
Uncrewed is a real-time strategy game with the ability to design units from scratch. Unlike in more traditional RTS, units obey the laws of physics, making design choices especially important.
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Stats
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
Development has moved to the sequel of this game (and multiplayer appears dead) but while it lasted many weapons and handful of propulsion methods wit various sizes have been added (2 amphibious, 3 ground and omnidirectional rockets in ~2 sizes for flyers). Game contains ballast tanks for submarines but during campaign there is only one aquatic map I think. Single player campaign consists mostly of typical rts matches and 2~3 missions where your can't rebuild units. Each mission has custom map. After each mission you unlock new propulsion or weapon. Minimal story in form of text messages during and right before mission. Winning on hard unlocks game plus (all parts avileable form start for you and the enemy). For some reason AI is 'afraid' of exploring your base an it task it couple of times to get the courage to destroy you completely. Almost no music (single track for combat and single climatic for visiting certain locations), sadly game doesn't incorporate music from trialer). You design your own units (havent tried the workshop) but certain actions (likely copy/paste) are not registered by undo/redo (undo delete works). When designing units you must consider center of mass, having enough propulsion for vehicle weight (some weapons are suprisingly heavy), weapon recoil, ground clearance and if theres enough space for wheels to turn. When building flyers you get checklist in the corner for if it can turn (sadly they don't work with diagonal thrusters). You can also configure certain propulsion parts behaviour (strength, turn direction and should it powered only for emergency) but its use is necessary only for tiny vehicles. In campaign you gain access to multi/larger-units after ~3 mission. As far as part customization goes, you can reshape (bend, twist) structure (basic) parts by selecting action from list in teh editor. Last purple outline structure part on the list has newer system of selecting and dragging corners with mouse (with optional grid). Sadly for as long as part is used by any unit, locks it out from being renamed, removed or reshaped. Because of that, designing list of custom parts at the beginning of the campaign is advised to avoid endless list of custom parts (lucky appearing at the end of the list when filtering by type). Parts and vehicles are stored separately for campaign and main menu with ability to drag units between saves in the main menu. Base building consists selecting what module to place onto the pad. You get repair/rearm module, labs for unlocking use of certain propulsion and weapons during match, resource converter (special to basic), wall and building tower for placing more pads or new factory. Buy game if you want to support development of its successor (witch fixes part management/creation) or if you really like the idea and are not scared of games part editor.
a very interesting rts idea, maybye even my favorate, if people played it that is. super exited for sequel!
Me gusto mucho la idea del juego, poder crear desde cero tus propias unidades le da algo unico, graficamente esta bien, jugabilidad un poco flojo, me gusta el echo de que podas sacar tus unidades desde la base,pero lo veo muy estático el no poder contruir con libertad estructuras sino que esta limitado a crear primero zonas de construcción y luego las estructuras sobre ellas. me gustaria que el desarollador cada cierto tiempo actualize con nuevas armas,o nuevas caracteristicas , el juego tiene mucho potencial si le da un poco mas de desarollo!
V1. Gem of a little game. Full design and construction of your units. With applied physics governing their movement performance. Weapons and tools can be combined in any configuration all the way up to an all encompassing multipurpose unit. Maintains simplicity in all areas. + Unit Design. In most RTS games where you get to "build" your units its usually pick from a chassis and then apply modules. In this one you get to build the hull too. The pieces you build from are simple in nature, but can be used to maximise both effectiveness and visual style. Its interesting getting to design your early game game minimalist units that expand into Combat,repair,resources that can be hybrids to any degree you wish. Eventually you'll have created a unit for every purpose that compliments the way you want to play or fully countering the enemy. Seeing your units get built in game is satisfying as they are 3d printed one piece at a time. + Units. In this game units have actual modelled physics based on how they are assembled. They can fall over making hard turns to fast. Get stuck in rough terrain. You can even make immobile turret units. All units are drones with batteries limiting their maximum range and usage. Ammo boxes are used to hold ammunition and repair/resupply resources. Structures and units can be used to deliver power or supply and repairs to keep your forces moving. + Simplicity. At no point does anything in the game make you feel lost. Even though their is plenty of goals to overcome. You're never going to feel like you don't understand the systems enough to get their. In other words its super beginner friendly, but still satisfying to master. +/-Graphics. Very simple. Everything looks consistent and good enough. Powerful hardware isn't necessary. However it could be visually more exciting. Other games with simple graphics get far more spectacular looking battles. -Sound. Very dull and docile for a war game. Sounds like an after thought to me. If you enjoy experimenting in your rts gameplay more than min/maxing. You'll be able to get a lot out of this one. If your more of a beat the game kind of player you might find this one limited. If more resources were behind this it could truly be incredible.
One. Person. As credited, a single human being is responsible for the vast majority of this fun game. There are definitely valid criticisms to be found among the other reviews. And sure, a long time went by between the release from early access and the recent patch. (I mean, gosh! It’s not like anything significant happened between 2020 and 2023 to slow them down!) That said, if you look at the chronology of reviews, and the features implemented in the updates after those reviews, a strong theme of listening to the customers presents itself. The most recent patch, for instance, overhauls the default multiplayer/AI skirmish economy in a direct response to criticism seen elsewhere in these pages, making that gameplay much more accessible to most players. The original model is still available, and can be fun, but was too much to ask as a default. So yes, before I say anything else, I think you can get your Steam-sale US$4.19 (way to avoid the meme, bro) of entertainment out of this game. The unit-building aspects are probably key to the longevity it offers right now, as well as whether to pay full price, but you can download an army and and play the campaign (not necessarily in that order) and have fun. On to the constructive bits ... There is one massive, maybe unforgivable thing missing from the experience of buying and playing Uncrewed if you expect a modern RTS, and that is community. I mean no disrespect to the fine folks who have contributed to the Steam community pages, but from what I can see, that’s all there is. And even there, the focus seems to be on building armies. Army builders are a great start, but RTS games need opponents. The AI is not enough. There are no servers for matchmaking. As far as I can find, there is no dev-approved channel for finding games outside of your Steam friends list. No Discord channel. Heck, no subreddit, even! For this to be anything other than a fun but odd little throwaway indie game, this needs to change. I don’t think much, if any, money was spent on marketing this game. I love Bill Hicks as much as anyone, but something has to be done so that all the players who might like this game are encouraged to play it. Is anyone sensing a theme here? It’s a fun game for some people that needs more people playing it to make it more fun for more people. TL;DR: It’s a fun game, one worth a discount price for RTS players and full price for builders. To really take off, it needs matchmaking and player density. A lot to ask for one person ... Edit: I was wrong. There is a Discord. It's a start.
Love this game, the idea of being able to create your own specific units for an RTS is something I love. Unfortunately it does NOT play well with steamdeck, as mission 4 of campaign seems to crash repeatedly.
Good Game just a hint for new players as the game does not have any units/factions (beside 2 default units), download the collections in the workshop and add make them into factions.
制作组跑路了??????
ИНТЕРЕСНЫЙ КОНСТРУКТОР!!! Ждём русскую локализацию!!! Ps ...в офф-лайне больше наиграл)))
Looked like a fun and interesting game, but it crashes to desktop every time a game is started.
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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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