
The Last Cargo is a dark survival horror - where your road to independence leads through the hell of imprisonment.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Polish
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An experience that feels very much like a budget minigame which could be found and played as a novelty inside a much larger game. Although clear efforts were made to give the game some degree of substance it's simply just not engaging. The main gameplay formula involves players navigating through a somewhat bare randomly generated environment performing rudimentary fetch quests, while also occasionally interacting with objects to scavenge for crafting resources. Players search around the environment for a computer terminal which then gives them an MMO-esque fetch quest such as find X amount of thing, find X thing and take it to X place; then afterwards players must go back to the terminal before returning to the elevator of said floor. There is little depth to the gameplay beyond that, and what additional mechanics exist in the game are superficial. There are basic enemies wandering around the floor but all they do is gravitate towards the player, then explode; which is mostly just a nuisance easily countered by baiting out the explosion. There is also a special, unstoppable enemy following the player around; which is also mostly just a nuisance as they are avoided simply by... moving away from them. Players have a stun ability which does help to add a bit of interactivity to the experience, but the player's gun is seldom needed and often better used for safely breaking glass walls. There is also a stealth element where players can move slower to become quieter, but it's unclear why this would ever be needed as I encountered no threats that merited stealth. Players can acquire items that provide light, yet the environments are often decently lit enough so that extra light isn't really needed. Players can also acquire ammunition for their weapon which mostly amounts to shooting walls to open them up. There are resources associated with healing and stamina but really all these resources and items do little to diversify the actual gameplay; which is navigating around a basic interior doing fetch quests while occasionally avoiding a big stalker enemy and smaller exploding enemies. It's just not engaging to play. There's not really any combat, as enemies are almost exclusively defeated by simply avoiding them. There's not really any stealth, as there's just no point when enemies are so easily avoided. The objectives are basic, repetitive fetch quests. There's a resource management system, but it's not impactful enough to make up for all the aforementioned lackluster elements. Every level generally looks the same and has little in the environment besides resource nodes, there's only two kinds of regularly encountered enemies, the game does introduce level modifiers but they're also fairly simple. The game looks nice, sounds fine, it has an interesting although very awkwardly translated story; but it's just not engaging. Running around a mostly empty environment doing fetch quests while easily avoiding two types of very basic threats then sometimes having to stop for resource management is the experience. The core gameplay loop is simply boring and underdeveloped. If you're interested in finding some games that I do positively recommend they can be found on my curator page [url=https://store.steampowered.com/curator/38950844-Anoemalous/] here [/url]. [i]This is a revised version of my previous review, having revisited the game on the developer's request after the game received a new update. However aside from the movement controls being improved it seems that many of my original criticisms are still applicable. Yet in direct conversation the developers attempted to dismiss all of my criticism as the result of me having the wrong "expectations" for the game. Thus I do not recommend this game as I find it neither engaging nor enjoyable. And I especially do not recommend it now after the developers, who explicitly asked me to revisit the game, brazenly dismissed all of my criticism under the false and baseless accusation that I only dislike this game because I have the wrong "expectations" of it. Yes, to an extent, that is true; I dislike this game because I expected it to actually be engaging and enjoyable. Which apparently by their own admission is not the developer's target demographic. It seems the developer is attempting to misrepresent our conversation in their response below, so now I'm editing this again. Basically what happened was they asked me to play the game again, I played the game again and gave them feedback afterwards; then their immediate response was to imply that I dislike this game because I have the wrong expectations. Now they're lying about it and trying to claim that actually they never dismissed my criticism and were simply disagreeing with me; even though their literal only response to my criticism was just them suggesting that my judgement is unsound because of my expectations. Which is them dismissing my criticism, with the notion that I'm too stupid to rate a video game constructively. They did not even provide an argument to support their accusation of expectations either, it was purely an ad hominem. They're also claiming that most of the basic changes I recommended such as adding more enemies, biomes or making the game less repetitive have no place in their game and would disrupt the "message". Well if the message of their game is boredom then I must agree, adding more variety and engagement would certainly disrupt that. So again they're technically correct, if they literally want this game to be repetitive and boring then I did indeed have the wrong expectations of it when I submitted that feedback. As a developer myself the argument that basic game elements like enemy variety are a "vague idea" that would "disrupt" some "message" in the game is beyond nonsensical; and a ridiculous way to disregard simple feedback.[/i]
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Hours played at review time, across 32 reviews with recorded playtime.
