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0.0 óra a nyilvántartásban
Great DLC, quite a must-have, making travel and exploration in Rimworld actually worthwhile, by giving you mobile bases so there's no stressing slog of filling caravans with food supplies. Now you can take an ever-growing compact base with you and you can engage in full on nomad lifestyle - the new starting scenario even enforces it by having you chased throughout the world.

There's real nice focus on dungeon crawl-esque abandoned area exploration, random landmarks all over the mark, and some new goodies, like high-grade guns with random modifiers for instance, like armor piercing or incendiary rounds, or stat boosts. There's new hazards too, like non-mechanoid dumb drone robots, new enemies to tame or deal with, entirely new biomes with new hazards and boons.

There's some real cool new additions for more settled players, too, like new hazards causing flooding with water or lava, there's fishing now, and settling on a space station is also an option albeit for lategame or so.

One detail though: if you want Rimworld but spaceship, consider trying Save Our Ship 2 mod or maybe another game like Stardeus, because this one offers you "gravships" not "spaceships" for a reason, you do leafrogging between bases areas be it planet areas or space stations, with downtime between each leapfrog and a pretty defined progression with "lategame" and progression gates like needing special things to access new NPC settlements as example, similarly to Biotech having Terraria-esque boss gated progression this may come off gamey too. Personally I play Rimworld for action on the planet so I don't mind space getting downplayed at all.
Közzétéve: július 14.
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12.4 óra a nyilvántartásban
I've replayed this one with a GoG copy a year ago from now, and while previously having held the game in a pretty high regard, while I still appreciate the atmosphere and setup, I came to feel this one's gameplay is really held back by being a roguelite where the variance between runs is very low, all while being hard and indeed taking many replays to figure it out.

The game takes place in a dystopian corporate future. Everything sucks. People sell their bodies to be reanimated as zombies after death to get by. Sometimes the cybernetic zombies start sobbing instead of following orders, that's acceptable here. There's an arms race for who offers a cheaper soldier, with a tie between horrific bio-engineered animals and mass-bred minimal training conscripts. The non-corporate governments also suck and are pushovers. The only food you can get tastes like cardboard. Your company experiments with technology that turns whole planet mad, and this is considered a normal practice to risk so much to get an edge. So now you gotta go trough messed up sectors each fulfilling it's own twisted purpose trying to get out.

It's top down, it's got a strong emphasis on crafting and scavenging to improve weapons, gear and upgrades. There's enemies and some environmental hazards, and with enemies being fast and mobile and pulling off ambushes things can go from chill to intense pretty fast. It feels exhilarating early on, until you realize that while layouts are randomized, the variety of components assembling a given level is very humble, and so is variance in what run you will get. In a way this feels more like System Shock or other older survival-rpg-lites than a roguelite, you know what to expect on level X or Y, both hazard-wise and possible loot-wise, with some things being consistent, but since you keep dying and retrying here, it loses it's charm earlier or later, all while offering quite a challenge.

Worth a try for it's novelty and vibe, maybe, doing a lot with a little to deliver it's setting, but I feel like ultimately a really repetitive experience and that simplicity doesn't help it in regards to gameplay.
Közzétéve: július 10.
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0.0 óra a nyilvántartásban
It's fine, but I would strongly recommend buying it only with a discount and maybe from reseller or whatever, the default price is way too high.

One genuine issue is that instead of downloading trough Steam this content package just unlocks it on your account and then downloads trough Bethesda.net which means turning on the game and waiting for it to download everything. Also, if you see not all content was added but trying to download more throws you a Bethesda Net error, press the Options in the Creations menu and then there should be a button to "download all Creation Club Content" or something try if that works.

Overall this is a pretty varied package of those loved by players goodies like new gear, new loot, some new player houses, and quest lines to unlock stuff. It's all integrated pretty well, though must remark you'll notice way a lot of fanservice with weapons and armor that are callbacks to previous Elder Scrolls titles, involving ones you likely haven't played like Redguard. Nontheless most of unique stuff also features some unique mechanical effects so these items are genuinely fun to discover and try out even if you don't care about fanservice. Also, there's some entirely new features like pets you have finer control even including abilities to summon them or featuring unique mechanical gimmicks.

It's a solid way to freshen up the Skyrim experience if you like me get nostalgic for it AGAIN.
Közzétéve: július 10.
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140.4 óra a nyilvántartásban
A very big and ambitious CRPG that bit more than it could chew - it's a very faithful take on Pathfinder, it offers a long and involved adventure full of dungeon crawls and decision to make, and it's rough and janky, with some quests just breaking later at game and occasional UI or other errors popping up.

