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Recent reviews by Sage

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37 people found this review helpful
1 person found this review funny
2
218.0 hrs on record
WHAT A JOURNEY!!

a quality, thoughtfully crafted game with unexpected depth, made for the purpose of having fun. The story, the setting, exploration, building- , crafting mechanics, design decisions, sounds, and other aspects of this game are beautifully wrapped in a unique (and a unified) style, giving you an experience you won’t forget. An absolute labor of love.

Something that I appreciate a lot is that you can play it the way you want: go strictly with the story line or go explore freely and return to the story later (although some important recipes and items will require you to finish a story mission to get unlocked).

If you are more of an independent explorer type, AND if you enjoy squeezing the maximum from games and want to see everything they offer, I highly encourage playing on the highest difficulty. It will teach you to pay more attention to the game mechanics, such as timings, resistances, synergies etc., and to understand the logic behind some secrets and puzzles.

If you are more of a casual type, the game offers an easy difficulty and a custom mode too, where you can tailor the experience to your liking (for example, disabling hostility).

the game has a friendly, cartoonish look and overall I'd call it an inviting family-friendly experience, except for one aspect: you often have to take the lives of creatures (sometimes, neutral ones, who won't attack you unless provoked) to gather resources for your needs.

Overall, I really appreciate that the game feels like it was made for your enjoyment, rather than to tick off game design checkboxes or rely on typical gaming hooks that keep you logging in daily solely to satisfy investors your inner ape. That was a big surprise, especially for an AAA title.

This is one of those games I wish I could forget and re-experience.
Recommended, worth full price.
Posted 29 July.
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3 people found this review helpful
1.5 hrs on record
A thoughtful sketch with a message you need to catch, understand, and accept. If you take into account the setting and certain details, it’s probably easier to grasp for people from the post-Soviet space (though that’s not for sure. that said, if you're grew up in Russia and can explain to someone non-Russian what’s the deal with the МФЦ, and why the inside of the bus looks the way it does.. well, respect., what can i say)

Most of the game is meant to be felt rather than understood, much like ШХД-games. Don’t go looking for too much meaning, just run the game like an interactive painting or experience. Try (you don't have to, though) to find all the scenes, phrases, and bits of text (well, sometimes, book passages) - not to 100% complete it, but to dive in and absorb it.

The game doesn’t have to make sense all the time, and I believe that’s part of the experience.

In my opinion, the main answer comes up just before the end. It's not trying to hide, but it can be missed:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3514331341
Posted 1 July.
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3 people found this review helpful
2.3 hrs on record
I truly think this game is a misunderstood puzzle gem.

At first, I too thought it was about associating words and knowing common English expressions.

Well - in some sense, yes. Native English speakers will probably have an easier time playing the game the “normal” way.

Nonetheless, playing it that way can be quite painful (just read the reviews). The quick-to-catch-the-meta players will likely figure out that the fast cooldown upgrade lets you reach the ending in no time if you spam it.

But those who notice that 2 out of 9 achievements aren’t unlocked even after finishing the game, despite seemingly meeting the conditions described on the Steam page, might get confused or curious.
If you fall into that second group, I assure you: you’re not done with the game yet.

If you’re feeling stuck, I invite you to check out my helper guide:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3481134266
--

I definitely recommend this game to anyone who enjoys unusual puzzles with a “Hacking” tag.

P.S.: I'm still not sure whether the Bitburner OST is meant to be an easter egg :)

Posted 13 May. Last edited 16 July.
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6 people found this review helpful
211.4 hrs on record
I tried this companion focus tool for a couple of small projects. It's neither amazing nor terrible - just okay. It does exactly what the store page describes, and I mainly used it as a timer for my tasks. A huge plus is that it doesn't track your activity; the only network traffic I noticed was for fetching songs from YouTube (as of this writing).

However, I feel it's missing features like the ability to manage multiple projects separately, track individual project times, and view detailed summaries showing the total time spent on each project, including pauses. I also wish the theme wasn't limited to the "cozy-smoothie-muffin-cute-witch" vibe and offered more diverse customization options (yes, there are plenty, but they all ultimately feel similar to what I've just described).

Overall, not bad.
Posted 8 March.
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10 people found this review helpful
1 person found this review funny
158.1 hrs on record
I've never played Factorio, and I don't care about it ~

A beautifully crafted, cat-themed management game enhanced by machine learning to automate your economy. No enemies, zero pressure, and completely fail-tolerant - there are no 'wrong' decisions; you just learn and improve as you go.