Есть такой тип игр которые сложно назвать играми. Они либо слишком атмосферны, слишком "артхаусны", специфичны и порой не воспринимаются широкой публикой которая поглощает "графониум" и "геймплемиум". Таких странных игр (в хорошем смысле странных) достаточно и The Last Cargo - одна из них. Долгострой которому пророчили кому и смерть. Внебрачное дитя невышедшей Enamel от маленькой инди-студии подкупает своей странностью. Лично я следил за игрой с момента анонса. В ней менялся несколько раз сюжет, концепция и всё такое и в итоге мы имеем странную игру которая манит и затягивает. Нет не всех, но тем кому нравится копатся во всяких смыслах она несомненно придётся по душе. И дело странности тут не в геймплее а в самой атмосфере. Итак плюсы -Несомненно сюжет. -Атмосфера. -Хоррорность (поверьте мне когда за вами гонится хреновина с пилой это страшно) Минусы или скорее элементы двойственные (я не могу назвать их прям минусами но и плюсами никак не назовёшь) -Крафт система - она сильно простая , и основная сложность с которой столкнутся игроки это нехватка ресурсов а не "недостаточность рецептов". -Система выживания - с одной стороны голод, жажда, болезнь и травмы, а с другой - подано это довольно примитивненько и условно -Управление - местами создается впечатление что управляешь не человеком на инвалидном кресле а минитанком с экипажем на трёх человек но управлять нужно одному. Не скажу что это прям страшный минус но в определенные моменты заставляет попотеть. Итог Если вы любите странные артхаусные игры где вопрос "что тут за ♥♥♥♥♥ у вас творится?" задается самому себе и разрабам чаще чем каждые 10 минут то покупайте.
This game is just tedious. The only feeling of horror comes from the fact that your wheelchair is pretty unmaneuverable and it gets stuck on the environment all the time, which is annoying when you're being followed by an invincible enemy that one-hit-kills you. The exploration is boring as it's more of a random aimless walk than a clue-following scavenger hunt.
Very unique gameplay and cryptic story. It uses some of the core elements of roguelikes (randomly generated floors, scarce resources and death for the overeager) to great effect in delivering a primarily story-driven experience. I'd struggle to draw many solid comparisons, but this style of game reminds me a lot of my favourite story-based videogame Pathologic. Neither are a barrel of laughs, but they aren't meant to be. I have only finished one playthrough for the 6 possible endings, but I'm going back to figure this story! I received a free copy from the developers for pledging to their Indiegogo campaign which didn't end up succeeding, but now that I've played it I'm buying a copy of this for a friend or two. It warms my heart to see the developers release it in such great quality (and at all!) despite their setbacks. This is the kind of game people are excited for but never see. It's purely unique.
So obsessed with being "cryptic" and "difficult" that it doesn't explain anything to you but basic controls. Your character ends up getting stuck on the enviroment, and not in a gameplay "i'm in a wheelchair its hard to maneuver" way. You can end up jammed through a corpse loot box and having to restart. You start in a random floor each time and your first objective is to find some console with a objective on it while avoiding boombots. You activate the console and it gives you a paragraph to find something or spread or a virus/etc. My first floor had me finding a "sacrifice". Nothing hinting me to where it might be, what it might be, just a new objective. After 30 minutes of wandering around aimlessley, I hear "intense" music, and figure out that activating the console spawns a enemy that can insta kill you, making the entire health system useless, and is (as far as I know) unkillable, after pulsing him and shooting him two times with missles before being killed. Overall, completley boring, and nothing like Darkwood, very dissapointing.
