
A short cosmic horror game where you remotely operate a land rover through an unknown planet labeled the silent zone.
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Languages: English**languages with full audio support
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[h1] Маленький космический ужас [/h1] В будущем, когда человечество расселилось по вселенной, оно неожиданно столкнулось с явлением, которое назвали The Silent Zone – плотный туман обволакивает планету, со временем наполняясь смертельной радиацией. Главный герой, Алекс Рейн, управляя вездеходом, должен сфотографировать пять источников информации о происходящем на такой планете. Игрок находится на станции, на орбите такой планеты. Отсюда он дистанционно управляет вездеходом. Причём управление довольно неудобное. Привычными wasd управляется наш персонаж. А чтобы перемещать вездеход, нужно мышкой нажимать соответствующие кнопки на панели управления транспортом. Также на этой панели кнопка, чтобы сделать фотографию в определённом месте; экран, где можно увидеть, куда едет вездеход и монитор с схематической картой и координатами, где в данный момент находится вездеход на планете. Также, так как этот транспорт уже старенький, двигатель вскоре начинает перегреваться и необходимо нажать соответствующую кнопку, чтобы остудить мотор. Во время прохождения мы будем ездить по небольшой планете, дабы сфотографировать шесть аномалий. Помимо них на планете также можно найти дневники поселенцев, а также обнаружить и внесюжетные аномалии. К примеру, остатки разбившегося космического корабля. Вообще, в стиме можно найти Iron Lung – очень похожая игра. Только тут у нас главный герой в относительной безопасности. В зеленоватом экране, насыщенном помехами, будет постоянный невзрачный пейзаж с камнями, гигантскими стенами по краям карты или скалам. Близ аномалий помехи становятся сильнее, соответственно и меньше будет видно на экране. Вообще, за время моего прохождения я не очень долго катался по пустынной поверхностью планеты; сфотографировал какой-то пьедестал, залез в пещеру, где билось... эм... сердце?; видел деревья в лужах отходов; какие-то нечеловеческие постройки; в конце концов оказался на заброшенном заводе, по скрипту случилось... нечто и игра закончилась. Да, судя по запискам, всё более-менее понятно и предсказуемо, но проходить ещё раз эту игру нет никакого желания. Я знаю, что новая игра сгенерирует другие координаты, другие аномалии, но таскаться по пустынной планете не очень и хочется. Я не могу сказать, что игра прямо плоха, но и не знаю, кому её можно посоветовать. [url=https://store.steampowered.com/curator/11769719/] Заглядывайте в группу кураторов, если понравился обзор. [/url]
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Alright. [i]Silent Breach[/i] is one of those games that has a super memorable presentation and gets the balance between creepy and mysterious just right. I've also seen where people are basically calling this an Iron Lung-like, and I'd say that checks out. This is definitely a game that would be right at home in the Szymanski-verse and is clearly influenced by such. However, I'd argue that this game is actually more accessible than Iron Lung. I personally had a difficult time figuring out the navigation gameplay elements in Iron Lung, where this one just feels completely intuitive. Skill issue on my part? Undoubtedly, lol. But it still remains my personal impression that this game makes it easier on the player to get right into the action, such as it is. https://steamcommunity.com/sharedfiles/filedetails/?id=3455797755 First off, this is a visual masterpiece in a lo-fi sort of way. You ever seen the computers from Alien/Aliens or the body cams in Aliens? The whole game has that aesthetic. It's grainy, mostly all green and white awesomeness. Very PS2 era style presentation. And within that, when you are rolling up on a point of interest, it can feel very much like the alien world you are on has come to life. You can totally feel a real sense of trepidation at certain moments due to what you're seeing. The audio is more in line with how I would guess it would be to be in an old ship hovering around a dangerous planet where at any moment, the silence expanding from the planet threatens to consume you. https://steamcommunity.com/sharedfiles/filedetails/?id=3455826161 Speaking of which, that's the deal. These planets that make up the basis of this game all have a field of silence that is rapidly expanding outward, and nobody really knows what happens to people who end up on the wrong side of it. Which is, in and of itself, a super cool story concept. Now, you will find logs in the game that really break down exactly what is happening, and