
Dive into an immersive space shooter adventure with Timewell: Trail of Celestes. As SAT-V, explore new planets and fight against Constructs in a RPG storyline. Customize her skills and adaptations for a unique space combat experience. Are you ready to guide SAT-V through a perilous universe?
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
Muy poquitas reseñas del juego y todas tienen la misma cantidad de tiempo que la mía al escribir mi reseña, o sea prácticamente solo vieron el menú de opciones dispararon las armas un par de veces y se salieron del juego para decir que es buen juego.... 0.4 horas equivale a 24 minutos, que haces en 24 minutos... Si decidí escribir mis impresiones en ese tiempo es para decir que el juego no se puede jugar del todo con mando Xbox, es horrible jugar con teclado y mouse... empezaba a escanear una zona marcada en el mapa, pero no se que más hacer no pasa algo, se queda es ese suspenso de... Lo estoy haciendo bien? o que me perdí? Quiero darle la oportunidad al juego, no soy exigente, pero necesito que sea funcional y a como lo veo en los primeros minutos no hay señales de como o que se tiene que hacer... tendré que ir a buscar videos en YT a ver si alguien compartió su gameplay... si logro jugarlo actualizare mi reseña, mientras no lo tenga claro manita abajo...
This game is like one of those shooters where you steer a ship from eagle eye perspective, just that it's 3rd person. You can't move up or down, just in 2 dimensions. I actually like such games, it's like 3rd person shooters but different because you're in an agile, fast craft. But. But this game has some issues. One is the pacing. Especially in the tutorial but later too, you just sit there waiting for the dialoge to finally progress, because there's no skip button. Even the voiced lines stay for 5 seconds or so longer after they finished being spoken. After completing one objective, it also takes several seconds for the next to appear. Not that the story you wait ages for was actually any good. It's a confusing mess. But, granted, that could also have been from me spacing out when waiting for the next line of dialogue to finally appear. I think I missed quite a bit in the end lol. A "story-driven RPG" as it says on the steam store page, this is absolutely not. A bigger issue is the enemies. They're too bullet spongy. Sure, so are you, but having to shoot at an enemy for what feels like a full minute is just awful. It feels like all you have is a water gun and while the "Dart" enemies, the most basic ones, are one ply toilet paper and shredded in half a second, the rest of them are stacks of glossy paper. Your gun also has about the reach of a water gun, and the "bullet speed" of one. The reach s abysmal but even if it was more, you'd hardly hit anything but stationary targets. Not helped with aiming is that your shots go below enemies. Sometimes they still miraculously hit but would it have been so hard to just adjust the plane the enemies sit on a tad downwards so you don't actually always shoot under them and want to compensate by aiming higher which you obviously can't? Another small issue, that annoyed me greatly, is the radar. See, it's your normal circular radar sitting in a square box. If an enemy or objective is outside the range displayed in the box, its symbol is drawn at the edge of the box. So far so normal. Now the issue is, 99% of the time the symbols not in range sit in the corner of the square. From what I can see, they didn't place them like any other game, where they'd place them at the intersection of an imaginary line from you to the target and the box edge. Instead, it seems to be that they took the area currently displayed in the radar. If the thing is directly in front of that area, it gets placed on the upper line, directly to the left of that area, left line, and so on. Anything outside of that gets placed in the corners. Assuming the radar box was 10x10 meters, that means anything in front of you that is more than 5 meters to either side gets placed in the corner. Allow me to demonstrate: https://files.catbox.moe/idsj4x.png This also means the radar is very finnicky. Thanks to how perspective and distance works, if your target is far enough away, moving your mouse a tiny bit means it falls out of that "scan area" again and mostly jumps from corner to corner. I mean, look how much I moved the view so that the green target icon jumped to the other corner: https://files.catbox.moe/1lp5g5.gif This thirdly means than no matter how far an enemy is away, it canmove quite quickly on the radar if it's not in a corner, giving the wrong impression of being right next to you. Yea, much text and illustrations for such a small issue but damn did it irk me. How do you even make such an error? finally, he shield should recharche way faster when no enemy is around so you don't spend most of your time ingame waiting for the shield.. [h1]Conclusion[/h1] When you see all these positive reviews, just realize that the "Timewell Expert" achievement for completing the story was just gotten by 2.3% of all players. "Leash your dog sir" is the one for defeating the first miniboss. And that one just 4.5% of players got. So only 4.5% bothered to play until the first boss and only half of those bothered with the rest. That gives you a good gauge for the overall quality. It's a shame really. I kinda liked the game. But it has so many issues that scream "they have not playtested this" because they would be so easy to fix (proper radar, a skip button for dialogue, less pauses between dialoge, faster outside battle shield recharge, place waypoint before dialogue, lower the plane of enemies so visually you don't always shoot below them..) I might have recommend this game despite all these issues.. If it was priced at half the price it is. That price is way too high for what it delivers.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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