
You think you are a die-hard? Here you will die quick! A proper hardcore RPG-action where you will die a million times across a myriad of procedurally-generated levels. Extremely difficult, but highly addictive Indie Gem in your Steam game collection!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
可爱的画风,弱智般的操作,垃圾的肉鸽体验,感觉就像是元气骑士究极阉割demo版。 随机性恶心得爆炸,地图设计得恶心。那个byd的地图就是不给你设计得能看出来路在哪,为的就是隐藏他那跟创作者丁丁一般大小的出口,越到后面障碍物不小心打碎的惩罚也越恶心,一定要恶心你到黑夜好不容易抗住三波攻击就因不小心打破一个团子被弹射死,三选一的奖励也可能因为你的一个不小心给机子打碎而消失。 肝得要死,成长系数却极低,正反馈跟吃屎一样先屎后屎的。可能为了升级基地或是搞一个宠物打个两三小时收集那个傻逼货币,最后只能得到生命上限+1这样的傻逼成长。 怪物血条没有显示,Boss不合理。好消息,怪物有血条,坏消息,不显示多少;好消息,武器显示伤害,坏消息,你不知道打几下才能打死;傻软样的Boss每次都缩在不知道哪里,每次在犄角旮旯遇到也没有特殊的音效之类提示,够吧的要不是每回都在特定回合遇上,你甚至会以为是随机刷出来的精英怪。
不错的小游戏,轻度肉鸽射击游戏,在很多时候近战反而更好,尤其刷到了乌龟壳道具后,可以用扳手打碎敌人的子弹后,关卡不多,沙漠3+1关,森林3关,雪山3+1关,最终BOSS1关,最终BOSS重复打了7遍,每次胜利后又被迫重新开玩,最后制造了超级铠甲才激活最终剧情,打折时买的,感觉不错,
This game has a phenomenal soundtrack! First and foremost, buy it for that reason alone if anything! If you love Binding of Isaac and similar games to that, fast paced gun slinging, mob killing, lootfests, this is the game for you! Good challenging gameplay, lovely art style, good choice of weapons and perks, as well as the different pets you can get! Another hidden gem for shure!
This game is awesome. It is a bit easy to cheese and there are elements that could be improved (ex. less death rattles, buff the sniper rifle), but overall this game is awesome. I wish there was more content to it. 16 out of 10. Definitely underrated.
Petit rogue-lite très cool entre Blazing Beaks et Nuclear Throne ! Je ne m'attendais a rien du tout vu les note "moyenne", mais pour moins de 2€50 en solde, j'en ai eu pour mon argent ! J'ai adoré, en en plus la BO est assez cool ! J'en suis à genre 13h de jeu et j'ai enfin tout fini, enfin tout, je parle de "l'histoire", parce que sinon il me reste 4 succès à avoir et je sens que je vais bien galérer a en obtenir certains ! haha Donc comme je disais, j'en ai eu pour mon argent, parce que moins de 2€50 pour plus de 10h de jeu, on a fait pire... ;) Je comprend vraiment pas ce que les gens reprochent à ce jeu pour qu'il soit en "moyenne", d'ailleurs... C'est vrai qu'il est peut être un peu court, genre on a que 3 biomes constitués de 3 niveaux dont le dernier qui est une "arène" de 3 vagues d'ennemies... Donc en tout ça fait une 15ène de level (en comptant les outpost et tout), Ca fait des parties (entières si tu meurs pas) qui dure environ 20/30 minutes, et qui j'avoue, se ressemble quand même assez... Et j'avoue que parfois, surtout vers les derniers niveaux (et encore plus quand on a l'armure "ultime") c'est peut être un peu le bordel et on comprend pas tout ce qu'il se passe à l'écran xD Mais à part ça, je vois pas ^^" Parce que si t'aimes les bullet hell, les die & retry et donc les rogue-like/lite, tu ne peux qu'aimer ce jeu ! P.S : Ceux qui le comparent à Binding of Isaac, rassurez-moi, c'est limite le seul rogue-like que vous connaissez et c'est pour ça que vous le comparez à ce jeu ? Non parce que mis à part le genre, y'a RIEN de similaire...
