
Inspired by BioShock and System Shock 2, Void Bastards is a revolutionary new strategy-shooter that will test your wits as well as exercise your aim. Can you lead the misfit prisoners of the Void Ark through the derelict spaceships and myriad dangers of the Sargasso Nebula?
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.4Kreviews | 86% | — | $3.7M |
| $29.99 | 605ratings | 90% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 808 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a really good title for people who like roguelite and/or roguelike games. 4/5 :)
un buen juego para pasar el rato saqueando naves y siendo deshidratado
My loot goblin senses are tingling.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 812 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sorry for the French, but I love this f*cking game.
After finishing Blue Manchu's other game, Wild Bastards, I came back to this game to replay one of my favorites and it really made me remember exactly WHY it was one of my favorites. Every single aspect of this game is absolutely polished to perfection. You play as a 'client' which is just a fancy word for prisoner, and you're tasked with retrieving every part needed to build everything necessary to fix the ship thats transporting you and all the other prisoners to where you'll be kept. That's pretty much it, that's the story, simple and easy to understand with a lot of funny moments sprinkled in to what little dialogue you get. The real gold comes from the gameplay loop of this game, with there being many elements, from strategic route planning to resource management to the fps elements, every single bit is as fun as the next or last. The first part I'll talk about is the route planning. You have a map filled with many different ships each with their own routes leading to and away from them, and you have to plan out which route will be the best for you. There are several different ship types, but each ship type has their own layout that never changes so you will always know what kind of rooms there are, and each type of ship will always have certain parts inside them, which it tells you, that you need for crafting upgrades and weapons, and those parts will always be in the same type of room depending on which upgrade it is so you know exactly where to look for it. It's not just upgrades, however, there's also food and fuel that you can find inside of specific rooms so if you're running low then you will have no trouble finding what you need. And certain parts needed for upgrades can be found early in certain rooms behind locked containers that you can pay to open, which means that if you get lucky and know where to look you can even find parts to upgrade your equipment earlier than you normally could. Each ship also has their own resources which are more prominent than others so if you're lacking something then you can go to those ships to replenish your reserves, such as cruise ships having a lot of food, medical ships have a lot of bio for crafting and two rooms with fuel in it, and so on. Some ships also have their own special rooms that will help you out in many different ways, such as the medical ships having a room that heals you, which can be good if you're low on health, and therapy ships having a room which allows you to take a new perk, remove a negative perk that hinders you, or replace one of the three perks you already have with one of its three randomly generated perks. Finally each ship also has its own enemies and modifiers. The enemies are generally determined by the 'depth' that you're inside of, with the enemies getting stronger and more dangerous the deeper you go, the maximum depth being 4, and the starting depth being 1. With each depth adding more types of ships and bigger ships as well as stronger enemies, it becomes more complicated to survive as you progress, however the rewards also increase with the amount of crafting materials you get per item you scrap. The modifiers are also a very important part of deciding which route to take as they can make your search of the ship anywhere from incredibly easy to literally impossible. Some perks, such as making one type of enemy into allies, can make your trip inside incredibly easy, especially if there's only one type of enemy aboard, but then there's others that can hinder you, such as having enemies from deeper more dangerous depths or being filled with harmful hazards. Thankfully you can skip any you don't wish to enter, so pick and choose which ships to enter wisely. Now let's talk about the crafting system. There's not a huge amount of depth, you have several weapons, tools, and upgrades you can build, and each one needs certain parts to build which can be found in certain types of ships, with each ship telling you what part they contain, or you can use the resources, bio, slag, volt, data, and plaz, that you find in the ships or from scrapping parts you don't need, to build the parts that you do. As said before, the deeper the depth the higher the amount of resources you get per item you find or part you scrap. The last thing to talk about is the first person shooter aspect of it, which I find to be incredibly fun and strategic. As stated before each ship has different enemies and each enemy acts very differently, which you can sometimes take advantage of to your benefit. Each enemy has their own strengths and weaknesses, and there are different ways you can deal with them. For weaker enemies, such as the Juve, one or two headshots, which deal double damage, from the pistol is enough, but for others, like the Screw, you want to avoid them entirely. Luckily you can do this in one of two ways, either by sneaking past them or by locking them in a room. Sneaking, technically speaking, isn't exactly the correct term, as it's more so just walking. In this game sound is more important than you would expect, both in the form of stealth and in different sounds cues. For the enemies, there's two ways for them to notice you. Through line of sight, or through sound. If you run on anything other than carpeted floor or if you fire a non-silent gun then you will make noise which will attract the enemy's attention and make them turn towards you, however if you walk, or if you run on carpet, which silences your footsteps, then you can get close to an enemy that is looking away for an easy headshot or shotgun blast, or sneak past them if you don't wish to fight. Then there's the sound cues for enemies, which has both a visual and auditory aspect to it. Each enemy makes their own noise or has their own voice lines so even before going into a room you will be able to tell which type of enemy you'll be facing, but they also put visual sound cues for you to see when you're in front of a door. If there's a big tough Screw in the room, you'll see 'Stomp' pop up in a stylized font as he walks around, and if it's tiny weak Juves then you'll see the word 'Tap' pop up, with more 'Tap's indicating a large group of them. All this combined helps you to decide which enemies to avoid, which to fight, and how, but there's actually a third option, and that's trapping them in a room so that you don't have to fight or avoid them. You see each door comes with the ability to lock it, and most enemies can open unlocked doors, but can't open locked ones. Since most rooms have more than one doorway, it's very easy to lead an enemy into a room, lock the door behind them, and then hotfoot it out of the other door and lock it behind you, leaving them forever trapped. Other than that, there's also security in the ships, being divided between stationary turrets that will shoot at you if they see you, and peepers, which are cameras that will active a very powerful security robot that starts searching for you if you stay in it's line of sight too long without destroying it or hiding. There's three ways of dealing with security. One is to disable it by using the taser tool to zap it, which disables it for a time, and destroy it, the next is to disable it and then use money to hack it and turn it into an ally that will shoot at enemies, and the last is to find the security room and use the terminal to temporarily, or, using cash, permanently turn off all security in the ship. All of this combined leads to a very fun and strategic game where you must decide which route is the best to take, what risks you believe are worth the payoff, and how to loot a ship and deal with enemies with the least possible damage taken and when to cut your losses or avoid a bad encounter all-together. And when you finally feel as though you've mastered the game and it's mechanics, you even have 10 different challenges you can try to beat, each with their own unique set of restrictions or changes to how you play the game!
bon jeu, bien fait, prenant, beau
No he jugado tanto este juego como debía, pero prometo que esta guay.
Very repetitive but quite good with own style.
questo sparatutto in prima persona rouge like è un esperienza unica nel suo genere, il sistema di "personaggi" è molto divertente potresti essere basso, daltonico, senza un occhio o chi sa cosa, due partite non saranno mai uguali
Oyyyyy! Fockface!
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