
SpyHack is a tactical action game where you play as male or female ATD Agent stealthily sneaking past guards or dispatching them with various weapons. Walk your way through the levels, hack various devices and terminals to reveal rooms. Get rid of guards and take control over hacked contraptions.
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Languages: English*, Polish, French, Italian, German, Hungarian, Simplified Chinese, Traditional Chinese*languages with full audio support
Reviews
[i] My Experience [/i] On the surface, Spyhack checks a lot of my boxes: it's a stealth game with a sci-fi wrapping that gives you good information on what enemies are able to see. It includes some conceptually neat hacking sections, such as using a robot that glides around on a track gassing your enemies, some turrets whose programming can be changed to target the opposition, and an RC car that can EMP enemy equipment. I really wanted to like Spyhack - I could tell that it was made with heart, and there's some part of me that is always rooting for these small indie studios. I found the broken English of my handler charming, and couldn't hold back a smile when after entering an enemy facility my protagonist exclaimed, "I thought they only manufactured jellybean vitamins for kids!" Unfortunately, the game just needs some additional polish. Issues that might be addressed include: [list] [*] Even if they aren't looking at you, enemies sometimes notice if you sprint by. How much noise am I making? Stealth gameplay is always improved by giving the player more information - for reference, look at Mark of the Ninja, Desperados 3, etc. [*] I had to restart levels twice because of physics issues. On one occasion, a disabled enemy robot (that I used the RC car's EMP on) prohibited me from accessing a terminal. On another, the RC car itself got stuck in a doorway and became immobile. [*] It's difficult (if not impossible) to interact with objects in the levels while the GPS feature is on (that highlights the objects that you can interact with). [*] The first time that I hacked the turrets in the final level and killed the patrolling enemies, the first turret turned off and I was unable to interact with it again. The second remained active, but I was unable to interact with it either. The second time I played the final level, neither turret stayed active (and I was unable to interact with either) after they killed the initial patrolling groups of soldiers. My handler suggested using the turrets to kill the heavy reinforcements, but I resorted to slowly picking off each of the NINE enemies that spawned with my rifle. [*] Oddly enough, it seemed that I was able to avoid detection by the turrets by sprinting about half of the time. On some attempts they were unable to track me, while on others they gunned me down easily. [*] The three cybertrap levels are just not enjoyable. The player spends too long in the cybertrap, and it doesn't have the same tactical feel as the rest of the game - it's more about reflexes, and dodging laser grids. [*] Despite achieving the hacking medal on each level that had one, the achievement never popped for acquiring all of the hacking medals. There was a part of me that wanted to try and get all of the medals for each level (especially since no medals were tied to the cybertrap levels), but I'm wary of doing this when I'm not sure that the achievements are working correctly. [/list] I enjoyed some of my time with Spyhack, and it's clear that the developers have potential, but I can't really recommend the game in its current state.
It looks great, and sounds great. The gameplay is fairly simple but I can see it getting a bit more complex later. Unfortunately, I hit a snag on level 2 and couldn't progress. Get in touch if you want a hand with some of the English localization in the description and/or the main game. I am also happy to help out with voice acting :P I am looking forward to being able to progress. https://youtu.be/Et_Pm2fHdcs
In a stealth game, the controls are very important. Not only can you not rekeybind, but the left-click movement is janky at best. She rarely moves immediately when you click. As you move your mouse--just in the normal course of moving your mouse--all kinds of objects like tables and chairs beep at you because you haven't hacked them yet. This is ragingly annoying. The aesthetic is goregous. But that's all its got.
Ok I have been waiting on this game and wow. I'm very happy with it and the colors are awesome!! Its a fun good game for sure.
Warning: Do Not Buy This Game! Spyhack should have been a fun game but in reality it's really poorly implemented. All of the essential information is too vague. Missions involve too much guess work because no useful information is given. You'll find yourself wandering around the environment like an idiot trying to spot what you haven't clicked in order to move on. This completely kills immersion and takes away any sense of playing the part of a professional spy. Hacking is moronically easy, but despite how simplistic it is they actually give you a hacking tool, like they couldn't think of anything else useful to give you! And speaking of equipment, what is the point of being equipped with a taser if it kills the enemies rather than just stunning them? Might as well just give us the pistol and leave it at that. No ability to save progress means redoing missions from the start over and over. This gets really annoying. Interestingly, I have not found a single video or walk-though of people doing higher levels of Spyhack and I'm guessing that's because most people got bored and gave up on about the third mission like I did. Wish I could get a refund!