despite being fully explained, it still retains an element of "♥♥♥♥♥♥♥♥♥ that is messed up" to it, lol. I think if I was to sum up the game in one word, it would in fact be "alien". As in, nothing has the semblance of humanity outside of what possibly was left there by actual humans. The gameplay itself is pretty simple. You will be controlling a remote land rover using x/y coordinates to find points of interest. I personally have found all but one POI listed in the achievements list, and I didn't find the place listed with question marks on your objectives list. All the other objectives, which you need to find and photograph, give you specific coordinates to travel to. The other aspect of gameplay is you in your ship, which you can walk around in despite it being one room. You can interact with the computer and of course navigate your rover. I've seen where people have complained about the fact that you have to look away from your rover's screen to use the navigation controls. To which I would simply say to step back from the control panel. You can stand reasonably far back and still access all the controls, and doing so allows you to see everything at the same time. It's such an obvious solution that I'm surprised more people didn't do so. Oh, one other gameplay element is that sometimes the rover will overheat, and you'll need to press a cooldown button, lol. https://steamcommunity.com/sharedfiles/filedetails/?id=3455797777 So, one other thing of note. I found two endings: the one in the tunnels and the one in the pyramid. I have not found the true ending though, and I've really got no idea where that would be or what triggers it. I feel like I've seen most of the map (although obviously not all of the map since I also missed one or two POIs). I'm kinda at a loss as to where to find the canon ending, and there are no guides that I'm aware of, so if you happen to play it and find it, hook a brother up with the details, lol. Anyway, I thought this was a very cool and cohesive cosmic horror adventure. Which, the cosmic horror elements do play out in the two endings I've seen, so there is that. And I would say that this game does in fact earn the $4.99 asking price, although obviously if you can wait for a sale, so much the better. It's a cool and pretty memorable experience. Give this game a look. [b]I received this license via our IndieGems Curator program.[/b] [code]If you found this review helpful and would be interested in supporting my Curator group, [url=https://store.steampowered.com/curator/32549618/]Robilar's Reviews[/url], it would be appreciated. Cheers.[/code] [code]Also follow [url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems[/url] for more reviews like this one.[/code]
[b] Update to Reflect the Patch: [/b] the game is a completely different thing from what I originally played, the locations and immersion are much better now, but in a few aspects it also lost a few interesting elements. But props to the dev for responding to feedback, if you make another game I will support it, good mentality to move forward, and I feel like you learned a lot in those 30 days working on the update. Keep doing events like the segment during last scene more often, balance unique events between navigation, and I think you’ll get there. (review below is completely outdated, the game got a big overhaul) Ironically I could not tell you how it compares to the original game, but I have played a few similar titles, and as a horror game I thought this came a little short. To be fair I don't think the gameplay is the problem, more so the actual vibes, even though you have all of the things that I wanted, you didn't give me much in terms of anticipation. The game can be completed in about 40 minutes, not including a few hidden locations. I think the biggest mistake you made is not giving the game proper feeling of suspense and building the tension, you can see monsters like 30 seconds into the game, and at that point the anticipation is just not there. Instead of having that feeling of uncertainty I felt like I was playing a simple dodging game and following a generic set of locations without context, only rewarded by a generic conclusion. Another thing I found disappointing is that the artifacts for the main coordinates were always the same object, so you not really rewarding that sense of exploration and discovery, especially since you actually get to look through the camera in real time. On that note, I thought looking for those hidden locations was a bit more interesting than the actual game, at least the landmarks had different designs, even though I couldn't tell why some of the achievements would not work. [h1] Pros: [/h1] (+) I