
Award winning experimental AI experience where you speak directly to NPCs and get intelligent responses. Bust out that Microphone or VR headset for a comfortable yet exciting VR experience, where you'll go on an adventure with SGT. Sarah Pearson
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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
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
For a couple of quid, this was a blast. It's only ten minutes long though, so factor that in.
This is a fun little experience. It's really short, but it's also quite unique in what it tries to do. I had some issues with the voice recognition, but I'm not a native speaker, so it may be due to that. Recommendable to people who want to try VR with voice recognition (even though Skyrim VR with a couple of mods would be a better way to do that).
It's really not a game, nor a fully completed experience. Has many said before me, it's really a tech demo, you don't get to play the story, you play it's trailer. I still appreciate the effort of implementing voice commands, it's was my main motivation for buying it, however it gets game breaking. I had to restart the experience twice because I didn't listen carefully to the AI and she wouldn't budge without the EXACT sentence it's looking for. It doesn't respond to basic commands like "Help", "Go", "Repeat" and so on, it really needs a specific phrase to be uttered in order to go on in the story. Could have been great, but still needs refinement.
I really love what you Did. <3 Keep on going! Something i can show my whole Family without explaining all the controlls. Just dive into a Starship.
Very cool experience if a bit flawed technically. Had problems understanding my voice and sometimes doesn't give you enough time to answer. Very, very short (around 10 minutes) but also very promising. Looking forward to see a full game with this technology.
Not bad game, but very short. Should be for free.
I must say it felt quite underwhelming. The graphics were quite poor, I didn't really know what to say, it felt scripted in a bad way. Despite it being short, it still didn't have enough content in it for its length.
it haves no AI and knows a few commands. its over within 30 min but on the positive side... it looks good but its irritating as hell
[h1]Tldr;[/h1] Starship Commander: Arcade caught my attention while going through the AI-900 certification training materials. It instantly sparked my interest. With a little help from my AI, I found and immediately purchased the game—it's precisely the kind of AI application I'm passionate about. Figuring out the integration of AI into gaming, particularly in crafting game narratives, is something I am looking into personally. This proof-of-concept arcade game was a fun experience and demonstrated a lot of potential. However, I believe there's room for refining and further developing these ideas, even within the game's current framework. Just a note: I don't have a VR headset, so I had to rely on a computer screen and mouse. [h1]The Deets:[/h1] Starship Commander: Arcade is a VR game that makes innovative use of natural language processing (NLP) to steer the game. It’s like a hint at the future of interactive storytelling, where the game boundaries get thinner while the immersion gets thicker. Here are some of my observations and some things that I wish were included: [h2]Observations:[/h2] [h3]Use of NLP and Possible Expansion:[/h3] Playing "Starship Commander: Arcade" and seeing it use AI to simulate an actual conversation is exciting and gives me so many game ideas! Yet, at times, it seems the experience misses the mark. For example, Sgt. Pearson will often nudge me to get back to topics she knows, even if what I said is within that topic. Expanding the backend AI's training to better understand more player intents and relevant dialogues could make the experience a lot better. That said, I realize that this depends on how things are set up in the backend. If the setup depends on the devs manually inputting possible player responses, I'd encourage using Gemini or ChatGPT to help with the brainstorming process. This could lighten the developers' load considerably. But, it would probably be even better if players could comment on things they may have wanted to do or wanted a response to but it wasn't available. [h3]Story Setup and Possibility of a Longer Intro:[/h3] The game kicks off with a brief introduction and an opportunity for players to interact through questions, which is a great touch. However, I wished this introductory phase was longer. More time here could be key for getting players more comfortable with the controls and giving time to sort out any microphone setup issues. A quick tip for new players: I encountered a few hiccups because my microphone's input level was too low. It led to some misunderstandings with the ship's AI. If it feels like you're being ignored, it's worth checking your mic volume and other settings. But, regarding the intro, expanding it could serve multiple purposes. Beyond troubleshooting and easing players into the game's conversation mechanics, it offers a perfect chance for deeper lore immersion. Imagine diving into the game's universe, learning more