
Rogue-like top-down-shooter with pixel-art, physics and hard survival.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Repetitive and simplistic. Predictable. Lacks a sense of impact or satisfaction in combat. Lacks any real sense of tension, or any systems at play. Just mindless ships pew pew pew. Next level, repeat. No depth. Shallow. This is nothing like Teleglitch.
as stated, TELEGLITCH in SPACE--- quiet similiar, but a bit easier (maybe) Visual style not as good, rough and trippy compared to TELEGLITCH. Anyways... if you liked TELEGLITCH I guess you will like this too, i do...
For the first game of a developer team, this is pretty much a wonder. Every level you search for supplies and parts, vital to your survival, while avoiding as many dangers as you can because every encounter is a resource drain, be it health or ammo, which can be really scarce. From the get go you are given a set of items with which you can craft basic gear to make your initial steps easier, from there, you're on your own. I bought this game at first because I liked what the demo offered, but it wasn't till the second hour I noticed this game is somewhat like Teleglitch, but its own version. While the 2 have the same "void" mechanic, in this game this void defines the shape of the map, which you can alter with high mass objects and that kinda makes a lot of nice opportunities and helps in spreading the feel of exploration and taking risks. The game has little to no music (If it does, I did not notice) which is something I loved from Teleglitch. You have to pay attention to audio cues that tell you about enemies and who they are, most having a distinct "turn on" effect, which helps you decide how you want to face this new threat. Although I must say there are some devices that break the game, but I'll leave that without spoiling for those who want to go full blind on this. The issue with one of the devices I speak about is that it is an absolute solution to smaller encounter with almost no drawbacks, I believe that should have some sort of mitigation so you don't use it to solve all your problems. As a critique, the dinamic shadowing needs a little more work since here there are moving objects unlike Teleglitch, where almost everything is stationary. Overall, a good to great experience taking into consideration its price, which I feel is right and fair. Props to the developer team, hope you continue making more games like this one or expand a little more on this little gem, would love more content like this
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I like the concept, and the game play is mostly fun, but it's way too easy to die. I've stopped playing the game due to how frustrating it is. Some of the enemies need nerfed or something, for example: The gun turret is ridiculous, it shoots from off screen and each burst is like 25% of your health. There was also the time I mistakenly pushed 'restart' and had to start over, there was no confirmation dialog. Or the fact there there is a way to instantly die. Or the crazy large ship explosion shock wave damage. I also agree with some of the other comments, the enemies can detect you from off screen, but you can't, even with a 'Tactical Scanner'.
It's fun, a good little universe! Do I wish enemies exploding did damage to one another? sure. Maybe I have a few other small nitpicks here and there... mostly just a wish list of things that would make the strategy/world somewhat deeper. But overall it's very good. I tend to enjoy any game in which you can use pieces of your enemies dissected carcass to shield you from another enemies incoming shot. Semi-pro tip: read the controls. They were intuitive enough that i didn't... until literally the last level. And so I didn't realize I could use 'F' to rotate the screen. This is of particular advantage when sniping with the bolt/chisel. The reason for doing this is that many enemy-types can shoot the height of the monitor/map, and on various occasions will do so from 'out of view.' but none can shoot the entire width, making rotation highly valuable to your approach. RNG will play a large factor initially, but once you get the hang of which enemies can be juked into the void and which the tailgun can sweep up, bolts/saws/grenades will begin to stockpile. Highly recommended -- fairly challenging (3.3% have beaten the final level), but fairly fair.
Teleglitch's smarter, more handsome, but underachieving younger brother. Artwork is pleasant to look at and everything looks identifyable at a glance, plus enemies have their own sound ques that allow you to quickly and instinctively realize what you're dealing with. Controls are comfortable, and that wee bit of ungainly heft in your movements feels organic and right at home when you're piloting a spaceship. The void has better tactical applications thanks to ramming and your enemies being as "hefty" as you are. Overall simply fun and pleasant to play this thing.
Баги и недочёты есть, над балансом стоит работать, это инди, ничего сверхъестественного. Кто ожидал годную игру на 100+ часов - мимо.
