29 people found this review helpful
Recommended
0.0 hrs last two weeks / 26.2 hrs on record (13.6 hrs at review time)
Posted: 29 Oct, 2024 @ 11:33pm
Updated: 30 Oct, 2024 @ 11:46am

Early Access Review
neat game, although devs tout the number of weapon combinations imo the variation is lacking since a number of those modules are just upgraded versions of previous modules. the ~800,000+ weapon combinations number, although technically true, doesn't really feel so when you're picking one of ~5 different base upgrades over and over again. i'd like to see the visuals more refined (although this is situational, i've been overwhelmed by the amount of explosions on screen with the RPG during lategame, for example.) and certain visuals look rather shoddy (flamethrower fx in particular.)

despite these minor qualms the game presents a solid foundation which i have no doubt it will grow on. the game is early access after all, and i have good faith the devs will address these concerns in time. beyond upgrades, the game has excellent weapon variety and great replayability. if you're put off by the early access tag, i'd definitely recommend you keep an eye on this title in the future.
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3 Comments
apljee 31 Oct, 2024 @ 10:12am 
maybe it's a bit more reflective of the fact the game is in early access, but the truth of the matter is a majority of upgrades offer nothing more than paltry stat boosts until you hit the lategame. it's unfortunate that the late game isn't especially fleshed out - by the time you have a good build on you + drone you're pretty much welcome to AFK until the final waves where mobs become ultra tanky.

tl;dr my problem isnt with the numbers or anything, my problem is with the lack of truly unique feeling upgades for weapons. "shoot faster" or "deal +6 bonus dmg on hit" doesn't really feel like a unique improvement and i think the game needs to do a better job of making weapons feel unique to the player. thats just my take after ~15 hours and ~60% of the game unlocked though
apljee 31 Oct, 2024 @ 10:12am 
i'm not arguing against their math, as i said in the review this number isn't wrong at all. i'm merely pointing out the lack of existing variety from what i've seen (keywords, 'what i've seen') the game is gated pretty hard by malphon kills and map exploration which makes it hard to give a genuine review of the variety in the game (seeing as ~30% of augments are still locked for me despite having gun builds that deal 60k dps.)

my point is, there's a lack of unique feeling among upgrades. maybe this is just a matter of perspective, but in other roguelike games i've played (i.e. vampire survivors, soulstone survivors) each upgrade feels unique from the moment you get it. in this game, your weapon only starts to feel unique by the time you've hit endgame and have a full weapon of tier 3 / 4 augments. there is absolutely nothing about T1 Lightweight Stock or T1 Hellspitter Barrel that makes a gun feel unique.
Evantide 30 Oct, 2024 @ 11:31pm 
I dunno man. 7 augment slots with 4 items of each type. Then each Tier 3 upgrade has a different branching path. Basic math still shows something like 40k unique weapon build combinations per weapon. Then you've got what, a dozen weapon types? And the unique boss drops that further modify performance beyond 'more stats'?

Might not be 800k+ but it's damn close.