
Become an Accountant - a hired mercenary who keeps the books balanced by any means necessary. This time though, you are the intended target. Take a journey through New Houston in the year 2056 and follow one man's tale of revenge as he escapes Transience.
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About
In Transience, you become the hunter - an Accountant. Armed with the latest weaponry and tech, your job is to keep the books balanced... By any means necessary. Only this time, you are the intended target.

Single-Player Campaign
A story told through the lens of Eli Reed, an accountant-for-hire who ends up on the wrong side of the gun. Redlisted and on the run, you must uncover the mystery of who placed the bounty and why. Utilize near-future weaponry to take out your enemies as you take steps to clear your name.
Heavily inspired by gritty narratives we played growing up, the story unfolds in a way that keeps you at the edge of your seat. 9 missions spread out over 9 incredible hand-crafted environments, telling the story of one mans journey out of Transience.
Fully Voiced Dialogue
Combat and Stealth Gadgets
Multi-Approach Maps
Tactical Stealth Action
Inspired by many tactical games from back in the day, we aimed to combine the maneuverability and fluidity of a Third Person Stealth game, with the slower pacing of a First Person Shooter. Become the spectre in the walls, the shadow picking off survivors one by one. Sometimes staying out of sight is only one way to complete the objective. Sometimes a more active and aggressive hand is required. Transience offers the player a ton of ways to approach objectives, from Stalking in the shadows, Running and Gunning down corridors or a blend of both. Utilize an arsenal of customizable weaponry to make your enemies fear your presence. You are the accountant.
Deep Weapon Customization
Powered by NWS™ (New World Systems) this industry-wide standard has allowed weapons manufacturers to interchange attachments and core parts at will. Take an SMG and turn it into an Assault Rifle or take an Assault Rifle and modify it into a DMR. Throughout the story, you will find attachments and weapons via stashes found around the environments that allow you to build and customize weapons on the fly. With 13 base weapons to discover throughout the campaign, NWS™ makes your survival odds that much easier.
A Whole New World
Take on the city of New Houston in the year 2056. Peace has been torn apart by a sudden conflict overseas, resulting in war-time prosperity. Government contracts are king, and advancement at any cost for the war effort drives industry in America. Corporations have gained so much influence from the new status quo that they have become the de facto law of the land. Currency is shifting towards digital under the government’s nose, funded by the innovative new technologies in their most dangerous forms being researched and shipped out to the war. Propaganda insists that the scraps of progress trickle down to the citizens, a half-truth. Access the advanced technology of corporate influence, from shrinking forms of medical tech to quieter suppressors and magnetic subway lines, the city is full of gadgets to use and weaknesses to exploit.
NNCG "Eclipse" Suit
Developed by NOVASKIN™ - This Nitro-capsule Gilded Undersuit was initially built for the war efforts overseas. The suit provided the wearer with solid kevlar-superior protection for quick engagements, featuring lightweight armor panels attached to a thin form-fitting undersuit. Powered by N-caps, this low-energy-consumption equipment is one of several premier front-line suit designs in existence today, always outperforming its competition by a country mile. The secret is in the underlying layer of specially developed Non-Newtonian Colloid that temporarily provides the wearer with reactive armor. Hardly anything can pierce this extremely effective protection whilst it's active. This suit will also give you access to a number of gadgets to help you along your journey: from a distraction tool, to a Flash Pulse for blinding enemies. And, of course, Night Vision.
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 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Excelente juego, es como un Splinter Cell en primera persona. La experiencia de combate está pulida a un nivel que no he visto ni en juegos AAA, es super cómodo usar las armas, apuntar, disparar, no hay retroceso exagerado y los items especiales son muy intuitivos. Los niveles están muy bien diseñados y la historia tiene una narrativa atrapante y entretenida. Los minijuegos estan bien diseñados y los niveles te permiten combate frenético o sigilo puro. Notas - a mejorar: - Los enemigos deberían cargarse antes de entrar a las habitaciones, para poder escanearlos previo al combate. Ahora se cargan sólo después de pasar una puerta muy cerca de cuando inicia el combate. - Los enemigos suelen investigar en fila, uno a tras otro, y es muy fácil acorralarse en una esquina y matarlos uno por uno. Deberían ser más estrategicos en cuanto a los escondites que usan y los caminos que recorren para investigar (jugando en dificultad media). - El scanner debería ser revisado. Hay veces que no detecta a los enemigos incluso poniendo la retícual sobre éstos. - En el nivel de la guarida, las armas que se caen al piso al tomar otra, desaparecen después del entrenamiento. Deberían reaparecer en su lugar previo en la pared con el resto de las armas. - Si se quita un accesorio no desbloqueado a un arma enemiga que sí lo tiene, debería poder recolocarse siempre que se lleve ese arma con uno. Cuando ese arma se cambia por otra, entonces ahí debería perderse la posibilidad de usar ese accesorio en otro arma. - Algunos subtitulos se adelanta, se atrasan o son saltados completamente. - Algunas texturas emisivas de luz o el pelo de los personajes tienen un efecto de espejos infinitos. - La caja de colisiones del personaje todavía necesita unos retoques. En algunas situaciones especificas, colisionas con cosas que no pensabas que te ibas a chocar. - La retícula sólo interactua con el centro de los objetos, debería interactuar con todo el cuerpo del objeto (personas, armas, puertas, etc). - Algunas acciones deberían poder ser configurables como alternables (scanner, correr, caminar, por ejemplo). - (en mi opinión) la munición debería ser tomada del arma, no del cadaver del enemigo, y debería estar basada en la cantidad de municion que lleva el cartucho, no un número al azar entre 1 y 10.