内容不多,一共11关似乎不少,但每关都很小 不能存档真是太恶心了,原本考验策略,变为考验操作 新敌人新设备新机制需要熟悉,而且有的关卡是需要背板,第一次玩基本会输的.但是不能存档,这是强行增加你的失败次数和游戏时间 更何况这游戏还有bug:选择用电击器,再点击敌人,有时你人都撞到敌人身上了,你却还没掏出电击器,眼睁睁看着敌人从容不迫的把你击毙,然后从头来过! Bug,第5大关的1小关,你被困在网络空间,你到达目的地却无法通关,重开也没用.不过,我寻思这么明显的bug应该不至于,于是我切换到英文,切换到简单难度,这次居然能通关了! 这游戏双击是跑单击是走,但是双击经常跑不起来,而是走 第6大关,环境太黑,经常找不到自己在哪,如果没点对地方,或者没跑起来,结果就被人+炮台发现,死,重来 Bug,第6大关第1小关,放好炸弹后触发事件,会有大批敌人增援,此时需要用病毒黑入2座炮台.但如果你在敌人增援前就已经用了病毒,那么增援抵达后,病毒会莫名其妙的失效,而你再也无法利用炮台了.如果硬要解释,那就是这个病毒是短时起效的,失效后,炮台就成废铁了 游戏性不高,你只能靠黑入设备转移敌人注意力,因此不可能对付群聚敌人.敌人不聚堆,极少互相保护,行动死板,缺少大场景很容易就能个个击破,基本上不需要思考策略,甚至连病毒都可以不用,电击器足矣 游戏挑战有bug(幸好不影响通关): 有的关卡要求你用Inhibitor(抑制剂)杀N人,但并没有这个叫inhibitor的东西,只有Taser(电击器).然而你用它杀够了人,却拿不到奖牌 有的关卡要求你用枪消灭杀N人,然而子弹初始就1-2个,敌人子弹掉落率也就一半,根本不够(说是掉落率,但我感觉一个关卡就固定那几个敌人能掉落) 更离谱的是,有的关卡要求你消耗病毒黑入电子设备杀N人.然而病毒数量本身就是不够的,也不可能从别处获取 武器装备快捷键是1-6,但没有说明,只能自己试 机翻汉化 有的教程说明字体很小(反正是机翻的,不看也罢)
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Pros Looked great in the store Cons No save The Guide can't get past the demo level so you have no hope. Spent 20 minutes in game only to start again from the start another 20 minutes to waste I don't think so.Another Developer crossed off the list If you get it free waste an hour on it but don't spend money on this!
SpyHack is an indie stealth and espionage game developed by Pyramid Games and Art Games Studio S.A. and published by Art Games Studio S.A., set in a futuristic world where technology and corporate power dominate society. It places players in the role of an agent from the Advanced Technology Division (ATD), working to uncover and dismantle a secretive organization called The Dome Ltd. that threatens the balance of human civilization. The game’s setting evokes a near-future cyber dystopia filled with surveillance, drones, and hidden agendas, where intelligence and patience take precedence over brute force. The premise carries promise, suggesting a mix of stealth, hacking, and investigation that would appeal to fans of classic cyber-espionage stories. However, while SpyHack introduces intriguing ideas and a distinctive theme, its execution struggles to deliver a consistent or polished experience. At its core, SpyHack attempts to merge traditional stealth mechanics with environmental hacking. Each mission involves infiltrating high-security facilities, avoiding detection, and using technology to manipulate your surroundings. The player can hack into cameras, control turrets, unlock doors, and access computer terminals to bypass obstacles or neutralize threats. This system encourages strategic thinking, allowing multiple approaches to the same problem—whether disabling an enemy’s defenses from afar or sneaking through unnoticed. The hacking mechanic, while conceptually sound, is not as deep as it could be. Most interactions are simple one-button actions or context-sensitive events rather than fully realized puzzles or code-breaking sequences. Despite this, when the system works, it adds a layer of tension and tactical freedom to the gameplay that helps differentiate SpyHack from more traditional stealth titles. The stealth aspect of SpyHack relies on observation and timing. Players must monitor guard patrol routes, exploit blind spots, and make use of shadows and cover to stay hidden. Unfortunately, the enemy AI is inconsistent, often swinging between extreme lethargy and sudden omniscience. Guards patrol predictable paths and can sometimes fail to notice obvious movement, while at other times they detect the player through walls or obstructions. These inconsistencies break immersion and make it difficult to develop reliable strategies. When detection occurs, the shift from stealth to combat is abrupt and unrefined, revealing one of the game’s major weaknesses: its action mechanics. Gunplay feels stiff and imprecise, with poor feedback and limited control. The transition from tactical infiltration to firefight strips away the game’s intended tension, replacing it with frustration. It is clear that SpyHack’s strength lies in its quieter moments of observation and infiltration rather than direct confrontation. Visually, SpyHack adopts a clean but minimalistic aesthetic. Its environments—labs, corridors, and