Your goal is to make cats happier by selling cat-related products like yarn, milk, cat houses, laser pointers, etc. These products can be directly harvested, traded, or crafted through production chains.

To please the cats and satisfy their growing demands, you'll build a lot, and as you learn more about the game, you will learn to do it more efficienlty. You'll have minimal guidance, so expect independent problem-solving (I consider this a plus, but if you don't like it - keep in mind the game is intentionally designed this way).

Oh, and if possible, play in Russian - you'll enjoy the easter eggs!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3440989167

My nitpicks:

- Some external machine learning resources lack clear prerequisites; children & beginners might feel overwhelmed.

Once you research a new building, you'll find it in the in-game wiki, which sometimes has links to resources explaining how the technology helps you in-game and its real-life relevance (similar to while True: learn()). These resources often include videos about machine learning (great to play in the background while you're optimizing your factory). Although the game's page states these resources were manually selected, some might not be easy to follow. If you're unsure whether your knowledge of sigmoid functions or the chain rule is fresh enough to deeply grasp linear regression after that CS2 match, don't worry, you're not alone. Some videos can be understood by kids, while others require calculus knowledge. These "handpicked educational videos" vary widely in difficulty and style (same goes for wikipedia articles), coming from multiple content creators. I'd prefer if luden.io created their own content just to ensure consistency.

- I understand, targeted advertising fits perfectly with the game's ML-driven mechanics (learning about cat "types", "attributes", needs, and showing them "the right ads at the right time"). However, as someone who dislikes predatory marketing practices (profiling and targeting people just to maximize profit), it slightly ruins the experience for me in this cute cat game. You don't have to play this way but using these methods definitely boosts ur profits.
Posted 8 March. Last edited 16 July.
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10 people found this review helpful
62.3 hrs on record
A very nice small game with a reasonable length to complete. It features Standard mode along with NG1, NG2, NG3, and the NG-End playthroughs. If you're into achievements, you only need to complete the first playthrough to unlock all of them.

I really enjoyed the theme (I like playing as ~villains~ ) and the numerous references to other games and pop-culture, cleverly packed into the side quests.

As of this writing, the game is tagged as an "Idler." However, I’d refine that a bit: it can be an idler if you create an unoptimized build and simply let it run. Otherwise, it plays more like a strategy and auto-battler game, where active management and optimization are essential -- especially in each subsequent NG, which introduces multiple debuffs to your units or resistances/immunities to certain types of attacks. That doesn’t make it any less enjoyable. In fact, it’s quite satisfying to see your strategy succeed.

It feels like a passion project from the way it plays and flows. I wouldn't recommend it as a pure incremental idler, simply due to the way the math works, but as a build/strategy battler, it’s absolutely worth playing.
Posted 25 February. Last edited 25 February.
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2 people found this review helpful
1 person found this review funny
0.6 hrs on record
Very nice. I hope, though, that it's not the future of CAPTCHAs.
Posted 13 January.
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6 people found this review helpful
37.0 hrs on record (6.3 hrs at review time)
Early Access Review
I was looking for a silly co-op horror game. While Phasmophobia felt too slow and clunky, and Lethal Company’s visual style didn’t appeal to me, KLETKA combines the best aspects of both and even more.

To give you an idea of this game’s character and humor: it blends references to Twin Peaks and The Platform with lesser-known Russian 4chan-tier stories and Gachimuchi memes.

All of this unfolds in a perpetual, horrifying descent into the abyss, accompanied by the elegance of Strauss’ Blue Danube (best when you are at 0.1hp) or the chaotic reassurance of Rimsky-Korsakov’s Flight of the Bumblebee (best on low fuel).

--

The whole game feels like one big easter egg, but even if you don’t catch every reference, it’s still a great co-op horror experience.
Posted 28 December, 2024.
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3 people found this review helpful
37.6 hrs on record (26.3 hrs at review time)
Early Access Review
TL;DR: A game in alpha that I'd already vote for GOTY.

