
Mind-altering sandbox game that can be described as a racing role-playing adventure game with a complicated storyline. You’ll find a unique atmosphere, complete freedom and lots of gameplay hours to figure out what’s the game is all about.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Первое впечатление может вас отпугнуть, но если подумать, то это русский Death Stranding с очень занятным лором и невероятной атмосферой. Хотя, по современным меркам игра намеренно сворачивает мозг узлом своим устройством мира. Читайте текст и запоминайте что и где!
я ♥♥♥♥♥ не понял
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Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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вырвиглазно, смело, вырвирукно. Что за магия вокруг Вангеров вах вах
лучший симулятор курьера
What else to expect from this studio? As always, a great platformer, perfect character control, interesting levels, exciting atmosphere and music. Just a thrill. But there are a couple of facts that thicken the clouds over the game. There is no normal thin as in the last part, in the incentive this is a huge problem, because you can’t exit the menu and go to the steam panel, because the menu closes there. XD Well, translation, Spanish and English, but I think this is a matter of time, because past games have been translated into many languages. I look forward to the translation so as not to sit with the translator during the game))
Одна из моих любимых игр, я узнал о ней от БУЛДЖАТЬ: ""Мы катаемся на прыгающей машинке по космическому бублику с начинкой из психотропных грибов" — если вас попросят рассказать про Вангеров, говорите именно это..." Я люблю эту игру за нелинейность прохождения, почти всегда есть несколько способов достижения целей. Разнообразие миров, которые отличаются структурой, ивентами, музыкой, маршрутами и опасностями. Различные мехосы и приборы – простор для билдостроения. Исследование мира не скатывается в рутину. В игре 1998 года сделали полную разрушаемость, подобие динамического освещения. Даже имитация живого мира: Боты имеют свой уровень агрессии, ползают по карте занимаясь своими делами. Советники реагируют на артефакты и предметы других эскейвов. Их диалоги изменяются в зависимости от статуса и действий игрока. Если спиздить ценность какого-то банча, то из соответствующего эскейва выйдет киллер, который будет вас искать. Незаурядный сюжет и глубокий лор, с которых охереваешь в течение игры.
Столько лет, а все еще хороша.
Vangers is an extraordinarily unconventional blend of vehicular action, exploration, trading, role-playing mechanics, and open-ended adventure. Developed by K-D Lab and published by Association K-D Lab, it immediately separates itself from traditional driving or combat games through a bizarre science-fiction universe where almost everything, from the terminology to the landscapes, feels deliberately alien. Rather than providing a comfortable introduction, the game drops players into an unfamiliar civilization and expects them to gradually understand its rules through observation, experimentation, and persistence. The player assumes the role of a Vanger, traveling through interconnected worlds using strange biomechanical vehicles known as mechos. These machines are much more than transportation. They determine mobility, cargo capacity, combat effectiveness, and how successfully different environments can be explored. Acquiring better vehicles and equipment becomes an important part of progression, especially as journeys grow more dangerous and valuable opportunities begin appearing farther from relatively safe settlements. Driving forms the foundation of the experience, but Vangers is far removed from a conventional racing game. Players cross enormous, twisted landscapes while transporting goods, collecting unusual resources, searching for hidden locations, completing tasks, fighting enemies, and participating in strange competitions. Navigation itself can become a challenge because terrain significantly influences movement. Hills, depressions, water, pathways, and other environmental features require players to understand the capabilities of their current vehicle instead of simply driving directly toward a destination. Combat adds considerable danger to these expeditions. Mechos can carry weapons and equipment, allowing encounters with hostile vehicles to develop into chaotic battles where movement and positioning are just as important as firepower. Players must consider whether a confrontation is worth the potential damage and resource expenditure. Escaping can sometimes be more sensible than fighting, particularly when transporting valuable cargo. This risk-versus-reward element gives routine journeys an unpredictable quality because a profitable expedition can quickly become a desperate struggle for survival. Trading and inventory management provide another important dimension. Cargo space is limited, forcing players to decide which goods, weapons, resources, and equipment deserve valuable storage capacity. Buying and transporting commodities can generate useful profits, while exploration may uncover objects that are worth carrying back to civilization. These economic mechanics integrate naturally with the larger adventure instead of functioning as an isolated trading minigame. Better financial decisions eventually provide access to stronger equipment and vehicles, which in turn make dangerous areas easier to explore. Perhaps the most memorable element is the setting itself. The game's universe is filled with strange concepts, creatures, objects, rituals, and vocabulary that initially seem almost incomprehensible. Instead of translating everything into familiar science-fiction conventions, Vangers expects players to absorb its terminology naturally. This approach creates a steep learning curve, but it also produces an unusually convincing sense of entering a genuinely foreign society. Gradually understanding what different words, locations, activities, and objects mean becomes a form of progression in its own right. The environmental design remains equally distinctive. Although the technology behind the visuals naturally reflects the game's age, the artistic direction gives the worlds an almost biological appearance. Landscapes look warped, organic, colorful, and occasionally disturbing. Vehicles and structures follow the same surreal philosophy, resulting in a cohesive aesthetic that remains recognizable even when compared with far more technically sophisticated modern games. The unusual presentation ultimately works because it complements the equally unusual mechanics and fiction. Accessibility is where Vangers presents its greatest challenge. Tutorials and explanations are limited compared with contemporary standards, while the interface and controls can require significant adjustment. Objectives are not always communicated with modern levels of clarity, and the strange vocabulary makes early conversations particularly confusing. Players expecting straightforward quest markers and constant guidance may become frustrated. Those willing to experiment, read carefully, make mistakes, and gradually learn the world's logic are far more likely to appreciate what the game is attempting. There is considerable satisfaction in reaching the point where previously confusing systems begin to make sense. Knowledge becomes almost as valuable as equipment. Understanding routes, resources, trading opportunities, vehicle capabilities, dangers, and the purposes behind unusual activities dramatically changes how confidently the player approaches each expedition. This creates an effective progression curve without relying exclusively on traditional character statistics. Steam Deck compatibility is best considered Playable rather than completely seamless. The game can run on Steam Deck, but its age and PC-oriented interface create some handheld inconveniences. Certain interactions may benefit from touchscreen input or customized controller layouts, text can occasionally be small on the Deck's display, and some configuration may be necessary for comfortable controls and resolution. Once properly configured, however, its exploration and relatively lightweight technical demands make portable play practical. Vangers is ultimately a fascinating example of uncompromising game design. Its dated interface, difficult introduction, cryptic storytelling, and unusual controls prevent it from being universally accessible, yet removing those eccentricities would also diminish much of its identity. The combination of vehicular exploration, combat, trading, racing, resource management, and surreal world-building creates an experience that remains remarkably difficult to categorize. For patient players who enjoy discovering complicated systems without extensive guidance, it offers an imaginative adventure that still feels genuinely unusual. Rating: 8/10
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