
A fun, fast, light-hearted, turn-based RPG, where the tradition of old school dungeon-diving games meets the sci-fi Sword of the Stars universe!
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有卡 有187个成就 没中文 特别好评1125 星际之剑:深渊(Sword of the Stars: The Pit) 致命瘟疫席卷你的世界,最后的希望寄托于一处深埋在长石山脉中的传奇外星设施 —— 由古老苏尔卡族(Suul'ka)建造的巨型 “深渊”。 若 “深渊” 真的存在,或许还残留着某种东西 —— 能让医生们有机会研制出解药的关键之物。 你唯一确定的是,所有进入那片山脉的探险队,从未有一人归来…… 而苏尔卡族,是死亡最冷酷的播种者。 你能存活多久?(Quamdiu Poteris Superesse?) 《星际之剑:深渊》是一款趣味十足、节奏明快、风格轻松的回合制角色扮演游戏。它将《 rogue》等经典地牢探索游戏的传统玩法,与《星际之剑》的科幻宇宙相结合。在这里,人们不会问 “你是否走到了最后?”,而是会问 “在被怪物吞噬前,你深入深渊多少层?” 鼓起勇气,为了你的星球奋勇前行;当一切都无法挽回时,就让自己在荣耀的光芒中落幕! 核心特色 3 种初始角色可选 —— 陆战队员、飞行员与工程师! 原《思维游戏》(MindGames)资料片中的 5 名额外角色,现纳入基础游戏 一名隐藏秘密角色!去谷歌搜索吧! 30 层充满古老邪恶科技的关卡,横亘在你与解药之间! 在深渊底部挣扎求生的过程中,提升角色等级与技能 数十种源自《星际之剑》宇宙的敌人类型! 50 余种武器与护甲,附带多样特殊效果 —— 包括火焰喷射器、火箭发射器、等离子炮与动力格斗护甲! 随机强化效果(适用于装备…… 也适用于你自身!),让每一局游戏都独一无二 锻造系统:利用敌人掉落的碎片制作特殊物品 100 余种可收集物品,从常见装备到古老的异域科技应有尽有 数十种房间类型,内含各类异域装置 —— 或助你前行,或阻碍你的脚步 发现并破译隐藏信息、锻造配方与《星际之剑》的背景设定片段! 无数种惨死方式:中毒、染病、陷阱、辐射、饥饿,当然还有…… 怪物猎杀!
Very solid Traditional Rougelike with interestingly pretty good aesthetic presentation as far as this genre goes (Meaning, not going to blow you away but compared to other Traditional Rougelikes its practically the Mona Lisa) This game leans extremely hard to attrition and strategy as the core gameplay, you don't die from one unlucky event in this game you die because of hundreds of tiny poor and lazy decisions you made over the last 6 hours of gameplay that lead to you ending up in an unwinnable situation, a full game from start to finish assuming you win the run takes about 15-30 hours depending on how slow you play. The character roster gives a reasonably high amount of replayability due to the vastly different starting kits, although it can take a lot of experience with the game to really understand what differentiates many of them, some of them are very clearly just worse than others but in a way winning with the bad characters is its own challenge and there is usually a "good" variant for every bad character (E.G. The Hiver is just better than the Marine at being the Unga Bunga guy). As for how RNG this game is... on Easy/Normal if you die with 70% of the character cast it is 100% is just a skill issue, 50% of the cast on Hard, but with the bad characters or on Insane/Seriously difficulty you do kinda just have to get lucky though and also play really well. If you want a fast-paced game where every individual decision has huge stakes I wouldn't reccomend it, I blame the store description for misleading people on this since it claims to be a fast-paced game when you look at the store description (It isn't, this is a total lie and anyone who has a lot of experience with it will tell you the same.) you will find the game dull and boring if this is what you are looking for. For what it tries to do in being a very slow paced death by a thousand cuts game where you make lots of tiny nuanced decisions in a race to the bottom against attrition... its a pretty solid game despite the flaws it has and is deep enough mechanically that many of the mechanics are still not documented online despite its age. Also download the QoL mod if you give this one a try.
