
Armed with nothing but a guide book, you and your teammates must collaborate and tackle intricate puzzles to launch rockets in this exhilaratingly stressful co-operative game. Not for the faint of heart, teamwork and communication are your keys to success!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
This game is already shaping up to be really special. This is helped tremendously by devs who are extremely active in the community and receptive to suggestions. They work quickly and respond in the forum. I made a list of typos and suggestions for the manual and it was a fairly long list. They did every single thing on the list in the same day that I posted it. From a gameplay perspective, this obviously is inspired by Keep Talking and Nobody Explodes, but I think this game stands up extremely well on its own. Being in the control room is significantly more fun than being the defuser in KTaNE, and the game itself feels more cohesive. The manual is also over 100 pages even though the game is in early access. The ktane manual is 23 pages. I've played it quite a bit already and I still feel like I haven't even scratched the surface. The single player campaign helps to teach the game, and even puts the manual pages inside the game to make it easier to look things up, but playing multiplayer is certainly more fun. Completing the missions feels much more satisfying than defusing a bomb because of how much more thematic everything feels. Dividing the panels into sections of the launch, flight, and orbit stages of the mission keeps it from feeling like you're just solving abstract puzzles with a time limit. The only negative things I have to say about the game so far, are that when you first start playing you may feel a little lost. There is a help page in the manual that explains what you should do during the mission, but most of it won't mean anything until you jump into the game and fail, but the single player campaign helps a lot with learning if the control room player is willing to take the time to play the campaign before inviting friends to help. Also I feel like the panels themselves are all relatively simple. The instructions for each panel fit onto a single page per panel, and while this may not sound like such a bad thing, I feel like making more complex panels will feel like something I will be missing once we have played through all the missions. But ktane has this same problem, and the best way to fix it is to just allow workshop support, and let the players create stuff for the game. Overall I rate this game extremely positive, and I love playing it. I hope it gains a lot of traction into the full release and I really look forward to where it ends up!
These are some points I've noted when playing the game for the first time without any previous relevant knowledge of it: • Clumky controls (I had to Alt+F4 to exit failed launches) • No graphic options besides resolution (not even AA, so the game looks really jagged even at >=1080p). Fiddling with ReShade I got a decent result and no jagged lines • Tutorial is too vague • You can't erase what you input in the terminal and that doesn't seem like a good design choice. • Unoptimized (despite the launch room being pretty much empty and not having any heavy effects, my GTX 1050 2GB had 20-40% use at maximum clock speed). This might be a problem for low-end players who are running the game. Overall, the game doesn't hold the player's hand enough and in this kind of game, it might be a good thing. Keep Talking and Nobody Explodes made it simple with its tutorial and videos (I see there's a video tutorial coming soon). Launch Party requires you to spend a good amount of time in the guide even if you're the one in the launch room (this last bit is a heads-up to potential players rather than the devs). I wish Steam had a neutral review option but I'll leave this as a sincere negative review to the devs. Anyhow, I'm looking forward to this game in a future state, most of its core functionalities are implemented (for one, the guide is massive already), but it just lacks polish and presentation. As of May 2020, I'd recommend it for KTANE and couch coop fans at a sale price. Will keep an eye on this one.
A very fun game similar to the old Keep Talking and Nobody Explodes. Quite challenging, and you'll definitely have to try each puzzle once or twice before the manual makes much sense - but overall it's very fun and has a promising future!
Friend of the dev. A solid early access launch of a very entertaining game. Works well in a small group and some missions can be played on your own. Puzzles are rocket themed, though don't expect a NASA ground control simulator (it's not that). Go through your prelaunch checks, make sure the rocket staging goes off without a hitch, get your orbit right and make sure the payload is operating successfully. All while debugging the inevitable issues during launch. All of this is managed through the on terminal puzzles and you can see examples in the free to view pdf at rocket.guide It can be frustrating if it's difficult to understand a puzzle, but is very rewarding when it works out and it is very satisfying to complete a rocket launch with multiple different puzzle types. Definitely recommended, especially for group play and couch co-op. I look forward to future updates.