I'm going to finish it because i bought it. After that, i'm gonna delete it and hide it from my list of games so i don't have to see it again. I thought Ready or not's AI was bad on launch but at least it was playable. This seems like the most basic npc movements were copped and pasted into into the game and the dev just called it day. Honestly the only redeeming Piece of this has been the shooting. Which is funny, since this is meant to be a Stealth game, were your encouraged to SNEAK. Or maybe I'm wrong about that, what with the Slow Mo and knock off Crysis suit (the armor only part of course).
played for 6 hours soon as I reached the first boss fight with this maniac SQL. Game became impossible to beat. This brings several problems. 1- Game tried to reinvent the mechanics such as armor and slow-mo. Which showed the flaw throughout the game. When the situation arises let's say you want to refill your armor or bullet time. You need to make sure the enemies needs to be stay outside of your 10 mile radius. It's very clunky. Instead using a hotbar key like cp2077 or any other game. It locks you in a quick bar menu use it then re equip your gun. By the time you refill your abilities enemy drains that within mere seconds. Which makes the game unplayable. 2- The Ammo. Getting 4 rounds from killing a man. I don't know whether the game wants you or forces you to play in stealth. When things get dire it feels like a joke. 3- Optimization. Maybe it's because ım using a ♥♥♥♥ laptop but ıdk. Sometimes ı can't get anywhere above 30fps sometimes Im getting 80fps. 4-Boss fight. This where the problem-1 arises. Im gonna be honest I was reaching my end. By the time I tried to get my ability bar full boss rushed towards me and killed me. Doesn't matter if you do it in stealth you most likely to fail your cover and boss will rush and destroy your armor. If he doesn't kills you his minions will definitely will. Trepang solved this issue very easily. You can just refill your armor, health and abilities via getting kills or simply walking towards the item they dropping. Second one is the boss. Bosses were also difficult but not impossible to beat. But for some reason in this game(Transience it was a more of an annoyence rather than enjoyable.) 5- Story was good until gameplay wasn't. And I don't think I will play it again.
Yo big fry hope you see this because you responded to my performance issue directly around launch. I don’t know what exactly you guys did between when I refunded the game and uninstalled it up to now but it’s way better. Outright smooth I’d say. I was getting high resource pull and also a lot of weird latency’s inside of the game, but that seems to be completely gone. The spots where people were talking about how the starting mission is way too long I have way more context for now as well. Some of the teaching, the basic tutorial stuff seemed a little bit jarring with how it was presented to you in that apartment campaign, mostly down to how much it was kind of spaced out at times. For example, I would be engaging with the stealth mechanics and then randomly find a beginner mechanic learn. I think it’s down the preference a lot of people like a tutorial stuff to be in the beginning of the game and having it repeatedly come up and put some people off, but I really don’t mind that much. However, when it comes to mini games are some issues I think that you might want to be resolved. So like some of the hacking mini games are not too in depth of tutorials and mixed messages, which kind of left me confused. On the hacking game where you use the boxes that you have 4 attempts it didn’t feel that engaging to do. In comparison to all the other hacking games and all the other mechanics it really did slow things down like a lot, and I guess there was a little bit of tension of having to keep the guards off me while I did that but the grid game. But This kind of broke the flow for a little bit. I also really wasn’t expecting that kind of mini game for an activity like that. the rating system is a bit weird. Sometimes it’ll give me a result that I don’t necessarily know what it’s trying to tell me because the parameters of how I’m getting that results aren’t very specified. For example, it’s was rating me for shooting NPC’s and killing them when they spot me. So basically NPC sees me for like a nanosecond right before I killed them. It was my signature and a lot of missions because I was killing multiple targets at the same time. I forget the exact terminology was using on the board, but it was saying that I was reckless and elusive. I’m somewhat confused what that’s trying to tell me how my play style was. I am hoping that it wasn’t related to stashing bodies because I don’t think there’s enough areas to stash bodies for it to count every single kill, especially if you’re like storing bodies out of sight of guards. When it comes to the AI, I’m like 50-50 on it. There are times where the AI will be acting like ready or not AI trying to beam you through a wall like they can see you behind them and then there were also other times where it feels very dynamic and I like that. I will say when it comes to certain levels the AI’s simplicity kind of shows a lot. The club level was a very annoying Level for me because I don’t know what it was, but the AI was just beaming me through walls and there was no solid cover in the entire first section of level. I’m guessing that this is down to a mechanic of suppression mixing with Level design a little bit. As I had seen them act like they were kind of suppressing before but sometimes it just feels like they’re just detecting you through the walls versus trying to point blank you through cover. And I don’t think I necessarily died on the first part of the level like I was getting spawn cancer or anything however, the way the first level was stood up is that the air was so easily able to just mag