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Languages: English**languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
why don't I have this game and why can't i play it even though it is and is not in my steam library simulatniously and i bought it?
I'm torn between wanting to recommend this game and not, but I've played it a lot over the last two weeks. Since I couldn't put it down, it must mean I had fun. As with any roguelike, if you die, your game is over. Good: You never know what you will encounter behind the next door or around the corner or from the next loot box. Around the corner could be an easy enemy that you kill quickly, and then you find a trap that you disarm and collect to make a grenade later. That next loot box could drop a better weapon than your current one. That next room could be a hospital room or mess hall, letting you heal up and get some food. Bad: You never know what you will encounter behind the next door or around the corner or from the next loot box. Around the corner could be a tough enemy that damages your health and armor a lot and causes you to have to think carefully until you can heal up and repair. That next loot box, you could completely fail the skill check to open it and possibly set off an alarm that brings enemies to the room. That next room could have a door that is too hard to open, so you set off an alarm trying to pick the lock, only to find that its occupants are a bunch of heavily armed combat robots all too eager to open the door and immediately murder you, thus ending your game. Even worse: The game randomly just crashes. There is no automatic saving. I can go for 11-15 floors, and then the game will crash, causing me to have to revert back to my save.
Sword of the Stars: The Pit, developed and published by Kerberos Productions, is a challenging and deeply strategic sci-fi roguelike that expands upon the lore of the Sword of the Stars universe while carving out an identity all its own. It trades the grand spacefaring strategy of the main series for a tight, claustrophobic descent into a deadly alien facility—a test of endurance, planning, and resource management. At its core, the game is about survival, and it uses that principle to create an experience that is both punishing and rewarding. Every move, every choice, and every mistake carries weight as you navigate the labyrinthine depths of “The Pit,” a facility rumored to hold the key to curing a galactic plague. What unfolds is a relentless descent filled with danger, mystery, and the satisfaction that comes only from mastering systems designed to break you down. The game begins simply enough: you select one of several classes, each with unique strengths and weaknesses. The Marine favors direct combat, the Engineer excels at repairing and crafting, and the Scout thrives on stealth and scavenging. Additional classes introduced through expansions, such as the Psion or the Medic, further diversify playstyles, allowing for experimentation and replayability. Once your character is chosen, you are dropped into the top level of the Pit with minimal resources, a few rations, and a pistol or knife, depending on your class. From there, you must descend floor by floor, battling increasingly vicious alien lifeforms, malfunctioning robots, and traps, while also managing hunger, health, ammo, and equipment durability. The turn-based system forces deliberate decision-making: every step, attack, and action counts as a turn, and wasting time can mean starvation or ambush. Unlike modern roguelikes that lean toward fast-paced action, The Pit is meticulous and unhurried, emphasizing foresight over reflexes. The procedural generation that defines each floor ensures that no two runs are ever identical, but it also contributes to the game’s unpredictability and high difficulty. Some runs will bless you with abundant loot and food; others will punish you with broken weapons, empty rooms, and starvation before you even reach the tenth floor. This randomness forms the backbone of The Pit’s tension—every descent feels like a roll of the dice where planning can only take you so far. Yet, what makes the game compelling is how it rewards adaptation. You learn to improvise with the scraps you find, to make hard calls about whether to use precious ammunition or rely on melee combat, and to judge when to take risks exploring a side room that could contain either salvation or death. Each encounter becomes a test of resourcefulness rather than brute strength. The Pit is not merely about fighting enemies; it is about managing entropy itself. One of the game’s most distinctive features is its crafting system, which can be both fascinating and frustrating. Throughout your journey, you collect a variety of raw materials and blueprints that allow you to craft items—food, weapons, medical kits, or armor upgrades. In theory, this system rewards experimentation