
A role-playing shooter about hunting vampires in Nebraska. Take missions to patrol the streets, rescue captive humans, and weaken the undead threat. Assemble a team, hunt the vampires, and save your hometown!
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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 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
First, I owe the developer an apology. I've wanted Slayer Shock for a long time, but the $20 pricetag and the very mixed reviews kept me away. Then it went on sale for $9 and I bought it. I didn't like it very much, mostly for the reasons listed in other reviews (Does the stealth even work? The spawning). After an hour of playing, I decided it wasn't worth a $9 ♥♥♥♥♥♥♥♥ from the wife and I refunded it. I've never refunded a Steam game before, and I think I've been on Steam for around 15 years. I wrote "The game is a hot mess" in the refund reason box. But there was something about the game that kept my mind coming back to it. I really wished that I could play it a couple more times and at least look over some of the proceedural generation stuff that made me interested in the game in the first place. I decided to play some Eldritch (by same developer) to sort of scratch the itch for Slayer Shock, which I had just refunded. I played a few minutes of Eldritch, and it reminded me that I initially didn't like Eldritch that much. It took Eldritch a little while to grow on me, but I eventually became very fond of it. Then I ended up reading a Dev-blog by the Developer of Slayer Shock. The developer explained a lot of his design decisions and philosophies behind Slayer Shock, and it started to make more sense to me. I hadn't taken enough time to learn or adjust to the gameplay or understand exactly how this game works. So I decided to give it another try. I bought it again and dived in. I burned through ten hours like it was nothing and am now a big fan of the game. Allow me to address some of the issues that came up in negative reviews and gave me an initial bad impression: Stealth: It actually does work. The foliage does hide you, and vampires do respond to noise. When I first re-bought the game, I decided to focus on observing Vampire behavior more than actually winning the game. I learned that Stealth works fine. Sometimes you get spotted, but mostly, hiding in bushes and tall grass does work. And the Vampires aren't as brain dead as I initially thought. For awhile, I was busting doors down to save time. I didn't think the vampies were responding to the noise. But then after doing it one time, I happened to be watching out a second story window, and I actually saw a couple of vampires walk over to the door I busted and check it out. They actually looked at it for a few moments and then came in the house looking for me. I have since observed this behavior several times. When you are spotted, they will come after you and look for you after loosing line of sight. They often end up finding me eventually. They seem to also notice vampire dust laying on the ground. Spawning: A lot of complaints about enemy spawning, and that was what really put me off on the game at first too. Most of the Vampires are spawned at level start and go about their business until they spot you, but the game also periodically spawns in new enemies. It works a lot like "The Director" in Left For Dead--periodically it will spawn in a few minions--sometimes a swarms of them might come running from around a corner and you suddenly find yourself in a brawl. It can be a little clumsy, sometimes. I have seen them just appear out of nowhere, but usually they come out of a room or from behind a corner exactly like the zombies do in Left For Dead. Despite being a little immersion breaking when the occasional clumsy respawn happens, it actually keeps the levels fresh, unpredictable, and challenging. Its not a stealth game, its an action/stealth game. I do a lot of sneaking around, but every now and then ♥♥♥♥ just hits the fan because of the re-spawns--and the game is better for it. Furthermore, after observing the Vampires in detail--I realized a lot of the "spawning" I was complaining about wasn't spawning at all. Sometimes you clear a house, go to the second floor, and when you come back downstairs, there are a bunch of vampires hainging out in the living room.--and youre pissed because the game cheesed you with a respawn. But I observed that some groups of vampires take really long patrols, and more often than not, those vampires actually came from down the street. There's a pretty good chance they're all down there because you made a bunch of noise and they came to see what was going on. Ive witnessed this behavior on several occasions. The proceedural generation of levels and enemy vampires is really good. I would have liked to see a little more variety in some of the level lay-outs, but overall its pretty solid. The Master Vampire is proceedurally generated, and it comes up with a unique, fun bad guy that has quite a bit of character. Again, I wish the Dev would continue to take it further, but its very solid as is. Random events between levels are also interesting. Sometimes a vital team-mate is absent or gone for good, and it really puts you in a pinch. Sometimes a postive event happens that saves your bacon, and you are so glad. Its a great game. I'm ten hours in and its still the game im currently playing the most. If you are really into procedural generations, rogue-likes, random plot points and events, and horror, you will probably enjoy the game once you give it a little time and effort. I will say this though--$20 is madness. Its got a lot of content, but it need more content and more polish if its going to be $20. I think $10-$12 is about right for this title in its current state-- Not because there is anything wrong with Slayer Shock--but because there is a lot of competition out there for your $20 bucks.