without me from that starting section that I would lose a lot of my resources and ended up dying later in Level due to the same issue. I also wish that the game had some form of detection on foliage because in that level foliage is the absolute pain. This Paired with the suppression system where I mostly died after getting jumped at the start of the level. it was at the area with the foliage because the AI could perfectly see me through the foliage and also wall banging through cover. I would at least attempt to lessen their accuracy when wall banging, and also when firing from the area that’s hidden by foliage. As it makes the firefights really really awkward. But I’ll say two is that when it comes to voice acting It was definitely very funny to hear you randomly appear every once in a while as an NPC. And also, some of the voice actors are really, really really really good for what you chose. Speaking of the club level from before I’m really happy that they didn’t try to go full John Wick with this or they didn’t try to go mob Boss or whatever.. we’ll try to make a play on a rip off Menendez from Black ops. The way he delivered his line during the third level, and it’s his frantic ranting in the beginning in the hecticness of firefights. It really does set the mood. I also like that since he is more soft spoken, he does portray a Corpo a lot better. He’s not a mercenary. He’s not a mob Boss is a man with influence and power. He becomes a weird philosopher sorts in campaign, and I like that. Stealth is pretty good but some mechanics don’t seem to align right on levels. For example, on certain levels, the snipers are absolutely vigilant and deadly. But on the one warehouse level, I was then later surprised how limited their sight lines were. I thought that snipers will be able to see further and that was a dynamic but weirdly they seem to not be able to spot me for a good distance away. I was rather expose too when looking at these guys and testing out their sight lines. I originally didn’t think that I’d be interested in the sci-fi aesthetic of the game. But actually, I’ve been proven quite wrong. I’m actually rather interested in the Lore you go for it so far. Yeah, but the game’s quite enjoyable. It also seems to have enough wiggle room for me to be able to replay a good bit.
Its like dishonored if it made out with cyberpunk for a few minutes and then claimed to be in a committed relationship with it, it inherited the bugs but did not get the good story or many things that make cyberpunk good. The gameplay is fun but the ai is ♥♥♥♥. I cant really recommend it to anyone because I dislike supporting the entity that is bigfry. It is a demo posing as a full game. The guns are cool asf though but it seems like all the effort went into making the guns feel good and not, yknow, anything else.
I cannot recommend this game at any price currently due to how incredibly buggy it is. In my 85 minutes playtime I experienced about 11 gameplay impacting bugs. This is somehow worse than Bethesda's usual bug fiestas
Sends me back to classic shooters like FEAR, Splinter Cell and Deus-Ex. Nice graphics with a mix of realism and cell shading gives the game a unique vibe. It really needs more recognition. Genuinely fun, straight-forward, and just what the games industry needs more on.
Transience is a surprisingly well made Indie Tactical FPS. Great story, cool characters and great gunplay. 8/10 Hope it gets a sequel - It deserves one !
There are multiple issues that prevent me from recommending this: A) Unless you plan on playing for at least 30 minutes at a time, the splash screens are unbearable B) There is a bug where right mouse and left mouse inputs just don't register so aiming and shooting occasionally do not work. In addition to that, headshots are wildly inconsistent. I somehow land more headshots than I have kills, meaning that sometimes, it takes several bullets to put down an enemy using a headshot with very little, if any visual feedback that you hit them. C) You are meant to be fighting a coordinated force yet CoD Games from the early 2010s have better coordination AND stealth mechanics. D) AI is twitchy and deadly accurate. I once had a dude do a 90-degree one-tap on me from several yards away. While others manage to one-tap me the second I walk into their view. This is on the regular difficulty. (the one in the middle in the difficulty select screen) Personally, I just do not vibe with the stealth mechanics. I completed level 1 and level 2, and they introduced drones on level 3 and I just don't imagine myself continuing to play the game after that. Which is unfortunate because the gunplay is actually pretty nice, but I can't rush into combat knowing that there is a chance my weapon just doesn't shoot.
There's good stuff here. I'm sincerely blown away this game was made on a reported budget of only $250k. My honest to God question is [b]"How???"[/b] Unfortunately this game suffers SO poorly from restricting access to your armor (and visor abilities) to completing mission 3. Out of 9. You are missing fundamentals for a third of this game and you FEEL it. Additionally the enemy AI essentially has two observations:[olist] [*]There is no one here [*]Oh look. That guy from 80m away needs to get drilled[/olist] There's very little in-between, and it's not because of the light mechanic. But if you want to ignore both of those warnings (and a bloviating plot): enjoy the game. You WILL get a tactical stealth FPS out of it. I would even agree it gets better as it goes along. Unfortunately I am keeping this review negative because I often felt I was forcing myself to finish it. Do I regret that decision? Not particularly. But you should be asking me whether or not you feel like you [i]want[/i] to continue the game. Often I did not.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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