Always wanted to play Darkwood as a cripple, now i can. And it's glorious. I don't see tank controls as a con, it's more of a feature. Horror games in the nineties always used enforcement of bad controls to convey dread, but here there is a good reason for it and i think it's a really clever design choice. Besides tank controls you also have inventory management system comparable to checking different pockets each time you need to pull something out, they are pretty neatly sorted so it's not a problem. While i clearly see some people won't like micromanaging a lot of things as they're using tank controls to escape from a one-shotting enemy, having played games that are mostly about that i'd say this one is the least hardest and more enjoyable for me. Not saying this game isn't hard since there are a lot of factors that can screw you up as your game gradually grows in difficulty, by the time you'll get to the third floor you better be stocked on some light sources unless you want to wander around in the dark while bumping into hordes of enemies, but it never feels unfair in whatever it's trying to pull off, it can only be frustrating but never unfair. It provides just enough tools to navigate yourself in the dark and even a constantly regenerating pulse-blast that will stop enemies in their tracks. The only element of gameplay that felt closest to being BS is the flying sphere that drains your energy and health if you're not careful enough, since it's very hard to see it in the dark as its patroling some undetermined route and it might just corner you long enough for other enemies to finish you off, not to mention removing your already snail paced mobility. But i'd lie if i told you that this enemy didn't create some high-tension situations for me to exactly feel fear while playing, if i were asked for suggestions on improving this mob, i'd say making it more visible in the dark and offscreen, because sometimes it somehow comes out completely unexpected. Exploration in this game can be a bit tedious, considering it's a mix of random objectives, random generation, horror and slow tank controls combined with a bit of micromanagement. It's a game that you either love or hate because of how many things it's trying to pull off at once and i've got to say that it gives just enough effort to respect it for that. Not to mention that it's a game that also respects your own efforts and gives you permanent rewards for each run you attempt, so you will eventually complete it. Some might argue that it sucks the horror out of it, but i'd argue if you're replaying only the first couple of levels while constantly dying will suck horror out of anything. The game is doing a fine job at spicing things up as they progress, while adding certain slight changes to the levels like removing radar, turning lights off on the floor and other hazards that will blend into a high tension experience. The only real complaint i have is that some of the objectives that are required to complete the level are truly bizarre and one of them (spreading disease) gives you no sound clues whatsoever. A simple game in its core, but it gets better as you yourself become better. So if you think you'll like it based on how you treat oldschool horror, i'd say it's worthy of your time if not for the gameplay, then to see how unique and genuine the whole concept truly is. edit: just made a guide to help the newcomers [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1571486487]here[/url]
