
"The Superfluous" [soo-pur-floo-uh s] A cave-diving, sci-fi, rogue-lite, platformer with jet packs and lots of explosions. Help stop an apocalyptic asteroid on collision course with Earth. Lead a squad to the center of the asteroid and blast it into space dust.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
The superflous n'est pas fondamentalement mauvais, il est juste terriblement redondant et a une courbe de difficulté qui va dans le mauvais sens. Je vais développer. Quand on commence le jeu, on a une équipe de 3 persos avec chacun 2 armes. Ils sont faibles, mais c'est le début du jeu donc logique, par ailleurs on notera la présence d'or pour débloquer de nouveaux profils de membres et des gemmes pour augmenter tout le reste (puissance des armes, mobilité des jetpacks, nombre de membres dans l'équipe et surtout santé). Les premiers niveaux vont donc être difficiles car une mauvaise manipulation sur une grenade et vous perdez un membre et compte tenu du système de commande des 2 armes, ça peut arriver facilement (si l'on relâche RT avant la direction du stick droit, on donne un coup de pioche dans la grenade lancée qui explose et nous tue). Bref, la découverte sur les premiers niveaux du jeu est très agréable avec un vrai challenge et une familiarisation avec les commandes. Puis après avoir investi quelques gemmes dans la santé, une grenade n'est plus fatale et l'on ne perd plus ses membres. On devient progressivement plus fort, sauf que les mobs sont les mêmes du level 1 au level 14 (à un ajout de monstre par niveau près). Donc à chaque niveau le challenge diminue sur quelque chose qui ne varie pas de ce que l'on a fait avant, autrement dit, on commence à s'ennuyer sec et on cherche plus à expédier les niveaux qu'à les savourer. Niveau 15, premier boss (et seul boss à proprement parler) du jeu, l'expérience est sympa et est suivie de 15 niveaux dans un thème marin avec de nouveaux monstres qui ne sont pas assez puissants par rapport à notre santé pour être un vrai risque. Là encore, après quelques niveaux on s'ennuie vite de nouveau. Le niveau 30 est différent mais inintéressant et est suivi des 10 derniers niveaux dans un thème de lave lequel sera ponctué par un niveau 40 fastidieux puisqu'il s'agit de la même chose que les précédents mais avec un seul type d'ennemis et une obligation de presque tout nettoyer. Un point positif, les dialogues entre l'I.A. et notre héros sont amusants et cassent un peu la monotonie. Pour conclure, la 1ère heure de jeu est plaisante mais les 8 suivantes pour le finir sont ennuyeuses.
I like this. It's quite similar to Caveblazers, but you have a jetpack, and it's dark. You're playing with a squad and gathering resources for permanent upgrades (health and guns, team members); also your progress down into the asteroid is saved. But each time one member dies its XP and perks are lost; if everyone dies you also lose all your loot for the run. What I mostly do so far is kill all enemies in a level using someone with a gun, then climb back up and start digging for gems with the pickaxe guy (then take the loot home and upgrade). The first part feels like a roguelike (there's plenty of danger; also plenty of situations where you can switch members) but the second is downright relaxing - you can easily traverse the level with the jetpack, there's no time limit and no fall damage; the upgrades are satisfying too. Controlling the characters feels really nice and smooth, and I love the bassy sound effects. I dig the graphics too. This is worth way more than the 2 euros it's going for right now.