Slayer Shock seems woefully underbaked. In Slayer Shock, you play through a series of missions, earning "Vampire Dust" with which to unlock new skills, weapons, and intel. Missions take place in a series of procedurally generated levels that make up your town. On each mission you sneak and fight your way across a map to complete an objective, which amounts to either "kill several elite vampires" or "walk to the following locations and press the use key". As you complete missions, the town builds up terror and gradually shuts down in an Arkham Horror or X-Com-ish way. Every mission the place you go to will go up or down depending on your success, two other places go up, and an event may throw some additional random-ness into the mix. Eventually you die or research the final mission and complete it and the "season" ends. Repeat this across five seasons of increasing difficulty with skills and equipment carried over, then start a new "generation" and repeat everything you've done before over again with an increased difficulty and a "rogue vampire" ally. This all sounds quite good, but the problem is all of it is unsatisfying and bare bones. None of it feels that good, has any depth, or possesses any of the variety and sense of discovery that made Eldritch compelling. Maps are pretty much boring, linear canyons littered with obstacles, light sources, and structures in a way that doesn't come together in an interesting fashion. Stealth feels half-baked. Moreso, it's poorly explained and presented. There's neither much of a visibility indicator nor much of a tutorial on how it works to let you figure that out absent explicit UI feedback. You mostly have to assume that basic video game conventions apply. Definitely don't run, don't be in front of enemies, stay out of light sources and be careful with your flashlight. Noisy terrain bad? Crouching good? Smashing things make noise? Cornfields provide visual cover? No idea, although I've smashed some stuff pretty close to bad guys and haven't worken them so I'm guessing not all of those apply. Ambiguity aside, there's just not enough interesting terrain, mechanics, or enemy behaviors to make sneaking particularly interesting. Look at the map and the enemy patrol patterns, guess where you can avoid being too in front of the enemies, and go for it, and that's about it. If you aren't on a hard enough difficulty to mandate it, you'll almost certainly find yourself sprinting across every map just to make it end faster. Enemy variety is poor. There are five kinds of enemies, and you'll likely see four of those on your first mission. They vary slightly in what attack and evasion patterns you'll want to engage them with but are all dead simple. Denser enemies on harder difficulties complicate matters, but that just means you'll need to be a little careful about aggro and kite a lot, or engage with the tedious stealth game. The only remotely interesting thing here is that werewolves fight vampires, allowing you to use enemies against each other somewhat. The game is also paired with incredibly uninteresting combat. Weapons have minimal animation and sound effects, and enemies show no reaction to being struck until the killing blow. Firing a crossbow, for example, consists of pulling the trigger, seeing a slow-moving smoke ring come off the front (I guess it's a gunpowder-powered crossbow?), and maybe your enemy drops about 15% of their health and notices you. Sometimes it doesn't hurt them, and with no visible projectile it's hard to tell if that's due to inaccuracy or a range cap on the weapon. Melee attacks are even worse- simple swipes with no sense of impact. Mechanically, the situation is no better. Other than whiffing at your opponent with your main weapon until their health bar is empty, combat offers some basic damage resistance mechanics to encourage you to mix up weapons, a push/stun, and if you sneak up on an enemy you can inflict double damage if you've researched the skill. That's about the lot of it. Overall, combat feels feels weightless and repetitive. Previews of this game in the media made a big deal about the game being about learning about your enemies and figuring out how to defeat them, with phrases like "Ideally, you shouldn't succeed the first time you encounter a threat". (from Rock, Paper, Shotgun) This seems entirely absent from the game. With the shallow monster pool you won't regularly be encountering anything new, and the bosses appear to be simply HP and attack rate buffed versions of a normal monster with different damage resistances. Research consists of spending X dust and waiting for Y days to get info about the "big bad". The first research tells you who and how many, which doesn't seem to do anything. Then you can research three things in any order. First, where the big bads are- presumably to avoid encountering them, although that's just a guess because encountering and beating them early doesn't seem to give you anything. Secondly, you can learn the monster's vulnerabilities and resistances, which is obviously useful. Finally, you can unlock the final mission which will let you end the game. As I played Slayer Shock, my wife watched me play and said "This is an Early Access game, right?" No, it's not and it costs $20, but it sure feels like somewhere between a very nicely polished free internet game, and an early access game that's got a solid framework in place but that hasn't been fleshed out at all. I'd recommend you save your money. There's little content and even less depth here.
Both Eldritch and Neon Struct were games I absolutely loved. So much so, that I pledged that any future games developed by Minor Key Games would become instant purchases for me. Unfortunately, as has been stated by several others, this game really is underbaked and rather vapid. Yes, the levels are proceduraly generated; but that more or less boils down to thirty farms/buildings/schools/dorms that are nearly indentical with the only really differentiator being whether there are chests or vampires inside. I was optimistic about future updates, as there is definitely promise in the mechanics and execution, but that was sadly not to be. As it stands, the game almost feels like a preview screening of a rough cut of a film without any substantial edits or special effects included.
If ever a game deserved a Trespasser Award for failing to meet potential, Slayer Shock would take it in 2016. Slayer Shock, as it was released, is a pretty good game, but an amazing concept: It just feels incomplete, and that incompleteness unjustly led to it being forgotten within a week of its September release. Slayer Shock is a Buffy the Vampire Slayer simulator with procedurally generated tropes from the series. Everything about it pays homage to the earliest seasons of Buffy, and the game’s story is even laid out like a TV show, with missions being episodes, and a randomized Big Bad gaining power over the course of a season. Rescue hostages from monsters, collect artifacts to combat each season’s Big Bad, listen to acoustic tunes reminiscent of ’90s hits, make and lose friends who help your cause from your cafe base, and upgrade the slayer’s skills as she goes through high school — much of Buffy is intact here. Developer David Pittman has continually created updates to bring it closer to the excellent game lurking under the surface, but it perhaps would have benefited from Steam’s Early Access program. I’m still happy to support developer Minor Key Games, as NEON STRUCT was one of 2015’s finest indie games, and the experimental development risks he takes deserve a lot of respect.