corporate offices—are functional but lack the personality or detail that might make the world feel alive. The lighting design does a decent job of establishing atmosphere, casting long shadows that enhance the feeling of isolation, but textures and models are basic, and animations are often stiff. The visual style communicates the cyberpunk tone well enough, but it also underscores the game’s low-budget limitations. The sound design follows a similar pattern: serviceable but unremarkable. The ambient background music creates a sense of futuristic intrigue, while the sound effects of security systems, typing terminals, and mechanical locks reinforce the high-tech espionage setting. However, the voice acting and dialogue delivery are weak, undermined by awkward pacing and inconsistent localization that make the narrative harder to take seriously. The story, while ambitious in concept, never truly evolves beyond its introductory beats. The game introduces the idea of The Dome Ltd. as a shadowy corporation conducting experiments that endanger humanity, yet the plot rarely digs into the moral or thematic implications of such a premise. Much of the narrative unfolds through short dialogue exchanges, mission briefings, and computer logs scattered throughout levels. The writing is straightforward and sometimes clumsy, with grammatical errors and stilted phrasing that suggest an underdeveloped translation. As a result, the world and its characters feel underexplored, and the stakes lack emotional weight. SpyHack’s episodic format only compounds this issue, as the game ends abruptly after a handful of missions, leaving the impression of an unfinished experience or proof of concept rather than a complete story. Technical performance and user experience also suffer from a lack of refinement. The controls feel unresponsive, particularly during critical moments that demand quick reactions. Collision detection is inconsistent, occasionally causing the player character to get stuck on corners or objects. Objectives are sometimes unclear, forcing players to wander aimlessly until they stumble upon the correct path or trigger. These issues, combined with occasional bugs and a lack of mid-mission saves, make progression more cumbersome than it should be. For an experience built around precision and control, these shortcomings significantly diminish the tension and satisfaction that stealth games depend on. It is apparent that the developers had a strong vision of what they wanted to achieve but lacked the resources or technical polish to fully realize it. Despite its flaws, SpyHack does show glimpses of potential. The idea of merging environmental hacking with stealth is appealing and could form the basis for a more refined and immersive experience. The world-building, though thin, hints at a setting that could support a much richer narrative if given more development time and stronger writing. For players willing to overlook its technical shortcomings, there is a certain charm in its ambition—the desire to bring espionage gameplay into a futuristic, high-tech world. It may not reach the sophistication of genre giants like Deus Ex or Metal Gear Solid, but it demonstrates a creative spark that could evolve into something meaningful with further refinement. Ultimately, SpyHack is a game that feels caught between concept and execution. It presents a fascinating premise and a set of mechanics that promise depth, but it struggles to deliver on those promises consistently. Its uneven AI, rough combat, simplistic hacking, and underdeveloped story prevent it from achieving the immersive espionage experience it strives for. Yet beneath these issues lies an earnest attempt to innovate within the stealth genre, one that may appeal to players who appreciate experimental indie projects or enjoy dissecting the ideas behind flawed but imaginative games. SpyHack is less a polished espionage thriller and more a blueprint for one—a reminder that even in its imperfection, ambition can be as compelling as execution. Rating: 4/10
It's a good game for the price. Nice graphics.
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