STEAM "Slippy Floor" (Suelo resbaladizo). A algún genio se le ocurrió que sería una excelente idea mezclar plataformeo con daño que causa knockback y que se puede hacer infinito, recordando a lo peor de aquellos juegos clásicos de NES. Me explico: Si un enemigo te toca, te empuja hacia atrás. El problema es que muchas veces te juntan enemigos, están hechos con malicia con paredes alrededor o el mismo que te pegó sigue moviéndose y te vuelve a tocar antes de que acabe el efecto, por lo que te mete en un bucle infinito donde solo podés ver a tu personaje saltando y saltando fuera de tu control, mientras esperas la inevitable muerte. Los jefes son un chiste, y [b]uno malo.[/b] Por lo mencionado anteriormente, los tres jefes del juego se vuelven un ensayo y error donde apenas te toquen, entras en el bucle infinito de knockback hasta morir. Sumado a todo esto, los niveles, aunque sean 3, son LARGUÍSIMOS, y si te morís te ponen desde el comienzo. Desde luego, toda una experiencia. Durante los niveles vas recogiendo mejoras como si fuera el RoboCop 3 de NES, al menos intentaron agarrar cosas interesantes de los clásicos juegos de RoboCop. La música está buena, andá a saber de donde la sacaron porque ni créditos hay, así que seguramente ni siquiera fuera de ellos, andá a saber. Ah, y [b]EL QUE PUSO EL LOGRO DE PASARSE EL JUEGO CON EL ARMA BASE, TODO EN LA VIDA VUELVE, ¿SABÉS? Y ESO TE VA A VOLVER.[/b] [b]Cacona[/b]
Имба играть за робокопа с стреляющим пенисом
Спасибо за детство
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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