thought the cabin UI was a bit more friendly than similar games, it was easy to follow where I was and follow the coordinates, as well as doing exactly what I wanted. (+) The texture and models had a nice retro feel to it. [h1] Feedback: [/h1] - I wish there was a bit more feedback in terms of events impacting the cabin and the character, the only thing I remember you doing like that was the shake which was nice, but not much else. So again, you just moving from point to point without much happening in between, but if there was some actual progress to the cabin or the character like damage or panic, it would be more interesting. - Not something you can really fix at this point, but adding a bunch of monsters randomly just took away from that suspense, I can see there are weird things that can kill me, I mean how bad can it get after that, you not really building the atmosphere and anticipation doing so, maybe if these things were more gradual. You should have made every coordinate object look unique as well. - If you wanted to maybe salvage this game a bit, I would say expand on those hidden locations, maybe you can find some caves in those walls with different environments, maybe even add more things to do in the cabin, capitalize on that feeling of exploring on your own terms. Perhaps even another ending if you do something else. - I had a weird bug with looping sound effect, not sure how I got it, maybe has something to do with enemies targeting you and thinking they are stuck in kill animation. [b] Overall Thoughts: 6/10 [/b] The game itself is fine, more so it lacks the suspense and contextualizing that exploration from the perspective of the character, you constantly dodging things every minute or so, feels too much like you playing the game, and the ending is not that much different from that. I think if you focused more on the exploration and the actual experience of navigation the environment, maybe exploring caves and ridges, perhaps you could separate yourself from those games that did the same thing with better immersion. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
Copy of Iron Lung without the tension, mystery, and a very frustrating UI. You can't use the controls and see things you need to be watching at the same time. The maps you navigate are 3D worlds with barriers and elevations to deal with. Imagine playing an FPS where you have to use WASD as your movement, but can only press one key at a time, and you have to look at the keys when you want to press one, then look back at the screen, then back at the keys when you need to press another one. This feels like a good learning experience for the developer. To copy a simple game they enjoy, but this definitely shouldn't be sold as a finished product in my opinion. TL;DR It's a copy of Iron Lung without any of the things that made that game work.
[i] Silent Breach [/i] is a game that attempts to follow in the footsteps of similar titles such as [i] Iron Lung [/i] and [i] Voyager-19. [/i] The plot centers around [spoiler] scientist Alex Raine using a rover to explore a desolate planet known as a Silent Zone that has been encompassed by an unknown mist. This mist has radically changed the environment, and it is up to Alex, and by extension the player, to uncover the mystery. [/spoiler]. [h3] Areas of Improvement [/h3] [i] Silent Breach [/i] stands apart from these other titles, letting the player see a live monitor of their surroundings rather than driving blind and using pictures to take in their surroundings. This works both in its favor, allowing for a more seamless method of traveling, but detracts from the suspense due to negating the "fear of the unknown" that previous titles capitalized on. Creatures are seen rather quickly into the game's play time, reducing that element of the unknown that worked so well for other titles. Additionally, the one hostile creature is easily avoided and ignores the player's rover if they remain still. This makes the creature act as more of a impediment to game play rather than an outright hostile threat. This, once again, detracts from any suspense and build-up. The only entity that truly filled me with intrigue is [spoiler] the seemingly invisible and intangible red triangle that stalks your ship without any real explanation. It clearly has a barrier around it, making it seem like a physical object in the game, though entirely invisible. [/spoiler]. The developer has recently updated the point-of-interests that the plot centers around photographing. Where there were previously copy-pasted markers that provided no variety, there are now several different kinds of POI's to encounter. However, these markers [spoiler] do little to