
Styx returns in a new stealth adventure! Explore and master huge open environments, sneak past or assassinate new enemies and bosses, and experiment with the new array of lethal abilities and weapons in our goblin assassin's arsenal.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Тоже отличная часть. Люблю гоблинов. Тени, ловкость и обман. https://steamcommunity.com/sharedfiles/filedetails/?id=2814772972
Прошел на 100% решил проверить свои навыки стелса в реальной жизни получил 15 суток
Has more bugs than my backyard, but it's a fun co-op game nonetheless.
Very similar to the original in a lot of aspects. Very comparable games
Fun co op game but too many bugs/glitches. Constantly getting sent back to the start of the game for some reason, having to figure out how to fix it etc. Frustrating.
[h1]A lazy copy/paste of the first game with none of the needed fixes in place.[/h1] Styx: Shards of Darkness is the second entry in the Styx series and much like its predecessor it's badly let down by the same problems that compounded the first, and getting through Master of Shadows was bad to begin with. That game only just about got given my recommendation because being able to quick-save remedied the more frustrating elements. Here however, none of that has been fixed and my patience for it ran out very quickly. Once again the platforming and controls are clunky and poor. Styx still handles like a sack of potatoes being thrown around and can't be trusted to make reliable jumps where he finds a ledge or controls smoothly mid-jump. Cyanide then for some reason thought it clever to add in some awful feeling rope swinging sections where making it across is yet another dice-roll as to whether you make it or hit F9 to quick-load. It only gets slightly more bearable as you become used to his limitations. The only quality of life change is that you can now hold a button as you walk off an edge to grab the ledge which mercifully works and was badly needed. One thing however that doesn't and is the games worst feature by far is just how horrible the AI is...again. In the previous game enemies had no peripheral vision but would easily spot you in broad daylight, and this has now been seemingly flipped on its head. I've been no more than 4 metres away from an enemy in front of a firelight looking straight at me and not even their detection meter is being filled. Contrast that with other scenarios where I've been behind a corner in full darkness waiting for them to walk past at their classic weak point of 90 degrees, and they notice me out of nowhere despite being tucked away out of vision making no noise whatsoever. It's once again wildly inconsistent and you can never trust any given scenario working the same way more than once. Soldiers also frequently get stuck on terrain which borks their patrol paths, crash into each other or just freeze in place for no discernable reason. To further compound this problem, the noise detection radii has been given a ridiculous buff. Things such as extinguishing torches which was crucial in keeping hidden is pointless because the sound it makes sets everybody off and they'll likely go investigate and fix it anyway. It's a redundant mechanic now since everyone forgot their glasses and won't react to you a stone's throw away regardless of the lighting conditions. Non-silenced kills will also alarm enemies floors away and from absurd distances. I can understand quiet being the name of the game but why half the map needs to be on high alert from someone being killed one and a half floors away defies how sound travels surely? This is all all easily fixable by just crouch-walking everywhere but it also means you end up taking the exact same approach in every level and it gets tedious incredibly quickly. Coupled with every map's overuse of verticality means you can relatively easily avoid confrontation but become railroaded into the same A to B handling each level. If you are spotted once again there's no penalty for having done so and heading upwards will usually get you out of harms way quickly enough. However much like Master of Shadows this means you can just brute force your way in with no incentive on being subtle and what should be an interesting gameplay loop is very quickly destroyed. It doesn't help that Styx's abilities are just as stifled and uninspired as before. He has a deployable clone again, which I found absolutely no use outside of enemies such as ogres where it's more or less mandatory since crouch-walking past everything else works. Other buffs are to his Amber Vision have no real use unless you want to pick up every craftable item, and the rest is around killing which also isn't needed because either silenced takedowns or running around with an acid dagger does all the heavy lifting for you. Anything else are enemies that can't be killed so are snuck past anyway making that ability tree become and the upgrades a complete waste. There's a whole new crafting section with new items such as shootable bolts (niche, but useful on occasion), traps which I didn't bother looking at since nothing poses any real threat, and consumables such as HP and Amber vials which is helpful, if weirdly gatekept behind this function. It feels pointlessly thrown on top to try and make the game have more depth but just boils down to you wasting time getting consumables for items with strangely high requirements to even to be able to make one of them at a time. As for the story and Styx himself it's painfully obvious this was 2017 because he's all of a sudden gone from an intriguing idea of revenge seeking protagonist coupled with identity crises, to one that's fueled by a drug addiction and an incessant need to cuss, break the fourth wall, or come out with some painfully edgy garbage every other sentence. Even dying rewards you with some cringe-worthy monologuing about "omg I'm dead now but you're gonna go out and get laid without me, thanks a bunch!" Thank Christ it's a feature you can turn off. Other NPCs and their voice acting are just as bad as last time - everyone sounds like they're simply reciting their words from the cue sheet with no context as to what's going on in their scene or with any sense of character or depth. Styx himself is passable at least, were it not for the absolute nonsense he spouts. The story is also as equally uninteresting which seems top be another common complaint and ends on a nonsensical cliffhanger to leave you blue-balled anyway. I got to just under the halfway point, enduring the games first "boss fight", a term I'm using very loosely because the whole section devolves into a rather mundane task of platforming to hit some switches, in a game where the platforming already feels horrible. To make matters worse, even when the boss is dead the developers decided to have the prize littered with exploding bug pods that can't be moved around and will rip apart your health should you be caught by the goobers inside. Better still, you can't even save after the boss has been defeated so if you make the mistake of getting clipped by one you very easily die and get punted all the way back to having to do the boss again because fk you I guess :) It's one very big example in a sea of stupid design decisions. Reading reviews from others who could stomach a full playthrough, apparently the same backtracking in the same maps happens again which is yet another lazy way to pad playing time and it's obvious the developers didn't learn from this problem on top of everything else I've mentioned already. If you enjoyed the first game beyond "it was just ok" then you might find some satisfaction here, but if you aren't in that crowd I wouldn't waste your time nor money on this one. It's boring and unrewarding and does nothing to improve on the foundations of Master of Shadows. Play an actual good stealth game like Metal Gear Solid or Splinter Cell.
no goblin nuts
Excellent jeu d'infiltration, les possibilités qu'offre le level design sont assez nombreuses pour réussir un niveau de plein de manières différentes, ce qui est vraiment kiffant et offre une excellente rejouabilité. En plus de ça, la possibilité d'y jouer en coop est un régal. Le jeu est visuellement vraiment correct, et l'univers me donne vraiment envie d'en découvrir davantage. Malheureusement je ne crois pas qu'il y ait beaucoup de médias qui développent cet univers. Et puis cocorico c'est un studio français donc ça donne envie de soutenir (je cherche un taff d'artiste 3D si jamais Cyanide) Et les interventions de Styx qui brise le quatrième mur quand on meurt sont vraiment cool.
калл
Buen juego para tomarte tu tiempo y realizar los objetivos, en lo personal me relaja
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Korean, Japanese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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