Disclaimer: Everything I mention here is purely a matter of taste.

what it offers:

- Souls-like, but a shooter - totally not melee-oriented (though close-range weapons and add-ons are present).
- Story delivery - just enough to get you started and provide a glimpse into what we're doing and why.
- A true dark fantasy - a blurry line between "good" and "evil," as it should be. Our character is questionable, and so is the so-called "witch hunt."
- Minimal guidance, few optional (!) tutorials, but balanced by..
- ..great audio, visual, and text clues - the game heavily rewards attention and grants autonomy. Read that again: it gives the player their AUTONOMY. I can’t thank the devs enough for this.
- Amazing sound design and direction.
- Gunplay feels satisfying and well-balanced: some weapons feature more straightforward mechanics, making them easier to use, while others require greater skill and precision but are highly rewarding when mastered and used strategically.
- Minimal, barely visible HUD - fits perfecttly with the game’s feel and look.
- Not a heavy meta. Most guns, powers, and passives synergize well. Each one feels unique, crafted with care and attention, each having its' own character comparable to Borderlands' legendary guns in terms of variety and unique powers. Visual and audio cues complement the brief(!) text descriptions elegantly. No cluttered HUD icons telling you about status effects, buffs, or powers (clarifying just in case: that’s a plus).
- Traversal and movement feel great—movement speed feels just right, paired with well-sized detailed yet simple maps that avoid tedious travel. Double-jumping allows access to elevated areas, perfect for scouting, analyzing surroundings, or gaining a combat advantage.The choice is yours.
- Rising difficulty done right: new enemies, traps as well as rewards appear as difficulty increases. Maps you’ve already raided are randomized and evolve with your progression.
- Rewarding skill and punishing mistakes: play well, and you'll be rewarded; make poor decisions, and the game punishes you (even more so for consecutive mistakes).
- Death is fair. If you die, it’s on you - due to your mistake or inattentiveness, not some bs reason like “you weren’t supposed to go there” (looking at you, Elden Ring "masterpiece").
- Puzzles follow the same logic: if you didn’t solve them, that’s on you. The game provides enough clues; it’s up to you to pay attention or dismiss them. I trust the game in terms of communication, and didn't have a single how-tf-was-I-supposed-to-know-that-moment plus the maps are simple and clear enough + not overwhelmed with detail to be able to see points of interest and discover them. Solving puzzles will reward you, but failing? Well, in the best case, you’ll survive and move on.
- Feels fair and fun - the game respects your time, has clearly been playtested and designed for enjoyment.

A word to the Devs:
If you’re reading this - do not nerf the enemies, vaults, calamities, puzzles, or events. You’re on the right path. There are people who notice, appreciate, and understand the reasoning behind your design choices and the love you’ve poured into this project.

during this golden window of alpha stage - while guides, wikis, and detailed resources are still scarce or in development, leaving players to rely on themselves (as it should be used to be),, I wanted to emphasize once again that some of us truly feel and understand your game. You’ve done a fantastic job fostering communication between the game and the player.

Yes, there will be complaints - about the game being “unclear” or “too hard” - but hard and unclear for some is exactly what makes this game shine. For those looking for something 'easier' and 'more straightforward,' there are plenty of other options to choose from. I’m sure making something different was part of your goal.

--

Thank you for doing this your way and not ticking off “modern game design” checkboxes.
Keep up the great work.
Posted 25 December, 2024. Last edited 26 December, 2024.
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6 people found this review helpful
0.3 hrs on record
Spoilers ahead.

The overwhelming amount of awards and positive reviews this game has received is astonishing to me -- it’s beyond my understanding. I played through part of it with a friend in local co-op mode, but we couldn’t finish, and here’s why:

From the trailer alone, the game presents itself with energetic music, a casual look, vibrant colors, and an overall “light” atmosphere. It seems to promise a fun, family-friendly experience, but this impression is misleading for two main reasons:

1. 𝙉𝙤𝙩 𝙖𝙨 “𝘾𝙖𝙨𝙪𝙖𝙡” 𝙖𝙨 𝙄𝙩 𝙇𝙤𝙤𝙠𝙨
(we didn't stop playing because of this)
The game initially gives off a vibe of being a “casual, friendly game” - something you might even introduce to a friend unfamiliar with gaming. However, the gameplay says otherwise, requiring:

- Precise timing for dodging and attacking
- Fast reflexes in chase and fight scenes
- 3D platforming that makes you combine all the above skills on the fly
In short, it’s hardly the light-hearted, “pick-up-and-play” game one might expect.

