
A TPS with roguelike elements. Choose your loadout, gather powerful upgrades, and fight your way through hordes of alien insects. You only have 3 days, so make them count.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
StormCore is a dynamic third-person shooter with roguelite elements. Play as a forgotten cyborg, reactivated to save a dying alien planet from its creators’ catastrophic mistakes. With modular limbs and great firepower, blast through hordes of alien insects, optimize your build, obtain powerful upgrades, and reach the StormCore terraformer tower before the world collapses in just three days.
KEY FEATURES
Cybernetic limbs
Mix and match 4 limb types/abilities (Primary Weapon, Secondary Weapon, Kicks, Movement) to tailor your experience to your own playstyle and build.
Powerful upgrades
Defeat enemies and grow stronger. Each fight won means one more stack of one of 12 distinct upgrades that grow stronger with each stack. Try out various builds based on your choice of limbs and upgrades, and become an unstoppable force of destruction.
Roguelite progression
For each 3-day cycle, use the first 2 days to build up your strength. Dying isn’t the end, keep your upgrades and try harder the next day. But when the final day comes, it’s do or die: reach the StormCore or lose everything
Genres
Stats
Languages: English*, French*languages with full audio support
Reviews
"StormCore" is one of literally thousands of student projects infesting Steam. It's from Objectif 3D in France. While student projects tend to be better quality than most "amateur" made games, we must still question what value such projects have for gamers. As with all student projects, this isn't really a fully fleshed out game, it's just the result of an academic exercise, and as such it has much more limited value as a game than a professionally developed game would have. Educational institutions should not be using Steam as a dumping ground for homework assignments (especially if the students didn't even pass the course). Sure, it helps their marketing and helps the students feel good about themselves, but this is another case of a business putting themselves before the needs of gamers. The students made a third-person shooter with roguelike elements where you must blast through hordes of alien insects. Don't let appearances fool you... this looks fine, but it's a shallow and unpolished mess where you'll struggle to get through the "three day limit" for your little cyborg adventure. There's some fun ideas here, like being able to customise your cyborg build, but like all student projects, this is just an empty tease about a game that could have been but never will be. The graphics in this game are really quite good, which at least makes the game look more appealing. And while it's vital for any game to have impressive visuals (gaming is a visual medium, after all), there's more to a game than just the graphics. To be worth a gamers time, the game must match top tier visuals with top tier gameplay, and that's not happening here. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. Now on to pricing and value for gamers. It would be unethical for students to try charge money for their homework assignments, so you don't have to pay any money for this. But you'd still have to spend your time downloading this, and "time is money", as they say. There's the other problem, too... as a student project, this wasn't made for gamers. There's no requirement for them to polish and balance the game properly, all they need is something to show the faculty so they can get their grade and move on. Let's once more ask... why is that good for gamers? It's obviously not delivering a solid product. Yet here it is, on the store page, and here you are, reading my review for a student demo that's going to waste your time. While genuine amateur developers who made real products get ignored because they have to compete with this stuff. In some ways, this deluge of student projects on Steam is harmful to everyone. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 4 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. This isn't a complete game for gamers, and since it offers no profile benefits like a game collector badge, so I can't recommend adding it to your library.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
good job but dear devs: 1) change menu scene (because on low gfx preset it goes 15 fps but ingame 60 fps) 2) what i should to do at day 1 i tired drive everywhere 3) optimize it for weak hardware pcs
Here I will leave the cat, whoever pass by can pet it and give it a thumbs up (I'm trying to get award) Have a nice day :3 /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
Roguelike öğeler içeren bir TPS. Ekipmanınızı seçin, güçlü geliştirmeler toplayın ve uzaylı böcek ordularıyla savaşın. Sadece 3 gününüz var, bu yüzden iyi değerlendirin.