FIRST THING FIRST THE GUY WHO MADE THIS IS A GOOD TEACHER WITH THAT SAID I JUST WANT TO SAY THIS GAME IS ♥♥♥♥ THE CONTROLS ARE SET LIKE A ♥♥♥♥♥♥♥ RETARDED KID MADE THEM YOU CANT EVER SEE YOUR ♥♥♥♥♥♥♥ HEALTH SO YOU CAN BE PLAYING AND U GET HIT RANDOMLY AND JUST GET ♥♥♥♥♥♥♥ DESTROYED LIKE HOW HARD IS IT TO PUT A HEALTH BAR LIKE REALLY. P.S THIS IS ANTHONY P.S THIS GAME IS ACTUALLY BAD
нет
is gud
«The Superfluous» - рандомно-генерирующийся «rogue-lite» экшн-платформер, где мы, собирая ресурсы, разбираясь с врагами и продвигаясь всё глубже к ядру астероида, прокачиваемся и докупаем команду, чтобы попробовать каждый вид вооружения и спасти мир. Несмотря на кажущуюся простату, данная игра представляет собой довольно напряжённые забеги от вершины этапа к финальной двери через плотный слой агрессивной фауны. Перемещение происходит по разрушаемым платформам при помощи джет-паков. Соответственно, как любой уважающий себя «рогалик», «The Superfluous» ставит во главу игрового процесса уязвимость игрока и прокачку. Поскольку уровни большей частью представляют собой тёмный коридор, напоминающий пещеру, здесь мало пространства для манёвров. При этом монстры хоть и максимально тупы, но довольно надоедливы и агрессивны. Засев за игру, нужно быть непременно готовым, что прыгающие слизни, летучие мыши, подземные черви и так далее сожрут не только вашего персонажа, но и немало ваших нервных клеток. Из-за темноты мелкую живность можно попросту не успеть приметить вовремя, а каждый удар по вам – ощутимый урон, и без прокачки – два-три удара достаточно, чтобы отправить вас обратно на корабль. Для таких вещей и существует прокачка, представляющая собой сбор денег на покупку новых юнитов с уникальным набором оружия, сбор разноцветных ресурсов для улучшения общих и более конкретных характеристик, а также зарабатывание опыта каждым персонажем индивидуально, которое позволяет ему стать сильнее, здоровее, ловчее. Проблема лишь в том, что ваши человечки теряют весь свой накопленный опыт и умения, умирая в бою, поэтому данная ветка прокачки пригодится лишь опытным игрокам на более поздних этапах при возвращении на ранние уровни. Несмотря на то, что каждый член команды вашего экипажа может носить лишь два вида вооружения, разнообразие его довольно велико: винтовка, пистолет, дробовик, ракетница, граната, кирка, лазер и так далее. Немного расстраивает, что первоначально на миссию можно брать с собой лишь двух человек, зато позволяется активно между ними переключаться и увеличивать их численность с прокачкой. «Прыжки» осуществляются только при помощи джет-пака, каждый штурмовой набор обладает своей уникальной особенностью. К сожалению, самостоятельно выбирать его нельзя, только юнитов, у которых предопределённое сочетание способностей и количество здоровья. На что реально можно пожаловаться в «The Superfluous» - её визуальная и музыкальная невзрачность и отсутствие разнообразия в декорациях. В остальном же, эта игра именно то, чем и кажется. Управление весьма отзывчивое, уровни меняются и не наскучивают. Темнота серьёзно раздражает, учитывая еле заметные шипы и летучих мышей, которых и то в активном состоянии не всегда можно заметить, а уж то, где они висят, удаётся обнаружить вообще чисто случайно. Ну, и стоит ли говорить, что здесь даже прикручен некий небольшой сюжет, подающийся комедийными перепалками с бортовым искусственным интеллектом? Не стоит, но уже сказал. Так что, если вы любитель жанра «rogue-lite», вам определённо стоит попробовать эту игру.
Pretty cool game so far. The BIGGEST annoyance so far is the fact that you cannot shoot down. You can shoot left, right, and up, but not down. In the control menu, it shows that you can fire down with the controller using the "A" button, but using the down arrow on the keyboard does not allow you to fire down for some reason. Also, I wish there was an option to aim and fire using your mouse instead. I should be able to aim with the mouse where I want to fire, fire normal shots with the left mouse button, and the secondary shot could be the right mouse button. Another thing that is somewhat annoying is that you can only shoot left, right, and up. You cannot hold the right and up button to shoot at angles. It would be better if you could do that. Other than that, the game seems pretty fun so far. You can collect gems in the mines to upgrade your guns, stats, etc. Not a bad game for a few bucks, although it could have some improvements with the movement/aiming and firing system.