2. 𝙌𝙪𝙚𝙨𝙩𝙞𝙤𝙣𝙖𝙗𝙡𝙚 𝙁𝙖𝙢𝙞𝙡𝙮-𝙁𝙧𝙞𝙚𝙣𝙙𝙡𝙮 𝙇𝙤𝙤𝙠
(this is rather the reason)
Within the first 15 minutes, this so-called “heartfelt and hilarious story” relies on sexual innuendos for its' humour and then there’s the violence which isn’t just there; it’s right up in your face, gratuitous even. But before diving into that, here’s a quick summary of the plot:

Plot Summary
The storyline, simplified beyond what the official game description offers, revolves around two immature adults who, upon deciding to divorce, have their consciousnesses transferred into miniature dolls after causing their daughter to cry. The parents are convinced they can return to normal if they make their kid cry again. Yep, you read that right and you are supposed to read it like this: make their own child cry, again, on purpose. So we’re dragged along as these parents make all the worst decisions, one after the other, and eventually reach their “goal,” which is… dancing in their daughter’s tears. Like, seriously.Is this the moral we’re supposed to take away? Adults are the worst, kids suffer? And in the end (which we looked up), the parents kiss, and we’re supposed to feel… happy? Sorry, but I can’t help feeling gutted for the kid.

Violence
Some of the scenes are not only violent but veer into disturbing territory that feels unnecessary and, at times, grotesque, here, have some:

- The player is forced to rip out the eyes of a vacuum cleaner with its own hoses (like, why???!)
- A beetle is deceived and discarded to its death once it has served its purpose.
- The player chases and attempts to kill the child’s protective stuffed baboon, who, acting out of genuine care for the child, tries to keep her safe from harm.
- Worst of all? The scene with a pink plush elephant named Cutie. She’s the child’s beloved toy, and she pleads, - literally begs, - for her life. Yet the game insists we kill her anyway, prolonging her cries for mercy as she struggles.

If you, too, are aware of a certain video that circulated on the dark web several years ago, and can draw parallels between its contents, participants, title, and the name of a fictional character in a very popular game franchise (one eerily similar to Cutie) congratz, you’re not alone in noticing this and getting seriously creeped out. And yes, I also want to believe it’s just a horrible coincidence and nothing more than a conspiracy theory.

Scenes like these don’t just add “dark humor.” They desensitize you to violence, making it feel like a punchline instead of a serious choice. This level of violence is neither adequately justified by the narrative nor framed as absurdity or “dark humor” in a way that clearly critiques the parents' selfish behavior.

If the developers were indeed attempting a form of satirical commentary on the parents’ self-centeredness or the absurdity of the situation, they totally failed to communicate this in a meaningful way. A more nuanced approach could have achieved the same goals without alienating or disturbing the player. How? Hmmm, let me think for you:

- The vacuum cleaner could have been peacefully unplugged, perhaps with a promise to repair it later.
- The beetle, rather than being discarded, could have survived alongside the characters, who could later express gratitude by leaving nectar.
- The baboon, devoted to the child’s safety, could have been reasoned with rather than attacked, allowing for a more complex and humane interaction.
- As for the elephant, a softer approach like hiding her from the child could have conveyed a sense of loss without the traumatic violence.

Poorly Executed Dark Humor
Some folks say it’s “dark humor,” but I just don’t see it. The Cutie scene especially: it’s so long, so drawn out, with her begging and fighting till the bitter end. Anthropomorphizing her, giving her a pink princess-like innocence, and watching her helpless struggle is more distressing than funny or insightful. Meanwhile, hostile characters like the squirrel, who actively work against the parents, are given much lighter fates.

Missed Opportunities for a Meaningful Story
There are so many ways this story could have gone to hit a more meaningful note. Instead of driving us through a twisted plushie genocide, the game could’ve explored ways for the parents to reconnect by revisiting their shared memories, seeing their daughter happy again, and, you know, maybe actually facing their issues. But instead, the ending falls flat. The happy reunion doesn’t feel earned; the parents haven’t wrestled with their flaws, nor have they really worked through any of their issues.They haven’t genuinely grappled with their inner conflicts or shown remorse for the harm caused along the way.(No, repairing Cutie in titles wasn't enough)

This isn’t just about violence, my issue here is with careless desensitization. When a game aimed at a wide audience trivializes suffering and turns it into a joke, it sends a message, intentional or not. The tone needs to be clear and measured, so the violence fits within the context and doesn’t stray into unnecessary territory, creating ambiguity or opening the door to misinterpretation.

Looking for a good example of a game that uses grotesque dark humor and violence to deliver a message? Try Harvester. It may be dated, but I don’t know of any other game that uses this approach so effectively.

- - -

This game, however, misses that mark and leaves a bad aftertaste. Still, judging by the reviews, I might be in the “snowflake” minority who just doesn’t buy into this game’s approach / finds it acceptable.

edit: spelling
Posted 12 November, 2024. Last edited 19 August.
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Showing 1-10 of 25 entries