[i]The love child of Eldritch and Buffy.[/i] After playing through a full season on Hard, here are my thoughts: If you enjoyed Eldritch and/or NeonStruct and you enjoy the idea of hunting vampires in Nebraska, then you'll enjoy this game as well. [b]Pros:[/b] [list] [*]Same great controls that Eldritch and NeonStruct had, but it feels even more refined. [*]Has many weapons to collect and choose from (including a Holy Water Super Soaker). [*]5 different level types, each time you go to one it's randomly generated. [*]4 different mission types: Patrol, Hunt, Steal, and Rescue (as well as the season Finale missions). [*]Choose how you want to play: You can stealth the missions or you can go in Super Soaker spewing. [*]Random events: Chance of a different event each day (e.g. someone is busy with exams and won't be there to help). [*]Season recaps: after completing a season, each mission you went on is recapped in the Yearbook. [*]A great CC-BY soundtrack. [/list] [b]Cons:[/b] [list] [*]Can get repetitive* [/list] * After the first season I feel like I know all the maps even though they are randomly generated each time. The layout changes, but the main features are always there. The other part is that the missions don't have much evolution, it's the same 4 types, just in different places. However, I am still enjoying this and know that there's still more hidden in this game just waiting to be found. (Creator previously showed images of werewolves O:)
I wish I could love this game, I wish I could play on full screen. I wish my gang wasn't made up of static marionette. I wish the the enemy were not puppets on roller blades. I wish I could not ear constant vampire growling regardless of their vicinity. I wish I could sneak around trusting my ears..I wish it was a full realized game. I wish it was not an overpriced beta. I don't have any hate toward the developers. I wish it was fun.
Interesting game that was never finished because "it did not garner enough interest," as said by the developer. Real shame, I really think it was quite nice. Review ratio is not very good because it's just not done. I doubt it will happen, but I would be thrilled if the developer finishes it some day.
I can understand how this game is hit and miss for a lot of people, which is why this review is more "neutral" than "yes or no". Slayer Shock is made by the same folks who created Neon Struct and Eldritch, both of which are pretty good games. You play as a vampire slayer who is charged with the task of eliminating the vampire threat. To do so, you must gather dust (the game's currency) to "shop" with your merry band consisting of a researcher, a weaponsmith, and a mentor. All of these members provide weapons, research that progresses your fight to end vampirism, and skills that will make your character stronger. There are a total of five locations that you can explore, each of which have "threat levels". The more unattended a place becomes, the more dangerous it is, and the stronger enemies get in that place. Once the threat level reaches five, that map is inaccessible for the rest of the "season". This forces you to strategize and compensate reduction of threat for weapon unlocks, and vice versa. Once you kill all the "Big Bad" vampires, you start another season, with the same gear and skills you've acquired over the previous season. As of writing this guide, I haven't discovered what happens when you complete all four seasons. Personally, I think this game is fun. A lot of people argue that these are amazing mechanics that aren't extended to their full potential, but I think the game is fun as it is. It's not a shiny stealth-and-magic toy like Eldritch or even Dishonored, and sure, the stealth is a little weird, but it's an amazingly pretty game for it's low graphics, and the soundtrack is amazing. Plus, even though the mechanics are simple, that doesn't stop it from being fun. The only criticism I have for this game is that its price is a bit too much. If you can get this on sale, that would be ideal. Try it out. Give it a few knocks. It's an interesting mix of genres.
Buy only if you are a hardcore Immersive Sim fan, but this game will deliver if it is the case. It might take a bit of time to get used to the controls and mechanics, but it's tons of fun. Genuinely don't understand why it's rated so low.
I'm sure you've pieced it together from other reviews by now: great idea, fun premise, lacking outcome. The levels are apparently procgen, but I seriously couldnt tell. The farm and suburbia levels are open, the park and city levels are linear corridors. Barely any perceivable changes in their layout between playthroughs. I'd rather the levels were just handmade with some more detail and care over this. The game generally controls well and is a fun power trip once you get the silent steps upgrade, sprinting everywhere with no care in the world. No idea why there are upgrades for double jumping and negating fall damage when the levels are so flat. Stealth lacks indication and combat lacks punch. In his devlog David mentions wanting the combat be very movement-heavy like DooM, but the very punishing barbed vines strewn all around the levels run against this design sentiment if you ask me. Minor nitpick compared to everything else but the inconsistencies in graphical style kept bothering me too. Modern speculars and lighting mixed with otherwise very lowres — low-ish poly style, mostly. Such a shame. Most things they tried to do with this game they already did better in Eldritch, and from what I've heard, Neon Struct.
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