
Tachyonest is a space third-person shooter about going fast and developing your arsenal by stealing weapons from your dead enemies. Imagine if FTL: Faster Than Light was forcibly mashed with Quake, and that's Tachyonest.
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Tachyonest is a space third-person shooter about going fast and developing your arsenal by stealing weapons from your dead enemies. Imagine if FTL: Faster Than Light was forcibly mashed with Quake, and that's Tachyonest.
You are the SS. Total Unit, designed to be the rogue Hivemind's perfect soldier. Unfortunately, you have gone rogue against the rogue AI for unknown reason, and have been deactivated and contained in a small cell.
This could never be enough to contain you.
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Languages: English**languages with full audio support
Engagement
Reviews
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It's a janky little passion project made by someone with 300 hours in Ultrakill who wanted to make Descent for a first foray into Unity, and it shows in both good and bad. In short, If you like janky passion projects, there's no cost to picking it up and no bitcoin mining to speak of. Game has it's fun parts yet severely lacks in polish, and I hope for the best when it comes to this even while it's in a technically-unplayable state Pros: It's decently compact. the bit-crushed polygonal style fits the game pretty well. For once in a unityjank project, movement feels good and the highlight of my time was just drifting around in the endless arena while waiting for enemies to spawn. There's some variety in between a semi-auto laser pistol, a railgun, a slow-firing machine-gun, and a fast yet inaccurate bullet hose, along with grenades. OST's mainly high-bpm drum & bass, which may be a turn-off for some but I don't mind. Game prides itself on being a ♥♥♥♥♥♥♥♥ and there's little jokes scattered around, from how the campaign-starting boot sequence has a riff on youtube sponsors, to the hive politely asking you to not leave your cell via that misfitted wall, and how the one-sided phase door is just a loading trigger Cons: It doesn't save, tutorial's busted, only options are sensitivity, FOV, and resolution. The way enemies work is that they auto-aim and fire when you're in range and line of sight and then go in a straight line towards you if you aren't in range, which means that they're walking aimbots that don't follow what you have to deal with and chunk your healthbar in seconds, yet are incredibly dumb when it comes to pathing (although I have seen one enemy overshoot me, yet it's hard to tell if it's due to them also lacking friction or if it just couldn't find me for a brief second, or if it was just a derelict that kept some momentum post-mortem). Besides your scanner (located at the very tip-top of the screen always reserved for pointless compasses in triple-A games for some reason), it's hard to tell what's a pickup, what's a map object, what's an enemy, and what's a dead enemy. Hit reaction is a sudden flash of red and Version One Ultakeel stubbing his toe, yet the flash makes it a lot harder to actually find out where that enemy is; and if you're fighting more than one enemy, I hope you're already deaf, because you will be shortly. Endless mode takes a solid two minutes to spawn enemies. Guns have finite ammo yet are both incredibly inaccurate (except the railgun, which has an unlisted charge time, and a name that overlaps the ammo counter) and have no way to restore it, which combined with fuel means that it's more than effortless to softlock yourself on the first level of the game because the laser pistol can't hit the broad side of a barn and the endless mode is false advertising. And I still don't know how to use grenades, or if grenades can even be used at all Considering this is a passion project, I would like to make a few small suggestions, if you (the dev) can implement them safely into it: Lower the spread on the laser pistol to help with ammo conservation, add key rebinding if you can, let the player reverse, make the scanner closer to the player's health and ammo counter (and/or have the text color-coded so they can know what it is at a glance) and add some way to get more bullets For more design-focused stuff, maybe you could replace the red flash on hit for a flash on the player's health number so they can still concentrate on where shots are coming from, yet are still made aware that they're being shot at in case V1 torture isn't enough. On a similar note, you could add glowing bits and engine exhaust to enemies to make them stand out from the environment, and have those turn off once they die so the player doesn't mistake derelicts for living enemies in the event it doesn't gib. And besides that long checklist, some added stuff the AI has to factor in so they aren't just dumb sentry guns (like giving them a certain turn velocity or maybe a lock-on so they don't shoot the player as soon as they can see it, and if you want to discourage players from running away in a straight line), and not giving into the temptation to give up on saving and make it yet another indie roguelike, that should be it for that rant Overall, janky as hell, technically unplayable by metrics of game design, yet it's a charming little doodad on my hard drive and I wish for the best, guy with an animated Dead Cells PFP
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 32 reviews with recorded playtime.
I do not recommend
Че это за залупа? Заносит корабль с колоссальной скоростью, локации это пустые коробки. В чем смысл игры? Что вообще происходит?
首先,从游戏的画面和音效方面来说表现并不出色。画面质量较为粗糙,细节处理不够精细,使得游戏整体看起来显得廉价和不够专业。音效方面也同样如此,音效单调且缺乏层次感,无法为游戏增添足够的氛围和沉浸感。 其次,游戏的玩法设计也存在问题。虽然游戏试图通过独特的机制来吸引玩家,但实际上这些机制并未得到很好的实现。游戏过程中,玩家常常会因为操作不流畅或者机制设计不合理而感到困扰。这不仅影响了游戏的体验,也使得玩家难以沉浸在游戏的世界中。 游戏的BUG问题也相当严重。我在游戏过程中遇到了多次卡顿、闪退等问题,这些问题不仅影响了游戏的流畅度,也大大降低了游戏的体验质量。 综上所述游戏在多个方面都存在明显的不足,无法给玩家带来良好的游戏体验。虽然游戏试图通过免费游玩来吸引玩家,但实际效果并不理想。
I found this game from the creator on tiktok, i dont play this style of games but it was still fun and unique i like how you can consume weapons to heal, combine weapons to become stronger and there is a wide choice of weapons
Ганджубасссс, шишкииии
hi i made this game and i think i did good
Игра "Tachyonest: Rewrite" – это глоток свежего воздуха в жанре японских ролевых игр с щепоткой визуальной новеллы. Сюжет, закрученный вокруг путешествий во времени и сложных взаимоотношений между персонажами, захватывает с первых минут и держит в напряжении до самого финала. Особенно хочется отметить проработанных героев, у каждого из которых есть своя история, мотивация и характер, заставляющие сопереживать им на протяжении всего приключения. Визуальный стиль выполнен в приятной аниме-стилистике, а музыкальное сопровождение идеально дополняет атмосферу. Боевая система хоть и не революционна, но достаточно интересна и требует тактического подхода. Разнообразие умений и способностей позволяет экспериментировать с различными стратегиями и находить оптимальные решения для каждой битвы. Несмотря на некоторые упрощения в графике локаций, игра оставляет после себя очень приятное впечатление. Если вы ищете захватывающую историю с интересными персонажами и приятной игровой механикой, "Tachyonest: Rewrite" определенно заслуживает вашего внимания. Это отличный выбор для любителей жанра JRPG и просто хороших историй.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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