-if more enemies spawn it gets a bit laggy -sometimes the game bugs and it seems like you run out of ammo -keyboard controls are weirdly placed, not a problem all in all good potential
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ ⬛⬛⬛🟥🟥⬛⬛⬛🟥🟥🟥🟥🟥⬛⬛🟥🟥🟥⬛🟥🟥🟥🟥⬛⬛ ⬛⬛⬛🟥🟥⬛⬛⬛🟥🟥⬛🟥🟥⬛🟥🟥⬛⬛⬛🟥🟥⬛🟥🟥⬛ ⬛🟥🟥🟥🟥🟥🟥⬛🟥🟥⬛🟥🟥⬛🟥🟥🟥🟥⬛🟥🟥⬛🟥🟥⬛ ⬛🟥🟥🟥🟥🟥🟥⬛🟥🟥🟥🟥🟥⬛🟥🟥🟥🟥⬛🟥🟥🟥🟥⬛⬛ ⬛⬛⬛🟥🟥⬛⬛⬛🟥🟥🟥🟥⬛⬛🟥🟥⬛⬛⬛🟥🟥⬛⬛⬛⬛ ⬛⬛⬛🟥🟥⬛⬛⬛🟥🟥⬛🟥🟥⬛🟥🟥🟥🟥⬛🟥🟥⬛⬛⬛⬛ ⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
[h1]Не плохая идея, плохая реализация.[/h1] Стрельба пластиковая, ИИ ужасный, оптимизации совсем нет. Графика в игре 2010 года, но фпс ложится так, особенно в последнем дне, будто ты играешь в Киберпанк 2077 с Path Tracing. Почему положительный отзыв? В целом, если допилить игру, добавить контент, улучшить эффект от стрельбы и оптимизировать то будет хороший среднечок. Пока 2/10 за реализацию. Надеюсь, вы доделаете это. ---- [h1]Not a bad idea, but a bad implementation.[/h1] The gunplay feels plastic, the AI is terrible, and there's zero optimization. The graphics look like they're from a 2010 game, but the FPS drops, especially on the last day, as if you're playing Cyberpunk 2077 with Path Tracing on. Why a positive review? Overall, if they polish the game, add more content, improve the shooting feedback, and optimize it, it could be a decent mid-tier title. For now, 2/10 for the execution. I hope you finish it properly.
solid idea with well executed action, enemies, gunplay, animation, level and customization. the action and movement reminds me a little bit of MDK, moving around the stage on the handcar is adorable and something you rarely get to see or interact with outside of like halflife 1 on a rail. there isn't quite enough to keep your interest for long but there is enough to demonstrate that if there was more of what is there, this would be pretty rad. as it stands you can just equip whatever you want and theres no progression with the gear and its quite limited 1 or two options per gear space all unlocked from the get. also the rogue stuff you farm the stage for in preparation for the final day seems like a bad fit and as if they just committed to the idea cause what else am I gonna do. the rogue choices are pretty boring and I wouldn't worry too much about them. the enemy ai behavior was enjoyable. the big bad in a stage will run around and cloak and remain difficult to kill while the fodder does their thing. its free and its just presenting a few ideas to you and I can appreciate it for that. I was ready to completely rake this thing over hot coals for 1. being azerty controls by default and 2. promptly flashing a popup tip about how by default the controls are actually wasd even though its just lying to you in that moment. you are free to enter the options and change the controls back to qwerty style. the game doesn't run too great outside of the hub but it uses a rational amount of vram and the scalability is there if you wanna ditch all the lighting. good effort. could be better for sure.
Sieht ja ganz gut aus aber zocken konnt ich kaum , die Steuerung funktioniert nicht ordentlich bei mir. Hoffe auf ein Update das die vorhandenen Fehler kor. Mein System AMD Ryzen 9 9950x3d 5090 Trio RTX 64GB DDR 5RAM Viper V4 pro Deathstalker V2 also an mir liegt sicher nicht :-)
Жанр роуглайк я всегда обходил стороной, из-за его схематичности и не серьёзности (поэтому и немного в нём понимаю), но эта игра меня привлекла. Во первых, тут какой никакой есть сюжетный фон, есть база, есть визуальные модификации ГГ, есть передвижение по карте на транспорте, и пейзажи... ничего более инопланетного я не видел. Выглядит круто! Есть несколько технических шероховатостей, но конкретно по оптимизации, на 1660Ti и на Эпик, норм. Жаль русского нет.