
Sophonce is a science fiction action horror first-person shooter that relies on philosophical undertones as the primary focus of the plot.
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Sophonce is a science fiction action horror first-person shooter that relies on philosophical undertones as the primary focus of the plot.
Wide array of telekinetic abilities and elemental weaponry at your disposal.
Reflex Mode (Slo-Mo).
An impressive arsenal of weapons with each having unique attributes to them. Many different ammo types specific to each weapon such as stasis ammo, pyro ammo, gravity ammo, shock ammo, and rift ammo.
A riveting story that keeps track of your choices/actions that will ultimately determine the ending of the game.
And....more to be disclosed in the future!
At the beginning of the year 2222, a revolutionary technological device proved the existence of a soul which solidified proof of a higher power. The year is now 2973. The vast majority of humanity has been tank-bred over the past centuries due to a highly contagious otherworldly virus that permanently altered reproductive genomes and therefore effectively sterilized most of humanity. A dire consequence of this artificial breeding is that those who are tank-bred are soulless. You are Matthew, one of the soulless, an experimental tank-bred super soldier part of the royal regime task force division. You are sent on your lonesome to investigate a distress signal from a research facility located in Poseidon, a water-rich planet found in "The Black-Eye Galaxy". Luna, who is the Royal Protector of Mars, and her team were sent days before to investigate but communication with them has been lost. This is where your adventure begins.
Genres
Stats
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
Reviews
Симулятор постоянных загрузок.
大體上是還不錯玩的,但要提醒的是這個搶先體驗版目前只有第一章節,所以才那麼便宜,主要就是看你要不要拿這82元和開發賭這遊戲是否會順利更新完結,賭贏就賺,賭輸就認賠,全看你自己決定。
Just completed chapter 1 (The current EA content) on "Hard", and Sophonce is a very pleasant surprise at just $4, though I do have some issues with it. To start with, the weapon feedback is phenomenal against humanoid enemies (Less so the bots). There is limb dismemberment, elemental effects, and the guns just look and feel satisfying to shoot against them. Oh, and there is a story, with branching dialogue choices, but it's too early to judge how well any of it is done. But my biggest complaint about this game is it's encounter design. Those satisfying feeling firearms I described earlier? IMO they are entirely let down by this game's biggest flaw, which is pacing and encounter design. The game uses an old school health system, which I am not against by default, but every single encounter in chapter 1 was in a room of varying sizes, with minimal cover, no verticality (Everything is a flat, total corridor shooter with no reason to look up aside from shooting drones), and 2 to 3 spawn rooms that are blocked off by a forcefield. This alone isn't an issue, but nearly every enemy in this game is hitscan rather than projectile based. So there dozens of situations where you are literally forced to take damage unless you spam the personal shield powerup, or take cover behind the biggest object in the room you can find until the AI are done walking at you one after the other. The slow motion power helps negate this somewhat, if only because it gives you extra time to hit them while they are hitting you with perfect accuracy. In particular, this is why I gave up playing on the hardest difficulty, there was an encounter with armed men in some fog that they could see straight through and laser me before I could even see their silhouette. I wouldn't be so hard on the encounter design if I didn't think the rest of the game's presentation deserved far better. The weapon feedback is delightful, very reminiscent of classics like F.E.A.R. And aesthetically, the game looks pretty slick. But these strong visual aesthetics are weighed down by weak map design and AI behavior that sees every enemy simply charge your current position. Give me rooms where I have to push through a heavily fortified position, maybe they have catwalks the player can get to and use to their advantage. Just something besides a box with 2-4 shielded enemy funnels. Beyond that, I would suggest just giving us access to all of the powers as we find them rather than a two power carry system. As the slow mo, shield. and gust power are all way more useful than the threat scan and dash (AI is just gonna rush me anyways, no point in needing their exact location And the dash just gets me shot and wastes mana unless they're firing rockets, even though it feels good...) Maybe put them on a power wheel or a modifier key + 1-0 for selection? Anyways, while I have my gripes with Sophonce, I'm very excited to see where it goes, and the gunplay is worth the $4 admission alone. But don't play it on Royal Protector or whatever the max difficulty is at the time of writing. It's more of a test of encounter memory than of reaction time and skill ATM.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 23 reviews with recorded playtime.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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