Took me about 5 min to know I really liked this game! The combat is really fun the inertia and physics rlly play into it and the aiming weapons ect. Theres a lot going on there more then you would think at first. The ships are cool and the structures astroids ect look good and they sound good ;) The crafting is just awesome it really makes the game because it allows you to make from what you find an assortment of cool upgrades single use items that can slow time ect and then weapons lots of weapons. The weapons can then be further upgraded or it seems they can also be tuned for different things. Example a chisel gun fires...chisels the big metal rods, so you can have a normal semiauto kinda short ranged weapon. Then I found some old tech materials and suddenly I made a railgun that fires chisels. So the weapon travel speed was 10 times faster and it only now fires a single shot at a time. But since its physics that means that because the chisels are propelled so much faster now enemies depending on their mass will go flying away and you can shoot them from much farther which is good because they all seem to explode when they die or seconds after which can rlly hurt or add up over time. I dont want to ruin it but another was sawblades, which was neat because they spin like a saw blade does and its a projectile so it will slice and then kinda run along a wall or ship ect in the direction of the spin and it does damage over time so how you fire what speed whether you are moving at an angke ect all play in to make it much more sophisticated then you would imagine when you first use it. The other upgrade I found I believ turned it into a electric sawblade.. SO that seems cool. I saw in my short time about 5-7 weapons I could make but you only have the materials you find or take from enemies so I only made 3 weapons and 2 upgrades or varients. All summed up I think its a really fun game you can hop into kinda like ftl or games like that whats the other one called oh teleglitch. Where you can have fun sneaking about or guns blazing ect. I'm not far so I cant comment on story or anything like that. I do think its worth a buy and will give a lot of fun in a similiar fashion to the mentioned games at least as far as tempo and timeframe. Its space combat with direct control so teleglitch is more fitting as they said. Note - Usually I like tactical games or games with rpg elements survival ect this is a bit different then what id usually play and I'm glad I picked it up! I'm more into something like escape velocity kinda space games rather then teleglitch type game idk if that helps at all.
Uzay temasının eşliğinde kuş bakışı kamera açısıyla oynayabileceğiniz bu oyunda; uzay geminizle birlikte hareketli bir yolculuğa çıkabilirsiniz. Bu yolculukta ise kaynaklar toplayabilir ve size tehlike oluşturabilecek dronlara karşı mücadele edebilirsiniz. Mücadele durumlarında ise gemi kontrolünü iyi bir şekilde sağlayıp, çevre şartlarından faydalanmayı ihmal etmemeyi de aklınızda bulundurabilirsiniz.
A hardcore, space-floaty salvage game which demands restarts after restarts to progress through the levels. If you like games were you get satisfaction from finally beating a level / boss after many play-throughs, or discover a new mechanic which you never knew about, then this game might be for you. It's a minimalistic game at the moment with a few basic mechanics but with lots of room for additions and updates. For example, there's only one space-ship choice, no specs or experience points, a select choice of upgrades and guns to your ship. But currently, its enough to get your attention. You start with a few basic parts, enough to build a gun and some ammo. The movement of the spaceship are floaty but well designed (imo). All the levels are encompassed by this deep black void which kills anything that goes into it - including you. I have died multiple times to this void which can be very frustrating. But it does allow a nice, unique mechanic where you can push or tempt enemies into the void to meet their doom. Progression through the levels is usually via reaching checkpoints or killing a boss - but to finish the level, you always return to the "mothership". Each level (obviously) gets harder and harder - and I mean seriously hard. The downsides - its definitely on the basic side at the moment. The potential is huge, however. There are permanent checkpoints (for example, say you reach 'Level 3', you can return back to Level 3 after you die). However, you go in with pre-set equipment - not the equipment you went into that level with. This is annoying because its not really the most helpful gear, imo. Its just a way of skipping levels 1 and 2. If you wanted the 'most efficient' gear, you could start again at Level 1, but sometimes you just want to start half-way through. This game is completely relentless and unforgiving. Definitely give it a go if you like these ♥♥♥♥-on-your-face kind of games.
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.
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