[h1]超高難易度版Keep-Talking ロケットの打ち上げを成功させよう![/h1] (ぼっちでも可) [h2][b]10秒で分かる!購入検討チェック表[/b][/h2] 以下,[url=https://store.steampowered.com/app/341800/Keep_Talking_and_Nobody_Explodes/] Keep Talking and Nobody Explodes[/url]は単に「kt」と表現. [table] [tr] [td]このゲームをウィッシュリストに追加した.[/td] [td] ✓ [/td] [/tr] [tr] [td]ktを知っている.[/td] [td] ✓ [/td] [/tr] [tr] [td]ktを持っている.[/td] [td] ✓ [/td] [/tr] [tr] [td]なんだかんだ言ってktは楽しかった.[/td] [td] ✓ [/td] [/tr] [tr] [td]英語しかなくても(翻訳機等で)頑張れる.[/td] [td] ✓ [/td] [/tr] [tr] [td]説明書が138ページあっても構わない.[/td] [td] ✓ [/td] [/tr] [tr] [td]2時間かけてチュートリアルが終わらなくても投げ出さない.[/td] [td] ✓ [/td] [/tr] [tr] [td]・公式チュートリアル動画が392回しか視聴されていない. ・ YouTubeで検索しても関連動画が一切出てこない. ・レビューが全3件しかない. ・主要鍵屋(Fanactical,Humble,GOG,G2A)で一切取り扱われていない. と言う事実を知っても躊躇しない. [/td] [td] ✓ [/td] [/tr] [/table] 以上を満たしている人には是非このまま読み進めてほしい. あらためて… [h2]◆超高難易度版kt[/h2] 値段がそこそこする割には判断材料がキュレーターレビューしかなく,途方に暮れている皆様にぜひ購入していただきたくこの文章を書いていく. チュートリアルすら終えていないくせにしゃしゃり出るなと思われそうだが初日本語レビューということでご愛嬌. なお,以下は全て[u]一人で遊んだときの感想[/u]である. [b]▶ゲーム概要[/b] プレイヤーはとあるロケット打ち上げの管制室に配属されている. そこでロケットを打ち上げて,規定高度に到達するまで爆発させずに見届けるのが目標だ. 発射前は様々な準備が必要だし,飛行中も細かな調整をしなければならない. 果たしてあなたは無事に打ち上げを成功させることができるだろうか? [b]▶システム面[/b] ktと同じく,説明書と照らし合わせながら様々なモジュールを操作/解除していく. 様々な要因により,[u][b][失敗度][/b][/u]が増加していく. ロケットが規定高度に到達するまでに[失敗度]が100%になると失敗となる. ミッションは大まかに2つのフェーズに分かれている. [b]1.発射準備~発射フェーズ[/b] 開始直後からカウントダウンが始まる. 必要なモジュールを全てこなした後に,カウント0でLAUNCH(発射)ボタンを押さなくてはならない. この時,必要な操作を全てこなせていないと失敗度が増加 (早く終わった場合には10秒前まで飛ばすことも可能.) (実際は[-90秒]とかから始まり[0秒]になったら押すため,厳密には「カウントアップ」なのだろうが分かりやすさのため.) [b] 2.発射後~規定高度到達フェーズ[/b] ロケットは自動的に高度が上がっていき,規定高度に到達したら打ち上げ成功となる. 一定間隔で出現するモジュールや指定された高度に到達したら操作しなければならないモジュールなど,ややこしい戦いは続く. 到達した時点で[失敗度]が100%未満なら成功となるため,間に合いそうなら最後らへんは雑にやっても大丈夫なことも. [h2]▶講評詳細[/h2] [b]◆高い難易度[/b] まあこれが難しい難しい. >管制室側(以下,「現場側」) ・得なければならない情報が多い上に今回は使わない情報も全て書かれていて,更には情報を得るために能動的に操作するものもあり,慣れるまで混乱することだろう.また,伝える情報も単に数字や文字ではなく,ドット絵,バーコード,微妙な色合いなど,多岐にわたりスキルが求められる.ktの[キーパッド](ギリシャ文字みたいなのを伝えるやつ)の比ではない.あちらは「~みたいなやつ」と伝えられるし,何回かやると言い方が固定されてくる分まだやりやすい. ・全然暇じゃない.ktでは,現場側が少なからず手持ち無沙汰になることがあった.特殊モジュールも慣れてしまえば特に問題なかったのだが,今作はだいぶ解消に力を入れていることが伺える.特定のタイミングで操作しなければならないことは多いし,特殊モジュールも現場側だけでは解けないものばかりだ. >解読側はもっと大変. ・まず,[url=http://www.rocket.guide/]80項目以上が載っている138ページの説明書[/url]の中から目的の箇所に辿り着くのが大変だ.何度もページを行ったり来たりするため,印刷せず画面上で参照する場合はページ数を記録しておく必要があるだろう. ・鬼のような難易度の特殊モジュール.そもそも解くための前提情報が多く,あれこれ聞き返しているうちに,あなたは聞かれることだろう. 「あ,ちょっとまって!”ZERO”って押すんだっけ?」 「タイム!74444って大丈夫だっけ?」 …その度にあなたは一旦思考を中断して説明書の最初に戻り参照しなければならない. ひどいときには4×24の96マス表を参照するはめになる―それもかなり頻繁に. そして何より,1ミスで[失敗度]が100%になってしまう(即ゲームオーバー)ものが存在する,という凶悪さだ. [h2]◆[失敗度]の導入[/h2] 前の項目をひっくり返すようだが,この要素の存在により何気にバランスが取れていたりする. ktでも公式ミッションでは2ミスまでは許されるものがあったが,タイマーが早くなるおまけが付いていた.そのため1ミスの時点でほぼ詰み,みたいな状況が多くあんまり意味を成していなかった. 今作なら細かなミスであればそこそこ犯しても大丈夫だったり,大したことないからこれはスルーしよう的な作戦も有効であったりする. (まあ,失敗度がどのくらい上昇するかは初見では分からないのが難点だが.) [h2]◆意外と親切だったり[/h2] [url=http://www.rocket.guide/]問題の説明書[/url]だが,情報がどこに書いてあるか大きく赤ペンが入れてあるので文章内をさまようことはない. 現場側についても同様.制限時間が近くなるにつれ警告音が鳴りだすとともにモジュールの赤ランプは点滅が早くなる.失敗度が高まるにつれモニターが赤くなる.必要な情報は全てこちらに見えるように配置されている等,ktのように「気づかなくて失敗する」ということはほぼない(はず). 特に重要なものは一番手前に書かれているし,ズーム機能もあるので読み取れなくて困ることもない,と細かな要素については至り尽くせりである. [h2]◆プレイヤーの環境を選ばない柔軟なゲームモード[/h2] ・『ソロモード』 「フレンドは別売りです.」 「ソロでは遊べないというバグがあります.」 COOPゲームのレビューで半ば恒例となっているこのような文言. あんまり優秀じゃないBOTと一緒に遊ばされる[strike]ボッチ[/strike]シングルプレイヤーの不満の声に対応するため,様々な作品が試行錯誤していたこの状況に投じられた解決策. まあ,一人で遊んで(現場が説明書も見られる状況)もギリギリなこの作品だからこそなのかもしれないが,これで一安心である. ・『画面分割モード』 ついでに投じられた問題作.片方はコントローラーのため驚くほど操作しにくい. ktを画面分割でやるところを想像してみよう!... [h2]◆ちょっとしたフレーバーテキスト[/h2] ここらへんはkt同様である. 何のためにこのモジュールがあるのか(重量と搭載燃料を伝えるため,ロケット切り離しのタイミングをはかるため等),説明書に軽く書かれていて個人的には嬉しいポイント. ##### 以上,何となく思いついた感想である. ktを極めてしまった方. 途中までやってそれっきりの方. 高難易度なゲームをやってみたい方. 殺伐としたゲームに疲れてしまった方. フレンドと一緒に遊べるゲームをお探しの方. 選択肢の一つとしてこの[Launch Party]を加えてみてはいかがだろうか. [strike]まあ,今考えるとこんな気合い入れてレビューするほどのゲームなのか微妙だが...[/strike] ============================ Discord サーバー【マイナーゲーム集会所】のご紹介です. このような知名度の低い・人を集めづらいようなゲームを専門に取扱うサーバーです. マルチプレイがしてみたくなったときはぜひどうぞ. 詳細は以下のDisboardに記載してあります. https://disboard.org/ja/server/889690562108739624
ESP: Llevo bastante tiempo evitando este juego, lo veía demasiado complicado y el concepto de PDF de 100 páginas, abrumador. Ayer un amigo quiso probarlo y poco a poco fuimos pasando los tutoriales, los puzzles son realmente difíciles y tenes que usar la cabeza para interpretar el PDF, la satisfacción de hacer bien los lanzamientos es tremenda, nos casamos el viernes que viene, nah mentira, el juego es bueno, con una copia podes jugar con varios amigos, lo recomiendo. ENG: I've been avoiding this game for a quite some time, saw it too complicated and the 100-page PDF concept, overwhelming. Yesterday a friend wanted to try it and little by little we went through the tutorials, puzzles are really difficult and you have to use your brain to interpret the PDF, the satisfaction of doing well the launches is tremendous, we are getting married on friday jk, it's good, with a copy you can play with several friends, I recommend it.