add to the lore, and do little outside of simple discovery. No changes in the environment, only one mildly scripted event, and no additions to the player's understanding of what happened or happens inside a Silent Zone, nor do they add to the mystery surrounding these cosmic zones. For a character sent to study and understand the Zone, startling little is actually revealed. [/spoiler]. I suggest adding more to better utilize these locations and to add incentives beyond "the game requires it to progress". However, I believe the biggest mistake game wise is that [spoiler] the player is remotely controlling the rover, and is not actually on the planet. Adjusting this would already greatly increase the stakes and suspense. [/spoiler] That is what makes other titles compelling: only thin pieces of metal separate the player from whatever monster lies just outside. Overall, the game feels rather bare bones at the moment. Adding more lore or incentives for exploring the map would be beneficial, adding in more components to game play (such as vehicle upgrades, forcing the player to get out of the rover, etc.) would help. [h3] Areas of Strength [/h3] [i] Silent Breach [/i] picks an aesthetic and theme and sticks with it. The grungy green lighting mixed with [spoiler] the Lovecraftian mythology [/spoiler] do help ground it in its own right. The background ambient soundtrack works in its favor, though the repetitiveness of it does wear thin the longer the game goes on. The interior of the Space Station's control room is rather roomy and nice, though the aforementioned improvements wouldn't hurt. Overall, [i] Silent Breach [/i] is a good title for those looking to get other titles like [i] Iron Lung [/i] or [i] Voyager-19 [/i] by helping players get accustomed to the control schemes they'll be dealing with in the other titles. This is also more approachable for players who want a more atmospheric game than the more horror elements present in similar titles. I'll recommend this game simply on the fact that it is an easier title to play through, and on the hope that the developer(s) will make improvements in the future.
Taka kopia Iron Lung z kilkoma różnicami. Tutaj przede wszystkim mamy ekran, na którym widzimy to, co mamy przed sobą podczas kierowania (a te jest nieco irytujące, bo nieraz wciskamy strzałki, nie widząc ekranu, szczególnie gdy szybko chcemy zmienić ustawienie naszego pojazdu). Miejsce akcji oczywiście też jest inne, pojazd także. Reszta już jest podobna - mamy dotrzeć w określone miejsca i zrobić zdjęcia. Atmosfera jest również podobna, dźwięk na wysokim poziomie, ale Iron Lung był straszniejszy, bo bardziej bazował na naszej wyobraźni i więcej też się działo w kabinie. Silent Breach też ma swoje momenty, ale ostatecznie wypada oczko mniej od IL. 6/10
Short exploration over the surface of a dead planet. The story is light and not really important. You play the role of a researcher who must gather information from the so-called "silent zones". These are nearly dead planets with severe radiation levels that no human can survive on. So the only way to see what's going on there is with the assistance of a rover. The game takes you inside a little rectangular station from which you may operate the rover. Your assignment is to visit and photograph six sites; the coordinates are displayed on the screen, so there is no guesswork required. A few bonus locations give you an achievement, but you need to stumble upon them because they don’t have any coordinates. Four keys let you turn and move forward or backward. The only other thing you need be concerned about is the rover's cooling system. It's unreliable and constantly breaks down. Unless you reset the system, the rover will stop and move slowly. The station has several screens. There are movement keys, a camera that displays what is in front of the rover, a map with coordinates, and a few other panels with cooling status and frequency. You don't have to worry about hitting anything or getting trapped because the planet is barren with the exception of the occasional rock on the path. There is only one dangerous creature roaming about that requires you to stop the rover. It is represented on the map with a red triangle. However, being devoured is not a problem because the game saves each time you take a photo. This is a short experience that can be finished in less than one hour. It’s fine, but doesn’t create a very tense or scary atmosphere.
Early review, but highly recommend the game! Ambience is amazing and it actually gives a great horror vibe, which not many games manage to do. Gameplay is interesting and keeps you engaged. Interested in future patches and games from this developer!