ДАТА ВЫХОДА: 13 мар. 2017 РАЗРАБОТЧИК: Ehnenu ИЗДАТЕЛЬ: Ehnenu The Last Cargo - это мрачный хоррор на выживание, где ваш путь к независимости ведет через ад тюремного заключения. Атмосферный хоррор на выживание с видом сверху, который вызывает необходимость более глубокого осмысления. Действие происходит в таинственном здании со специфическими особенностями, где многие объекты вашего окружения рандомизируются во время каждой игры. Ситуация нашего персонажа уникальна. Его убеждения, навязанные ему, ограничили его передвижение в виде инвалидного кресла. Чтобы выжить, вы должны исследовать этаж за этажом в поисках еды, боеприпасов и многих других полезных предметов. Главная тема The Last Cargo - индоктринация (процесс внушения), цель которой - контролировать то, как индивид воспринимает и оценивает реальность. Ваша цель - восстановить автономию и субъективность для одноименного груза. Каждая игра отличается благодаря уникальной системе рандомизации Последствия и переменные механики, влияющие на множество дополнительных факторов в игре 18 привилегий (адаптаций), каждая из которых имеет 3 стадии развития 6 различных концовок, зависящих от выбора игрока 3 уровня сложности и дополнительный режим перманентной смерти Это непростая игра (делайте выводы и учитесь на ошибках)
Grę kupiłem, ponieważ od momentu jej zapowiedzi - czyli od ponad 3 lat - czekałem na efekt pracy moich rodaków. I, łagodnie rzecz ujmując, trafia mnie, że rodzime media NIC NA JEJ TEMAT nie publikują. The Last Cargo natomiast jest jedną z tych produkcji, które wymagają od gracza zaangażowania oraz poświęcenia jej czasu - identycznie jak dowolnej pasji, kobiecie czy dziecku. Produkcję definiuje ponury i mocno enigmatyczny klimat, brak jakichkolwiek podpowiedzi - nie licząc opisu funkcjonalności GUI oraz znalezionych przedmiotów - oraz eksploracja i zrozumienie celu każdej kolejnej sesji! Nie o to właśnie chodzi, aby dociekać samemu, szukać, kombinować, itd.? Jak dla mnie, gra jest BARDZO intrygująca - głównie przez szczątkowe informacje fabularne, które trzeba samemu szukać i wyłuskiwać z detali (w przeciwieństwie do dzisiejszych gier AAA dla debili, które same się przechodzą i w których wszystko jest podane na tacy). Ponadto, stanowi wyzwanie, które tak ciężko znaleźć w większości dzisiejszych gier. The Last Cargo to nisza - zgadza się. Ale co z tego? Moim zdaniem gra zasługuje na to, czego jej brakuje - NA WSPARCIE! I żeby nie było, nie jestem ani znajomym tych dwóch chłopaków, którzy robili The Last Cargo, ani żadnym pismakiem. JESTEM GRACZEM, jednym z tych, którym tęskno do tytułów na których wychowywali się w latach 80-tych. + Enigmatyczny i mroczny klimat + Bardzo szczegółowa i piękna w swojej dwuwymiarowej prostocie grafika (2D Top-Down) + Udźwiękowienie + Poczucie izolacji oraz zdania na siebie + Częściowa losowość (piętra, wrogowie, przedmioty do zebrania) - (Do rodzimych pism / serwisów o grach) DLACZEGO K**** M** nie promujecie takich gier?! Wystarczyłby NEWS, krótka recenzja, COKOLWIEK!
Good game with interesting mechanics ! Rather frustrating if you chose original "tank controls" but perfectly manageable if you choose "simplified controls" released in the Halloween 2021 patch. Concerning difficulty, it's in my opinion well dosed. There is a tutorial which gives you the minimum you need to know in order to play, but then you are not constantly led by the hand. You'll have to face some die and retry, but not so many if you play in "Normal". I never felt frustration during my playthrough. 6 different endings, I only got one for now and you can choose new perks with tokens ingame for your following playthroughs, which is cool. Really nice ambience and mysterious story, these kind of games have their own universe and bring a refreshing originality ! Will surely try their next game "Space of one drama" when it is out.
Als aller erstes Bin ich ein mega großer Angsthase und hab vor dingen die wie Zombies aussehen bissl Angst. Deswegen ist das Spiel Persönlich nichts für mich, aber ich finde den Punkt sehr interesant: Wir sind ein Rollstuhlfahrer und müssen bestimmte Aufgaben erfüllen um mit dem Aufzug weiter fahren zu können und können dabei im survival Mode sein dh man kann wenn man nicht vorher schon an den roboter zombie Bomben stirbt auch wegen Hunger oder Durst sterben. Ich hab es kurz angespielt und auf Youtube veröffentlicht wer mag kann ja mal vorbei schauen^^ https://www.youtube.com/watch?v=62hJETwI8T4&feature=youtu.be
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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