
Rogue-like top-down-shooter with pixel-art, physics and hard survival.
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Languages: English
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Reviews
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Reviews
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.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As everyone pointed out, Teleglitch in space. Both good things. It has it all. Same level of rogue-like but with moar crafting and adapting. Love it.
A very big warning for people that want to buy this: This game is hella hard, even after you get to a checkpoint guess what, you have to beat the boss again if you die. Overview: This game can be very frustrating but it's overall very epic, and sometimes satisfying, can recommend if you want some challanging.
"Ah yes, lets make a dynamic instant death border that maybe you find secret equipment, or maybe it suddenly snaps back and eats your ship alive in a game where you can go an hour or so without a checkpoint! What could go wrong??" The core of the game isn't bad, but it feels like it self-sabotages itself. The careful, cautious gameplay is often rewarded with random instant-death that then forces you to go back an hour of gameplay because ♥♥♥♥ you.
it's hard but fun i'm sure i'll keep comming back...
Very good game design again. I loved Teleglitch so much that that I tried to check what the devs were doing time to time and I couldn't find any news; here I just saw it in comments that they are the same people and bought immediately. I'm really happy to have experienced this game and that they could improve on their previous design. Apart from the UI mechanics, the game world has coherence of content; which makes the team's games so valuable to me. I believe combat will be improved as there were many ways to exploit AI. I felt like cheating while killing the bosses on the last levels using long range weapons and net thrower. Also I'm not sure if i missed it or the game never tells you can repair with green items. Some tips from me: - Stay calm! - Try to master melee for first 4 levels and accumulate ammo, after that melee is too dangerous and not worth it except little drones - Weapons of my choice : chisel railgun, missile launcher, AI sawgun, net thrower (it also damages enemies a lot). Bolt gun if you have many excess bolts. Use ai sawgun against heavies or in cramped spaces. With camera attached to pointer, you can kill most of the drones when they are out of range with railgun, you won't find many chisels in later levels so don't waste with MG. -You will die to void, get over it :) - Get orange upgrades asap. -YOU CAN REPAIR YOUR SHIP WITH OIL DRUMS AND SPARE PARTS!
It's impossible to review this without mentioning Teleglitch - the core components of the gameplay (combat, items and crafting) are identical, with the addition of an impressive physics system that adds a lot of interactivity to the map and its occupants. Weapons (mostly) feel very good to use, and the game gives you emergent opportunities that feel really delightful when paired with the physics system. Important to note is that the difficulty is [b]significantly toned down[/b] from its predecessor - while it is still mildly challenging, and with sudden losses aplenty, you ultimately feel like more of a hero blasting through the levels, rather than a survivor forced to pull out all the stops. Gameplay aside, Savage Vessels does lose some of the atmospheric charm of Teleglitch - there's a somewhat similar attempt of (ignorable) logs that can be run across, but they are incredibly brief and seem more of an afterthought. Visually, the environment and special effects make bounds in detail - but they lack in variation and flair. If you're looking for a brief further fix of that Teleglitch action, I'd recommend Savage Vessels.
Definitely a lighter, less frustrating experience that's lacking the "Je ne sais quoi" of Teleglitch. There's noticeable parallels between the two but Savage Vessels lacks some of that art styling that made Teleglitch unique -- most visible in the cheesy 80's game title and missing Teleglitch's overpowered-weapon "RGB channel offsets" effect. The enemies are mostly melee until, in later levels, start having increasing ranged weapons so there's a nice build up. Visually, there's a hard separation between rewired Human-looking and drone-red-eyeball tech. The story is a bit lighter as well -- you're a battlefield scavenger after the Drone-Human war ended with occasional light fluff text. Would love to see some imagination thrown into what would happen if an isolated drone battlefleet sat scavenging human tech. Got through it in 3-4 runs and maybe 7 hours total (though it does only say 4?). Definitely worth a pick up, especially if on sale.
Funny little game, never the less I was hoping to see more weapons here. Definitely a mirror reflection of Teleglitch.
nice time for the most part, but I wish there was a bit more, I'm not the kind of player to have fun in the game by putting restrictions on myself but if you are you'll be able to get a lot more them me.
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