and exploration; in practice, it demands patience and memorization. The recipes are often complex, and success depends heavily on your character’s skill levels in fields like engineering or biology. Failure can result in wasted materials or even damaged equipment. The crafting interface is intentionally opaque, encouraging trial and error rather than handholding, which can be satisfying for players who enjoy discovery but maddening for those who prefer efficiency. Nevertheless, when you finally craft a working weapon or food source in a moment of desperation, the sense of triumph is immense. The system reflects the game’s broader philosophy: survival through knowledge and persistence rather than luck alone. The Pit’s atmosphere is one of constant tension and creeping dread. Despite its simple top-down visuals, it effectively conveys the sense of being isolated deep underground in a hostile, alien environment. Each floor grows darker and stranger as you descend, with new enemy types appearing to test your adaptability. The pixel art style may not be technically impressive, but it’s functional and distinct, combining retro charm with an eerie, mechanical sterility. The environments transition gradually from derelict labs to bio-organic alien corridors, creating a visual rhythm that mirrors your descent into madness and danger. The audio design complements this mood beautifully: subtle ambient hums, mechanical noises, and sudden bursts of combat sound keep you on edge. The soundtrack alternates between atmospheric silence and understated electronic tension, heightening the feeling that you are venturing into something that should never have been uncovered. Difficulty defines every aspect of Sword of the Stars: The Pit. The learning curve is steep, and the game does little to ease players into its systems. Hunger drains quickly, weapons break down, and medical supplies are scarce. Even minor mistakes can cascade into failure, forcing you to start over from scratch. Yet this harshness is what gives the game its addictive quality. Each death teaches a lesson—about enemy behavior, crafting priorities, or the value of conserving resources. Progress is measured not just by how far you descend but by how much you’ve learned. Few games capture the feeling of incremental mastery as effectively as The Pit; returning to the first few levels after multiple failed runs, you begin to see patterns and possibilities that were invisible before. For players drawn to roguelikes that value precision and perseverance, this depth of design is immensely satisfying. As extensive as the base game is, its expansions elevate it even further. The “Mind Games” and “Gold Edition” DLCs introduce psionic abilities, new species, and advanced mechanics that enrich combat and exploration. Psionics, for example, add an entirely new layer of strategy, allowing you to manipulate enemies or enhance your survival through mental power at the cost of your own stability. These expansions also extend the number of floors, add new loot and crafting recipes, and expand the roster of enemies. The result is an experience that can easily consume dozens of hours. However, these additions also magnify the complexity, making The Pit even less accessible to casual players. It’s a game that rewards commitment; those who invest time into understanding its systems will find an intricate web of interlocking mechanics and emergent strategies, while those seeking quick gratification may find only frustration. Ultimately, Sword of the Stars: The Pit is not for everyone, but for those who appreciate deliberate, high-stakes survival gameplay, it’s a gem that has aged remarkably well. Its slow pace, brutal difficulty, and reliance on player skill over luck make it a true successor to the old-school roguelike tradition, infused with a fresh sci-fi twist. Beneath its pixelated surface lies a rich, demanding experience that rewards intellect and endurance in equal measure. For the patient and the curious, The Pit remains one of the most punishingly immersive dungeon crawlers of its kind—a descent into both darkness and discovery where survival feels genuinely earned. Rating: 8/10
if i wanted a crash course on how NOT to make a actually playable rougelike game i will call the devs
way too hard, tried at least 100 times on Marine normal, abusing blue room mechanics, my best shot only get to floor 40 once which i am lucky to have enough ammo and encounter multiple wormhole on that run, still cannot beat the boss (if you do not know the boss property in advance) ps i have played darkest dungeon 1&2, slay the spire, into the breach, the difficulty in this game is "next level"
no
Great game...so much variety, many weapons and skills and ways to handle threats. Really a well thought through, complex old school rpg roguelike. Highly recommended
👍
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