鼓励性好评,有入库三要素--加一掉卡成就,1内可考虑入库。 202211下,t a o宝,支付宝红包,杉果,本平台,本平台充值折扣掉卡,indie gala,fanatical,humble,daily indie game,loot boy,它处自定义包入的本体约3元。爱人如己,目前就这,看以后追评。有中文的游戏请耐心自研体验乐趣,攻略指南尽量不用。不建议使用外挂,插件,作弊之类的,游戏都要这样搞,那现实里那更是如此了。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
The Superfluous is a science-fiction roguelite action platformer developed and published by Voided Pixels, combining procedural cave exploration, squad management systems, destructible terrain, and fast-paced traversal into a unique independent experience that blends multiple genres together. Rather than focusing purely on platforming precision or combat intensity, the game builds much of its identity around experimentation, strategic planning, and adapting to unpredictable environments. Its systems-heavy approach creates an experience that feels ambitious, occasionally chaotic, but consistently interesting for players who enjoy overcoming challenges through preparation and flexibility. The game introduces an unusual futuristic premise centered around a distant threat that humanity struggles to take seriously. In the year 2121, scientists discover a massive asteroid called BAR-101 moving toward Earth. Despite the danger, the impact remains far enough into the future that urgency becomes lost within bureaucracy and political hesitation. Players become part of a mission aboard the UWN Superfluous, assigned to travel toward the asteroid and destroy it before catastrophe becomes unavoidable. What initially begins as a straightforward operation slowly develops into a stranger and more dangerous expedition as hidden threats buried deep within the asteroid begin to reveal themselves. One of the strongest aspects of The Superfluous comes from how effectively it combines exploration and squad management. Players are not simply controlling a single character moving through levels. Instead, team composition becomes a major strategic consideration. Different specialists bring different advantages into missions, creating decisions that influence how players approach combat, exploration, and survival. Some crew members excel at support roles while others provide stronger offensive tools or environmental utility. The procedural cave systems become the central stage where these mechanics come together. Each descent into the asteroid creates new layouts filled with hazards, enemies, and opportunities. Memorization rarely guarantees success because environmental arrangements continuously shift. Adaptation becomes one of the most valuable skills, forcing players to respond dynamically rather than relying entirely on routine. Movement mechanics contribute heavily to the game’s identity. Jetpack traversal changes how players interact with environments, allowing movement across vertical spaces while creating faster and more flexible exploration opportunities. Navigating dangerous terrain becomes increasingly satisfying as movement systems begin feeling more natural. Momentum management and positioning quickly evolve into essential survival skills. Combat also benefits from environmental interaction systems. The destructible terrain mechanics allow players to shape portions of the environment directly through explosives and specialized equipment. Rather than moving through fixed pathways exclusively, players gain freedom to create alternate routes, uncover hidden areas, and gain tactical advantages through environmental manipulation. This system strengthens player creativity while helping progression remain unpredictable. Permanent progression systems create satisfying long-term momentum. Individual failures carry consequences, but larger upgrades remain available across future attempts. This balance helps maintain challenge without making failure feel overly punishing. Every run contributes toward broader advancement, reinforcing the roguelite structure while encouraging experimentation. Enemy encounters gradually evolve alongside environmental complexity. New dangers appear deeper inside the asteroid, forcing players to reconsider strategies and adapt squad composition accordingly. The escalating difficulty helps maintain tension effectively while supporting the sense that deeper exploration carries greater risk. One particularly enjoyable aspect comes from the game’s humor. Despite the larger stakes involving planetary destruction, The Superfluous frequently embraces satire and absurdity throughout its worldbuilding. Elements involving bureaucracy, political indecision, and exaggerated science-fiction themes create personality that separates the experience from more serious survival adventures. The lighter tone helps strengthen atmosphere without disrupting progression. Visually, the game adopts pixel-art presentation that prioritizes readability and gameplay clarity. Environmental effects, explosions, and destructible terrain provide satisfying visual feedback during combat and exploration. While presentation occasionally reveals limitations associated with smaller-scale independent development, the visual style supports gameplay effectively. The game does carry some rough edges. Procedural systems occasionally generate particularly demanding situations where enemy placement and environmental hazards combine into frustrating encounters. Certain mechanics also require adjustment before fully clicking together, particularly movement systems that initially feel unusual. Longer sessions may reveal repetitive elements as progression structures begin repeating familiar patterns. However, procedural variety and strategic decision-making generally provide enough variation to maintain engagement across multiple attempts. What makes The Superfluous stand apart is its willingness to experiment. Voided Pixels creates an experience that occasionally feels larger than its production scale but remains compelling because of its ambition. The combination of procedural exploration, squad management, destructible environments, and movement-focused gameplay gives the adventure a distinctive identity. For players who enjoy roguelites, systems-driven progression, exploration-heavy action games, and platformers that reward experimentation rather than rigid mastery alone, The Superfluous delivers a memorable independent experience filled with challenge, creativity, and enough variety to encourage repeated exploration. Rating: 7/10
it needs some polish but so far i like it. the squad mechanic is fairly in depth, the game has a good sense of humor. i just think the game needs basic things like more of a response when your bullets hit enemies and more readability. i would recommend this game just to see where the developer takes it.
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