Very solidly made game! I do have a handful of complaints though, but more in terms of execution. The controls are mighty frustrating, mostly because you have to keep looking down to change direction which makes you lost track of where you're moving when you're looking around with the camera. I also found that some of the locations were frustrating because you end up circling the facilities / location multiple times to find the hidden entrance. Aside from that, I think the game is put together really well, and it's worth the sale price. Just wish I was a tad smarter because I'm not sure how to get any ending other than the [spoiler]ending where you go through the portal and walk into the entity[/spoiler]
Silent Breach, developed and published by Shiver Eye Development, is a compact but conceptually intriguing entry into the realm of cosmic horror, choosing to build its identity around atmosphere and perspective rather than traditional gameplay complexity. Instead of placing players directly in danger, it casts them as a remote operator stationed safely above a corrupted world, tasked with guiding a rover into an environment consumed by an unexplained phenomenon. This distance becomes the foundation of the experience, creating a sense of unease not through direct confrontation, but through the unsettling realization that whatever lies below is beyond full comprehension or control. What sets the game apart immediately is its indirect approach to exploration. Rather than physically navigating a character through environments, players interact with the world through an interface, issuing commands and interpreting feedback through monitors, maps, and data readouts. This design choice reinforces the feeling of isolation and detachment, as every action is filtered through layers of technology. Even simple tasks like moving forward or scanning the surroundings carry tension, because the player is never fully present in the environment—only observing and reacting from afar. The result is a form of interaction that feels restrained but purposeful, emphasizing vulnerability despite the apparent safety of distance. The game’s strongest asset is its atmosphere. Silent Breach leans heavily into ambiguity, allowing its horror to emerge from suggestion rather than explicit threats. The concept of entire planets being overtaken by a silent, incomprehensible force is inherently unsettling, and the game builds on this by introducing anomalies, distorted signals, and hints of unknown entities that never fully reveal themselves. This restraint works in its favor, as it keeps the player in a constant state of uncertainty. The tension is not driven by sudden scares, but by the lingering sense that something is fundamentally wrong, and that understanding it may not even be possible. Despite its strong atmospheric foundation, the game remains mechanically simple. Operating the rover involves basic navigation, monitoring system conditions, and responding to environmental hazards. There are moments where decisions must be made—whether to continue forward into uncertain territory or pull back to avoid potential danger—but these choices are relatively straightforward and do not branch into deeply complex outcomes. The simplicity keeps the experience accessible and focused, but it also limits the depth of interaction, making the game feel more like an interactive narrative experiment than a fully developed simulation. One of the most noticeable aspects of Silent Breach is its brevity. The entire experience can be completed in a relatively short amount of time, which helps maintain its pacing and prevents the core concept from becoming repetitive. However, this short runtime also means that many of its ideas are only lightly explored. The world it hints at feels larger and more complex than what is actually presented, leaving a sense that the game is offering a glimpse into a broader concept rather than a fully realized experience. This can be both intriguing and slightly disappointing, depending on what the player is expecting. Visually, the game embraces a minimalist, interface-driven presentation that supports its core design. Instead of detailed environments, it relies on screens, indicators, and limited visual feedback to convey information. This approach enhances immersion by placing the player firmly in the role of an observer rather than a participant. The audio design plays an equally important role, with subtle ambient sounds, static interference, and occasional anomalies contributing to the overall tension. Together, these elements create an experience that feels cohesive, even if it is not visually elaborate. The main limitation of Silent Breach lies in its scope and replayability. Once the experience is complete, there is little incentive to return, as there are no significant branching paths or alternative outcomes to explore. The lack of deeper systems or extended content makes it feel more like a one-time journey than a game designed for long-term engagement. While this does not diminish the quality of the experience itself, it does place it firmly within the category of short-form, experimental titles. In the end, Silent Breach succeeds in delivering a focused and atmospheric exploration of cosmic horror through an unconventional perspective. It prioritizes mood and concept over complexity, offering a brief but memorable experience that lingers more in its ideas than in its mechanics. For players who appreciate experimental design and subtle, tension-driven storytelling, it provides a compelling glimpse into a mysterious and unsettling world, even if that glimpse is ultimately fleeting. Rating: 7/10
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