about its backstory, and even experimenting with how to interact with the AI. I would say this would be a perfect time to introduce the Ship's AI as a character and let the player build a rapport with it while they learn to interact. Such enhancements could not only enrich the current gameplay experience but also lay the foundation for future installments, introducing players to new narrative elements and AI-driven story dynamics. While the introduction as it stands does its job, fleshing it out could potentially elevate the immersion and engagement levels. [h3]Reliance on Recorded Video and Possibility of Diversifying:[/h3] The game's heavy use of pre-recorded video segments for Pearson, while immersive, seems to box in the AI's responsiveness. Even if the system understands what I am aiming for, it's constrained to responding with a suitable clip of Pearson. I think there’s a huge opportunity here for future versions or titles to also use lore-rich text or text-to-speech technology. Further, beyond responsiveness, it could offer players a more dynamic way to influence the game's direction. Imagine using your dialogue to gently nudge the story's path, similar to what we can kinda do with the disabled ship scenario—those who are curious should sneak a peek at the achievements for a hint. 😉 This approach could open up new opportunities for engagement and letting players truly feel like they’re contributing to the story that is unfolding. Figuring out how to collaborate with players on game storytelling is something else I am interested in. [h2]Other Nice to Haves:[/h2] Overall, the core idea behind this game has a ton of potential across a wide variety of gaming genres. From spellcrafting simulators that weave magic through dialogue, to intricate negotiation scenarios set against diverse backdrops, the possibilities are really endless. I'm particularly excited about the idea of a sequel or prequel, where players step into the shoes of a test pilot shaping the destiny or learning the story of the XR-71. But to truly unlock this potential, there are a few key enhancements I believe could make a huge difference: [h3]Lean into Narrative:[/h3] I really want to dive deeper into the game's universe and lore. What is going on with the Treaty that can come up in certain dialog choices? How did we even get as far as a Treaty? 😉 What else happened during first contact? Are there any other Earth organizations trying to address the Ecknian question? I would love to dig in more. Alternatively, I'd love more story-driven interaction options. For example, I would like a game that offers more non-violent resolutions, such as disabling ships rather than blowing them up. I think that accommodating different approaches would add depth and replayability... even if Pearson wouldn't approve. :) [h3]Expanded Interactions:[/h3] I was really hoping to explore more interactions with the ship's commands. There was so much potential even with limited options. While flying and blasting enemies is nice, I would have had fun with changing the color of the lighting and bringing up displays on the ship before we even got underway! I also wished I could command the ship to scan the system, pull up detailed star maps, or even assess threats on the fly. And how awesome would it be to execute a hard stop while being pursued? Even though these ideas might be a bit much for the game's current setup, just giving the AI the ability to acknowledge these attempts and respond would have been fun. These kinds of interactions could bring a richer, more sci-fi experience to the game, and I think that could draw in even more players. If nothing else, players might just entertain themselves with testing the limits of the system. [h3]Banter:[/h3] A bit more banter with Sgt. Pearson would have added more engagement and charm. Imagine cheering her on and actually getting a reaction, or being able to tell her that you made it through. Right now, if you try to celebrate a win together or acknowledge her help, the silence is a bit disappointing. Also, there was a great story opportunity during the climax where it would have been fun to argue with the ship as it addressed an important safety concern before it finally conceded. I get that the game has limitations, but these kinds of exchanges seem possible. I feel they would really make the experience feel more interactive and feel really sci-fi. [h2]Conclusion:[/h2] All in all, this game stands as an exciting look into the future role of AI in gaming. Even now, it is full of untapped potential. There's room to enhance the AI's grasp of player inputs and to broaden the narrative, but the groundwork that has been laid is exciting. I'm truly looking forward to the innovative directions Human Interact will take next, and I have lots of ideas I'd love to share if they are interested. Kudos to the team for their pioneering efforts in weaving AI into the fabric of the game. Well done, everybody!
cool concept graphics good but 8 bucks 7.99 for 10 minutes of play not cool could be a great game if it was a complete game
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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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