If you're thinking of playing this game, please take care. The manual needed for this game is absolutely, impossibly, unnecessarily dense. If you've played Keep Talking and are looking for a new game type, this game is nothing like it. The tutorial alone was difficult for myself and two friends. The first mission throws stuff at you that isn't covered in tutorial. This game is HARD. I can see it being fun, but we didn't have proper expectations and don't find this sort of game fun. Very realistic it seems, though.
Amazing that this game does not have any more reviews. It looks a bit rough, and might be a bit hard for some, but absolutely great fun for people who like games such as Keep talking etc.
(In english at the bottom) Bem, Eu percebo que o jogo teve muito trabalho envolvido para pensar nas mais de 100 páginas do manual, no entanto temos vários problemas. Essa review vai acabar sendo do tutorial, já que foi o que eu acabei jogando com um amigo meu, e ele desistiu de jogar comigo depois disso, e não é exatamente fácil achar alguém para jogar isso ¯\_(ツ)_/¯. A jogatina levou cerca de duas horas. O jogo é incrivelmente complexo, o que é um ótimo ponto para ele, mas acaba sendo péssimo em diversos fatores para o jogador apreciar e aprender como jogar o próprio jogo. Vou enumerar os principais problemas que eu vi no jogo para facilitar. 1- Ele é péssimo em apresentar seus conceitos, ele tem muitos puzzles, de muitos tipos diferentes de módulos, e é esse o problema, ele te apresenta tantos que você recém aprendeu um que você gastou algum tempo entendendo seu funcionamento e olhando as tabelas relativas a ele, e logo você é colocado em outro. 2-Como são literalmente 135 páginas de puro conteúdo de lançamento de foguetes, você fica muito perdido, muitos dos puzzles básicos fazem você ficar andando pelo manual pra achar as tabelas do apêndice. Isso é muito irritante. Jogar com um amigo ajuda muito, por que você acaba muitas vezes tendo que realizar mais de uma tarefa naquele momento, e ter um amigo para fazer o [i]Multi-task[/i]ajuda muito, mas imagino que seria muito mais difícil fazer sozinho. 3-Antes de todo lançamento há um timer contando cerca de 75 para o lançamento, e ele está lá enquanto você precisa não só realizar o lançamento do foguete, como também descobrir como cada módulo funciona, e sim, como eu disse antes não é tãooo fácil assim entender o funcionamento de cada módulo enquanto tem um timer te botando pressão e volta e meia uns negocinho chato que você precisa ficar prestando atenção(Debug o nome do módulo) 4- O manual é muito raso em falar como eles funcionam. Eu meu amigo ficamos muitas vezes travados em fases por que não entendemos como tinha que ser resolvidos os puzzles. Segurar mais a minha mão ajudaria(pelo menos no tutorial) Minhas soluções para os problemas que eu coloquei. 1 & 2 - Seria muito melhor ir de leve, fazer puzzles sem que precisemos ir no apêndice das tabelas na quinta fase do tutorial seria muito bom. e trabalhar melhor os puzzles já existentes, não pular fora dos que você acabou de colocar para colocar outros. Ficaria menos confuso, e eu teria mais tempo de entender como tal parte do jogo funciona do que ter que aprender mais uma logo de cara. E colocar puzzles que não defendam de ir no anexo, ou colocar o anexo na página seguinte da explicação, por que é muito chato ter que ir da página 35 pra 114 pra ver um único dado e ter que voltar logo em seguida. 3- TIRAR ESSE MALDITO TIMER, eu to aprendendo o jogo agora, [i] calma[/i]. Eu olho os Pdf's no celular, é demorado achar as páginas, e ainda entender o puzzle novo nesse tempo. 4-Isso é simples, colocar uma "sessão" te ensinando como resolver tal puzzle caso o jogar se sinta presso numa parte possa ajudar. Não digo colocar isso em toda parte, por que acabaria tirando a felicidade do jogador em entender algo difícil, mas às vezes pode ser só frustante pro jogador, e ele sinta-se chateado por não entender tal funcionalidade. Pensei nisso mais como uma coisa adicional e completamente optativa. Ou até colocando mais sessões de exemplos e melhorando os que já existem ajudaria! Sugestão adicional As missões poderiam ter nomes, não só missão 3, isso é muito genérico, um pouco de personalidade não ficaria ruim. Um exemplo que eu daria seria a do KTANE([i] Keep talking and nobody Explodes[/i]), que cada missão tem uma missão que condiz com sua "personalidade". De conclusão. Eu adorei o conceito do jogo, sou fanático pelo espaço, e vejo todo o potencial que esse jogo pode ter, por isso acredito nele e coloco uma nota positiva no jogo. Espero ainda poder me divertir muito lançando foguetes por aí! (Translated by Google translater) Well, I realize that the game had a lot of work involved to think about the more than 100 pages in the manual, however we have several problems. This review will end up being of the tutorial, since it was what I ended up playing with a friend of mine, and he gave up playing with me after that, and it is not exactly easy to find someone to play this ¯ \ _ (ツ) _ / ¯. The gambling took about two hours. The game is incredibly complex, which is a great point for him, but it ends up being terrible in several factors for the player to appreciate and learn how to play the game itself. I will list the main problems that I saw in the game to facilitate. 