
A turn-based tactical RPG in which you will explore a harsh planet teeming with terrifying monsters. Experiment with talent builds for 23 heroes. Combine abilities with equipment and other characters. Assemble a squad and learn the secrets of the planet Tenebris!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Hungarian, German, Spanish - Spain, Simplified Chinese, Polish
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Nice little tactical with Starship Trooper vibes set in a Darkest Dungeon like setting. Three difficulty settings and a rewarding loop of levelling and getting the ressources to equip you growing squad makes this a nice loop centered around squad combat Darkest Dungeon style. Branching Classes and skills for each squad member make this rewarding as you grow your squad from level one to currently 20 (30 is the max with release it seems) Thumbs up for this litte gem and looking forward to the full release. Current state has already quite some variety of missions and boss fights. This will certainly be a good game on full release in my opinion.
Интересный концепт (хотя лора как-то маловато), неплохие для своего класса визуал и основной геймплей. Поначалу противники кажутся однообразными, но после устранения начального жучиного босса набор вражин довольно быстро расширяется. Один из главных минусов - рандомные доп. характеристики на снаряжении порой просто сводят с ума. Игра не слишком располагает к экспериментам с составом команды, ибо если попадается пара волн с противниками, вешающими массово сразу два накапливаемых негативных эффекта, ляжет любая пачка кроме уже сыгранной с определённым набором навыков. Менеджмент базы поначалу немного отталкивает и кажется перегруженным, но потом привыкаешь. Мне даже в какой-то момент стало не хватать какой-нибудь доп. активности на базе - небоевых мини-квестов, разговоров, чего-нибудь в этом роде. Или банального какого-нибудь помещения, где можно будет увидеть всех своих бойцов во всей красе разом.
Обещали релиз в апреле 2026. Сейчас конец мая, а воз и ныне там. Как я и говорил https://steamcommunity.com/app/2280060/eventcomments/4696783943311049959/?tscn=1729689784, разработчики мошенники. Сдвинули дату релиза до сентября. Естественно, это очередная ложь. Далее будут оправдание по классике: "Сдохла любимая собака, переезд, понос, золотуха, коровий вирус, депрессия, жена ушла, тому щё Путин напав, нефть подорожала, пожары в Калифорнии, блокировали очередной гoвнoграм, потерял полюс ОМС, эльфы подняли восстание, на рынке обокрали, потерял ключи шифрования, сидел 15 суток в минском СИЗО за лайк бчбшников, ездил на картошку, травил тараканов, отравился, строил баню, доллар подорожал, евро подешевел, водку не продали без паспорта, батарейка села в ашкудишке и т.д. до бесконечности." Не покупайте игру.
This is a great game. The best way to describe it is "Sci-fi Darkest Dungeon." Major inspirations seem to be Space Marines along with Starship Troopers and/or Aliens. Indie games like this can sometimes feel disjointed when it comes to the overall vibe and tone. Happy to say that that is not the case with Tenebris: everything from the artwork and sound design to the gameplay loop create a really unified feel that makes it satisfying. This is definitely a "one more run" game where the next thing you know it's 2am. I really love the artwork in Tenebris--specifically the character and enemy artwork. You can tell right away from the design of each bug what it's going to do. Huge pincers? It's gonna stab you with them. Big bloated sac on its abdomen? Yeah, that thing is spray acid goo at you. The bugs are terrifying in the best way--so you won't have a problem mowing down rows and rows of them (my personal favorite is cleansing them with fire). The five base classes are unique but also cover a bit of similar ground so its easy to make a party of four that covers all the bases. I especially like the advanced classes as they each feel distinct and also build on the qualities that made the base classes work. Visually they look great and the artwork again does a good job of telling you what each character does. The level design really worked for me. While its a simple 2-D scroll like in Darkest Dungeon, you have to keep an eye out for collectibles, chest etc. The devs did a great job making the most of the environment despite how limited it might seem. From eerie mountains in the background, to weird alien particles floating through the air, to foreground stalagmites in the claustrophobic cave levels, every part of the level design comes together to make memorable locales. I have a few gripes with the gameplay. The base upgrades feel very hit or miss--some are must pick ASAP and others seem like a big investment for minimal gain. I encourage the devs to think about ways to make each upgrade feel impactful, rather than a bunch of +10% benefits here and there. Two other small issues are not enough space on the hotbar for abilities and way too many equipment drops that don't do anything. I am happy to see that these are both being addressed in the 1.0 release, so these are only temporary gripes. The early access feels like a mostly complete game, and I would recommend it in its current state any day of the week. The fact that there will be a full release with more advanced classes, biomes etc, down the road is a huge bonus.
