
Introduce tactical rhythm combat in STIGMA, a semi-auto action roguelike. Command 100+ stunning agents and craft game-breaking builds with 40 unique Black Box items. Synchronize your frequency to decimate the Noise in this high-octane, dark futurism experience.
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Languages: English**languages with full audio support
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Wouldn't recommend playing for now, as the game is pretty buggy despite the level of visual polish: weekly achievements are uncollectable (though the reward currency currently has no purpose), normal achievements are collectable infinitely, characters are not properly tracking wins for purposes of leveling up, some characters' (Sasha, Riley, Eva) gallery images aren't unlocking, a tendency to crash on the song select screen for Endless mode, the game softlocking if you try to quit from the pause menu, and most importantly for a rhythm game, there seems to be a number of issues with held notes at the moment, with tapped notes sometimes charted INSIDE of held notes, and held notes sometimes not properly registering on-beat. Other smaller gripes: -- Load times are a bit irritating. This especially becomes the case when there's an option after a song in story mode for Enter to continue and Esc to go to menu, but the Continue option still kicks you back to the main menu. -- If the game wants to provide a novel gameplay mechanic, it absolutely needs to have a tutorial so people can understand how the shoot-em-up section of the rhythm game actually works. It pops up a pattern for you to match to gain additional time and then lets you just mash buttons like a maniac, but that doesn't seem to actually DO anything. Hitting notes with specific timings is a rhythm game staple, but the Perfect/Great/etc. dichotomy doesn't make intuitive sense on fired notes, though the game does seem to be scoring them in some way that is never explained. -- The charts for songs aren't great, but are at least passable. That said, many of the charts get kind of meandering partway through even if they start out reflective of the actual BPM and rhythm. -- Agents claim to have both active and passive abilities, but none of that seems to be reflected in gameplay at all. If this is a mechanic that is going to be added in the future of development, it would be good for that to be written there instead of cryptic filler descriptions. -- The AI elements of the design process are all more or less still there at surface level despite the claims that they've ultimately been created, refined, and QCed by people; I don't so much mind when it's the out-of-focus realistic renders used as backgrounds, but things like the drifty 2.5D effect on the agent unlock images warping character images around the edges (usually around the hair, but with some other more egregious examples like Nora's first unlock's pestle), some unlock images designed incoherently (e.g. Jade's first unlock, has her with a welding mask up on top of her head, holding a full wrench in one hand and a phantom end of a ratcheting wrench in another, with a phillips head screw in her mouth and welding sparks coming from somewhere off the bottom of the screen.), inconsistent design elements (e.g. Aria's boots have two different designs between her own and Clara's gallery) and the blurbs for the character image unlocks all having that stilted faux-deep AI cadence to them, and some are not even accurate descriptions of the images (Lena's seems particularly egregious in this regard.)
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 22 reviews with recorded playtime.
This game seems like it has a lot of potential, and it seems pretty well put together considering its a free release that just came out today at the time of this review. My biggest note to the devs if they're reading this is that I think it needs to be WAY harder, like I'm not sure if there's a difficulty setting somewhere that I'm just missing or something, but the opponents send their notes at a snails pace and when the attack goes back to me I decimate them in seconds, it really makes it hard to actually get into the groove with the songs when they all end in 30 seconds. I do really like the songs though, and again I think theres some real potential here especially if it expands into multiplayer pvp later on.
Another AI-generated rhythm game nobody asked for, with AI-generated music. Stop clogging up Steam with this garbage.
Needs an actual tutorial. The whole "swapping from a normal rhythm game to follow this pattern" isn't intuitive at all, and feels like half the time it doesn't even work. Hitting perfects and combos doesn't feel as rewarding as it should, and clicking the 'retry' button to try a battle puts you back on a fight screen instead of just straight into the battle again. It needs a lot of work and isn't very polished as of right now. Not a big fan of the AI-generated art, but I'm fairly sure the music isn't AI generated, Unfinish is quite good at making good music, though songs will get repetitive pretty quickly without the ability to swap tracks more easily.
the combat takes a second or two to understand, and the songs can be tricky, but once you get into the rhythm, you won't be able to escape.
ZZZZZZZZAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAMMMMMMMMMMNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN BLEEEEEEEEEHHH
definitivamente la musica es de lo mejor que tiene este juego aunque siento que le falta algo de dificultad a las canciones
it is a great game but that JAMMER MODE is so very annoying and useless. without it that game would be so much better.
免费 有成就 没中文 印记:无名之徒 本作融合战术节奏战斗玩法,是一款半自动动作肉鸽游戏。 招募百名精英特工,搭配四十种专属黑箱道具,构筑强势无敌流派。 同步自身频率,击溃异变杂音,沉浸式体验高能暗黑未来题材冒险。
I would be better off taking a drill to my ear and pouring jet fuel into the wound
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.