1- It is terrible at presenting his concepts, he has many puzzles, from many different types of modules, and that is the problem, he presents you with so many that you have just learned one that you spent some time understanding its operation and looking at the relative tables to it, and soon you are placed in another. 2-As there are literally 135 pages of pure rocket launch content, you are very lost, many of the basic puzzles make you walk around the manual to find the tables in the appendix. This is very annoying. Playing with a friend helps a lot, because you often end up having to perform more than one task at that moment, and having a friend to do the [i] Multi-task [/i] helps a lot, but I imagine it would be much more difficult do it yourself. 3-Before every launch there is a timer counting around 75 for the launch, and it is there while you need to not only perform the rocket launch, but also find out how each module works, and yes, as I said before it is not sooo so easy to understand the operation of each module while having a timer putting pressure on you and boring little boring things that you need to pay attention to (Debug the module name) 4- The manual is very shallow in talking about how they work. My friend and I were often stuck in phases because we didn't understand how the puzzles had to be solved. Holding my hand more would help (at least in the tutorial) My solutions to the problems I posed. 1 & 2 - It would be much better to go lightly, making puzzles without having to go to the appendix of the tables in the fifth phase of the tutorial would be very good. and to work better with the existing puzzles, not to skip the ones you just put to put others. It would be less confusing, and I would have more time to understand how that part of the game works than having to learn one more right away. And put puzzles that do not defend to go in the attachment, or put the attachment on the next page of the explanation, because it is very annoying to have to go from page 35 to 114 to see a single piece of data and have to go back right away. 3- TAKE THIS DAMN TIMER, I'm learning the game now, [i] calm down [/i]. I look at Pdf's on my cell phone, it takes time to find the pages, and still understand the new puzzle in that time. 4-This is simple, putting a "session" teaching you how to solve such a puzzle if playing it feels pressed in a part can help. I'm not saying to put it everywhere, because it would end up taking away the happiness of the player in understanding something difficult, but sometimes it can be just frustrating for the player, and he feels upset for not understanding this functionality. I thought of it more as an additional and completely optional thing. Or even adding more sample sessions and improving existing ones would help! Additional suggestion The missions could have names, not only mission 3, this is very generic, a little personality would not be bad. An example I would give would be that of KTANE ([i] Keep talking and nobody Explodes[/i]), that each mission has a mission that matches its "personality". In conclusion. I loved the concept of the game, I am a fan of space, and I see all the potential that this game can have, so I believe in it and put a positive note on the game. I still hope I can have a lot of fun launching rockets out there!
GRAFICNZIE GORSZY keeptalking and nobayd expolnd instrukcja jet czytelna i ladniejsza niz sama gra owszem gra jest trohe ciezka ale da sie ogranci jedynie boli oprawa graficzna gry a szkoda mam naidjze ze next pordukcje bedom lepije zorbione pod wgzlemd gefinyzzm ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂--- FOR DEV - READ THIS ! if you want know somethnig about you game more/ some specific just write us on commect ok ? i will rewrite in commect Piszemy rónież normlane pełno prawne recnezje więc jeśli Szukasz więcej recnezji/naszej twórczosci zapraszam na mój profil steam w sekcji recnezji lub zastnawiesz się czemu tyle błedów ? Zapraszam do obserowania i przecyztania opisu na mojej grupie kuratora Aga i my steam curator w internetach
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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