
StarCrawlers is a modern take on a classic cRPG dungeon crawler set in a gritty spacepunk universe. Build a crew of renegade adventurers on the fringes of space, taking jobs from megacorps to hunt bounties, sabotage rivals and conduct corporate espionage.
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About
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
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
In terms of the base game, Starcrawlers is an amazing experience. They creators have gone to painstaking efforts to deliver a sci-fi romp through a corporate run space society. The factions for the most part all have their own story and operate on their own goals, and even though a random generated dungeon is inevitably going to re-paper skins, each place feels unique in its own way. I also have to praise the characters, where I can't recall playing a game where the classes legitimately feel unique and as if they're playing into the role. Whether it's your hacker throwing cyber attacks on enemies, your tank lobbing bombs and sending out spread fire, your robot charging up his arm cannon and shutting down from errors, your engineer who's building robots that are dancing all over the screen, you're ninja whose every attack has him flying about in front of you, your gunslinger whose engaging in showdowns, or your psychers, who tap light and dark energy and unleash it to devastating, every class literally feels like it's supposed to. My only gripe with the game is the endgame. Don't get me wrong, StarCrawlers is an excellent 40-60 hour affair which is totally worth the price of admission. The problem is, especially if you';re an achievement hunter, the game has been stretched into a 250 hour+ grind which highlights its failings due to the ambition involved. It feels like a lot of this was just tacked on, because when you start playing alternate faction stories, you realise the plot beats are mostly identical, with your liaisons literally saying the exact same lines. Loot, especially armour and shields, becomes completely pointless, whereby the high end stuff from level 28-30 in the original game completely wallops drops in NG+ from the 30-50 range simply because the epics are jam packed with resistances that greens and blues don't have. And while the immersion when you're first introduced to the game is top-tier, once you've been forced to run 500+ dungeons you begin to realise that the variation between enemies and settings is rather superficial. Is this enough to say the game isn't worth it? No. But there is a part of me that wishes they'd have forsaken NG+ and high grind achievements in favour of coding three unique stories for whatever faction your StarCrawlers decide to align to.
Знаете, все в игре хорошо - и картинка сносная, и с абилками интересно поиграться, и даже (казалось бы, данжен кравлер) неплохой сюжет, но один момент все убивает - недекватно высокий ТТК. Настолько странного баланса я еще не встречал, что цифры урона и цифры здоровья (плюс щитами сверху помазано, боже мой) различаются даже не в разы, а на порядки. И чем дальше, тем хуже, в последних миссиях вы как от зубной боли будете кривиться от каждого энкаунтера, потому что это снова одни и те же 10-15 минут унылого прокидывания по кругу уже к этому моменту осточертевших способностей по уже осточертевшим роботам. Я прямо терпел уже, подбадривал себя, мол, надо добить и все равно сломался и дропнул игру буквально на фишишной прямой, подозреваю чуть ли не в последней миссии, где два дрона с голограммами настолько паскудно тратят твое время, что это уже больше похоже на издевательство.
Has a good base, but feels unfinished. There is no motivation or story to keep me playing past a few hours. The rep system is interesting but they could have spent less time on that and developed a coherent and engaging storyline instead. There is little in the way of a tutorial, so picking weapons, armor, or skills seems arbitrary. Nice bones, just needs to be fleshed out.
StarCrawlers is a cyberpunk dungeon crawler that thrives on tactical combat and faction-driven storytelling. As a mercenary navigating corporate intrigue, every mission shapes your reputation—whether you're hacking, looting, or making shady deals. The turn-based combat is engaging, offering diverse classes like Hackers, Engineers, and Void Psykers, each bringing unique abilities to encounters. The procedural generation keeps missions unpredictable, though some environments can feel repetitive. Visually, the neon-lit aesthetic complements the cyberpunk theme, while the story-driven elements add depth to the world. If you enjoy party-based RPGs with strategic depth and a morally gray narrative, StarCrawlers is worth exploring.
Better than I thought it'd be. For one, this feels like a fantastic way to get into the dungeon crawler RPG genre, a lot of the classic mechanics are modernized and both easier to control and understand. Secondly, this game plays a lot better than just screenshots and video show. The game has fantastic atmosphere, jamming music, and combat/sound effects in general feel really satisfying. The procedurally generated dungeons feel pretty comfy and the specification of each according to the target you're infiltrating really helps diversify the locations. The loot, enemies, and the environment in general will change and it lends another angle to the whole taking sides aspect. The gameplay is solid and pretty easy to understand, with most of the classes feeling powerful in their own right. The random events are also pretty enjoyable and feel surprisingly impactful, in one of them I actually managed to recruit a cyber dog that you can call into combat and exploration from then on. I also enjoy how itemization works, where you don't have to identify an item to know what's special about it but you do have to spend money to unlock all the special traits. I've been playing on hard (or expert, whatever the one before hardcore is) on ironman, lost one run but been doing pretty good on this one. If you're looking for a dungeon crawler that equally juggles chill exploration vibes with tense risky fights with little downtime, or if you're a newer face to the genre, this is a great game to pick up.
The character class and skill options seem interesting and the the dungeon movement feels good, but interaction/puzzle solving feels like a needless chore on Steam Deck. The in-dungeon cursor seems to be misaligned. Clicking on an object like a switchboard or a chest does nothing- you have to find some vague space off to the side of what you're actually trying to click. Very discouraging when dungeons frequently require you to interact with specific things on specific tiles. I have to keep second-guessing whether I'm in the right spot.
It doesn't look like it does anything that a bunch of other RPG's don't do, but the atmosphere, skills, balance, and unlimited procedural sidequests really make this game work. The sidequests are a bit samey but the overall loop they provide is really good. The one thing I don't like about Starcrawlers, if I had to say anything, is that it overstays its welcome, A full run probably takes about 30 hours (my hours look really high because I had a couple of aborted runs). Right now I'm level 15 and halfway done, or close to it. At level 15 I've already fully unlocked and developed all the skills I really want or need for my characters and getting those was great. But what's left... not only do the additional skills I'll pick up not match my playstyle, but I won't be able to use them in a battle anyway because you can only have so many active skills at a time. Equipment? I haven't replaced any gear on anyone since I was about level 11. So I've had fun with it but the progression isn't there. The main quest could probably be 10 hours shorter. I think the last 2-3 hours I'll be playing this because I'm close and I want to finish it, not really because I'm loving the experience anymore... you know that type of game. It's debatable if it's worth $20. It is worth it on sale though.
It feels like the dev(s) got the "chance to hit" and the chance to miss switched. 4 out of 5 attacks (it feels rather like 90% though), miss the enemy. No matter the difficulty grade. Otherwise it's a rally cool game. I like most skill trees on most classes, i like the progression, I like the hacking part, the amount of content, and the synergy between certain classes in the team. But missing the enemies 4 out of 5 times is extremely frustrating, up to the point that I often stop playing the game, before revisiting it again.
A masterpiece of a game you get back to multiple times. Great balance, fun puzzles, marvelous dialogues, awesome humor and easter eggs, captivating story, sleek albeit cheap video effects and widescreen support, plus music you don't ever need to turn off. Secret developer's ingredient — passion.
So I've played this game for about nine hours, trying out different classes, and it honestly seems to have infinite replay value. Yes, the side dungeons are randomly generated, and can feel samey, but the fact that each class has nine different background stories that effect the narrative and you can side with different factions, it's honestly a highlight for me. The Void Psyker class, for example, actually feels like you're playing with dangerous forces beyond human understanding, treading the line between power and destruction from your own hubris.
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