Нормально, но нет синергий между перками и оружиями, и из-за этого всякие билды и комбинации здесь отсутствуют, а значит все забеги похожи друг на друга. Семена,случайно выпадающие при убийстве мобов не нужны от слова совсем,бафы от них очень слабые(можно сказать что их нет). Дефицита в патронах нет, прошёл игру и не разу их не покупал, оставлял куча ящиков с ними не разбитыми. Есть баг , если выйти из игры на зелёной сложности и потом зайти, тебе дадут дополнительные +2 максимального здоровья. Игру покупал по большой скидке, за полную цену лучше не брать. Так-же совсем не очевидно, что финального босса окончательно можно победить , только если [spoiler] ты будешь в улучшенной броне [/spoiler], хотя он проходится и без неё на раз-два. Так-же один из артефактов, необходимый для крафта [spoiler] этой самой брони [/spoiler] открывается, если [spoiler] сломать ВСЕ разрушающиеся блоки на первых двух уровнях [/spoiler]. Как до этого можно додуматься самостоятельно? Без использования руководства можно тупить очень долго. И еще ОЧЕНЬ ГЛУПО то , что получить достижение "Кабель" после попытки убить финального босса невозможно, т.к. пустынный босс перемещается со 2 уровня на 3 и даже ДОЙТИ до него не получится, т.к. для активации двух порталов необходимо время, превышающее три минуты, что уже ставит крест на этом достижении. Придётся обнулять весь свой прогресс только ради этого достижения(( Неужели так сложно сделать несколько слотов для сохранения игры? P.S. Получилось полностью пройти игру ( в том числе и финального босса) за 22 минуты без использования аптечек (был перк "Лечебный чип") и какого-либо оружия, только гаечный ключ. Была улучшенная броня, и если постоянно делать рывок , можно сказать, что ты бессмертный. Вокруг меня сталпливались десятки врагов и не могли нанести урон, было интересно и весело)
Трон для богатых. За копеечку можно затестить если опять же нравится Трон, а так вам это не нужно.
Brilliant game Nuclear Throne with better graphics = absolutely LOVE IT!!!!!
Ta gra to program do robienia zer, syf do powtarzania ✡ (Pwp) ✡.
Space Robinson, developed by Luxorix Games and published by Alawar, is a roguelike top-down shooter that throws players into a relentless survival scenario on an alien world. The premise is simple yet compelling: you take on the role of a stranded engineer whose spaceship has crashed, leaving you alone on a hostile planet teeming with dangerous creatures. The goal is to survive, gather resources, upgrade your equipment, and gradually rebuild a base capable of withstanding the planet’s escalating threats. While the story is minimalistic, it serves primarily as a framework for the gameplay, emphasizing tension, improvisation, and trial-and-error over narrative depth. The core gameplay loop revolves around procedurally generated levels, ensuring that each playthrough presents new challenges and layouts. Players explore these environments to collect resources, face waves of alien enemies, and unlock various upgrades. The roguelike elements are central to the experience: death is permanent in the current run, and players must restart, though knowledge gained and certain permanent upgrades can ease future attempts. This cycle encourages experimentation and learning, as adapting to new enemy types, terrain hazards, and environmental conditions is crucial for progression. The variety of weapons, ranging from rapid-fire firearms to explosives, combined with perks and upgrades, allows for multiple approaches, accommodating both aggressive and cautious playstyles. Combat in Space Robinson is fast-paced and demanding, requiring both reflexes and strategy. Enemies can appear in large numbers and exhibit unpredictable behaviors, creating tense encounters that test situational awareness. The game’s difficulty is a defining feature; it is intentionally punishing, making victories feel hard-earned. However, this challenge can be a double-edged sword. While some players thrive on the intensity, others may find the steep learning curve and sporadic difficulty spikes frustrating, especially when deaths feel abrupt or unavoidable. Balancing the excitement of high-stakes combat with moments of player control is one of the game’s ongoing tensions. The game’s visual presentation leans on pixel art with detailed environments that capture the alien planet’s hostile atmosphere. The day-night cycle adds depth and variety, with nights reducing visibility and introducing more aggressive foes, heightening the sense of danger. While the graphics have a certain charm and clarity, some players note that environmental hazards and smaller enemy types can occasionally be hard to discern, particularly in dim lighting. This adds realism and tension but may also contribute to moments of frustration when quick reactions are necessary. From a technical perspective, Space Robinson performs reliably on most systems, with smooth gameplay even during large-scale battles. The controls are generally intuitive, though some players have reported minor issues with aiming precision, particularly when using a controller. These small limitations can amplify the difficulty during fast-paced combat scenarios. The game’s progression system, which rewards players with upgrades and new equipment, provides a sense of growth, though the effort required to unlock significant improvements can sometimes feel grind-heavy. For dedicated players, however, these systems enhance replayability and add long-term goals to the roguelike formula. In summary, Space Robinson is a challenging and engaging roguelike that excels in creating high-stakes, fast-paced survival gameplay. Its procedurally generated levels, diverse arsenal, and base-building mechanics offer depth and variety, while the day-night cycles and unpredictable enemy encounters keep each run fresh and tense. Though its punishing difficulty and occasional control quirks may be off-putting to some, for players who enjoy learning through trial and error and embracing the chaos of alien survival, Space Robinson provides a rewarding and immersive experience. Its blend of strategy, reflex-driven combat, and resource management makes it a standout title for fans of hardcore roguelike shooters. Rating: 6/10
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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