So if you stick with one squad on higher difficulties the game is fine. The problem is that, ostensibly, you will need more than one squad at some point as there is a fatigue rating which means that you will have to take them out of rotation whilst they recuperate. The fact we have more than a minimum squad also suggests they are expendable. I like impactful failures resulting in catastrophic conditions like death but only providing they are earned due my own lack of forethought, attention to detail, mistakes, or ignorance and not a result of RNG, scripted narrative, or conditions beyond my control. It is also nice when there is the ability to recover, regardless of difficulty, from such outcomes. XCOM, as an example, was excellent in this regard even if it was prone to, shall we say, some intermittent and unlikely occurrences. If, however, you try to prepare for the anticipated need for future personnel by using your higher level squad for away missions while using the new recruits for the training missions you will either lose some in the process or you will have to save scum the levels to get them through it. Maintaining parity of your units isn't merely difficult, it seems to be discouragingly prohibitive. The instructor isn't a tank and has no way to control aggro, meaning your entire squad is vulnerable all the time. Not that it matters since he spends an inordinate amount of combat being stunned because he seems to have absolutely no resistance beyond dodge to being staggered. The enemies prioritize weak armor and low hit points, which is the very definition of low level recruits. Additionally, and I am not exaggerating, more than half of the encounters are ambushes as a result of using new recruits with low initiative. Enemies invariably stun the high level mentor unit depriving him of his first turn (and more depending upon what random recruits you get, what gear you have for them, and how long combat lasts) then proceed to concentrate on one recruit at a time and kill them. On two fights, out of maybe ten, I lost one recruit each before they got a turn. By lost I mean he was downed for the encounter, but you can only being a unit back from being downed once per mission on which there seems be a half dozen to somewhere south of ten encounters in all. So it looks like these missions were balanced with the assumption players would bring their best and most experienced units. I would happily do so, except away missions seem to give no discernable experience whatsoever. On my first run I tasked my level one units on three missions and they were still level one at the end of them, while my advanced units were graining a minimum of a level and sometimes more than two on active missions. I had five units at level five and three at level one. That is a huge gap. Hence why I began again with the idea of fielding my low level units only to find out that while you can eke through the first training mission you get absolutely wrecked right out of the gate on the second one. By wrecked, I mean all three (level 2) recruits were downed in the very first fight while the mentor's armor hadn't even been broken yet because he was ignored except for stun attacks. I didn't bother to finish the missions since I felt confident the moment any of the recruits died I would simply be entering a death spiral which would eventually see the whole team wiped. It was obvious enough at that point I didn't really need to see it play out. I want a challenge, but units dying before they get turns, or only after a single turn, is mostly just disappointing since no combat on higher difficulties is determined in a single round with fresh recruits although if you know you are doing and with a little luck you can end most of them in two. Maybe I am being impatient. Maybe after the training missions there are multiple options to choose from which allow for grinding assets/experience/whatever at a comfortable pace. Maybe thinking ahead and trying to approach things strategically is actually working against me. Don't know, but since there are no hard saves, I am not able to experiment and discover these things for myself without starting everything all over again on a fresh run. . .And you know what, at this point I have put in too much time to want to start over, but not nearly enough to fall in love with this title. Especially since, at this point, I haven't even come within line of sight of a plot to all this yet. Shelving it for now, will return to it in a year or so. These are good devs, I am sure they will sort it out, but for now it is just not for me.
Good game, like darkest dungeon in space but easier, or at least less tilting. ♥♥♥♥ the warrens, anyways. The macro is shallow but it may deepen with development. Gene therapy is overtuned though. If this is supposed to be a strategic game, nerf some of the fatigue and status management techs.
The game has a lot of potential with a few major issues. One of them is tedium. Lots of side missions that reward too little for literally 20-30 minutes of your real-life time. A few hours into the game, and my inventory is flooded with the same tier of boring starter weapons/armor. Another issue is the lack of system descriptions. For instance, a gene stimulator buff you can unluck to give your soldiers 25% more XP; however, it only lasts a single mission while taking about 1/3 of your total resources to activate, per soldier. Nowhere does it list a duration. This applies to many things in the game, including typos in descriptions. If the devs clean up the descriptions and make quests a bit more rewarding, the game has a ton of potential and I'd recommend it.
Красиво говорить я не умею, но я могу сказать что человек я привередливый и игра мне понравилась. Закрыл на 100%. Жду полноценного релиза и того как можно будет развить медика в нагибатора всего живого.
十分有趣,科幻風的暗黑地牢 技能機制十分有趣,可以玩出許多不同的玩法
This seems very simple and fatigue mechanic is very annoying - imagine going your squad with 50|% hp into the battle in hardcore game. If you wanna 100% you have to replay battles MULTIPLE just to wait for your team to heal. 8 hours into the game only 5 types of enemies or so. Skill tree just few lvl deep. Is seems to be minimal viable product game. Not sure where all the positive reviews come from, maybe theres somwthing later in the game but boy with this fatigue system I dont even wanna get there.
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