Generally, this is a super detailed and commendable recreation of Pathfinder, the Dungeons & Dragons offshoot trying to stay loyal to 3rd edition after 4th one came out. There's loads of classes, feats, items and such just like in tabletop RPG, even if some things like skills are truncated, the build options are massive and just like TTRPG it's a bit of a mess to navigate. The story, actually, is based on Pathfinder-published campaign, too, even if I imagine they took plenty of creative liberties adapting it, and in it you are a mercenary adventurer who given a politicking-based opportunity to seize land and secure their ownership as a ruler gets involved in intrigues and supernatural conspiracy going back centuries. It's overall pretty cool.

What isn't cool is that, well, all the bugs, game UI or character animations getting stuck unless you pop open a menu to fix it regularly, some quests breaking or becoming impossible to complete, the discomforts and failures will be your frequent companions troughout a playtrough. And afaik the dev studio - publisher deal has wrapped up so I doubt there will ever be more fixes.

Another thing I gotta warn about is difficulty. It may feel REALLY unfair with frequent misses, tough encounters with enemies that have very particular resistances or immunities and powers, hell, one of first smaller dungeons you visit has spider swarms that can will take reduced damage unless you dropped an AoE damage like an alchemist bottle throw, as example. The difficulty is very customizeable so don't hesitate bumping it down. I especially recommend doing that with the kindgom management aspect since while you get to assign advisors and upgrade and build stuff, there's not that much actual agency you get with these recurring "kingdom issues" that may bump down your progress if they fail, and it's possible to screw up lategame by leaving out a few advisors underpowered, putting you into a failure scenario unless you disable defeat trough kindgom stability loss.

I had my fill with this one, even though I didn't go for total completion it would be weird to play like 140 hours of a thing and then declare it a trash, haha, my life isn't THAT worthless to waste time that badly. This is a good CRPG. It's just capricious and janky, but other issues like difficulty can always be tweaked down to disabling elements that may distract you from Pathfinder core - though personally I did very much appreciate the idea of managing and ruling a fantasy kingdom and it's a pretty unique experience for a CRPG.
Közzétéve: július 6.
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33.4 óra a nyilvántartásban
We haven't had a big budget RTS in a long while, so it's a refreshing experience to finally dig into one. Is it great?! Yes! Is it perfect? Does it fully match the greats in all the ways? Not really.

Let's start with a setting. It's. I won't sugarcoat it, very much a pastiche of Command & Conquer Tiberium timeline. A new type of resource appears in the world, and two factions - the global peacekeeping coalition of GDF, crossover with some other 3D Realms properties btw, compete with Tempest Dynasty, which are one part Nod and one part Eurasian Dynasty, being some weird East Euro & Asian monarcho-bolsheviks with trappings of both soviets and an absolutist monarchy. The local Tiberium equivalent are red roots that don't harm people seeing how they actually absorb harmful radiation of WW3, but any vehicles get hit by debilitating debuffs exposed to it trough standing or enemy unit abilities - which to me feels like more of a mechanics-based decision to make infantry more viable than pure worldbuilding, but it's integrated into the plot, Tempest is indeed a groundbreaking energy source. The unreleased in skirmish currently WIP third faction are that meme picture of white guy pharaoh and they use Tempest as anabolic steroid. I'll go ahead and say that while I super hope this gets an expansion and a sequel, I feel like their writers did a bad job and hope to see someone more skilled take their place - there's some setups of conspiracies pulling the strings and promises of interesting developments, but most dialogue is painfully videogamey and exposition-ladden, and plot is kinda left dangling in a way that's natural for a game that wants to leave future options open, but I feel like some tighter storytelling would have left this more satisfying nonetheless.

Now, gameplay! While there's nothing outright groundbreaking the game does put an effort to introduce some innovations and original ideas to make the factions stand out from each other and other RTS series factions. GDF while powerful relies on a special resource - Intel, which themathically frames them as a global org trying to keep an eye on whole world, and ingame a lot of units and even structures that in other RTSes would just unlock tech provide you with some options to generate Intel, and there's plenty of active options throughout the game to do it. They also got plenty of mobile repair and healing options which elevates their survival in the battle, and their unit specialty are drones which can fire even from inside transports, kinda like a more limited take on CnC Generals humvees and battle buses letting units shoot from them, except in this case it's respawning aerial allies. You can also order drone handlers to attack with drones from a bit of a distance which is handy, you don't loose the actual units you invested resources into.

Dynasty meanwhile has some productivity options instead, they can pull tricks like accelerating structure production at cost at damaging them by placing generators by them, and then there's Construction Yard equivalents spending some energy to switch to one of three "plans" which provide boons like increased resource harvesting, cheaper production or combat bonuses, plus their harvesters are mobile and they get vehicle factories before the barracks. Their distinct recurring mechanical feature are "tempest dynamos" that let units take damage in exchange for greater damage output and higher movement speed, which curiously can be fully negated by healing or repairs which coincidentally the faction gets quite some options of, strong even if static. Their aerial units are tough too, and their base structures get some defensive options when upgraded.

Since third faction isn't out proper let's talk general mechanical features. First, there are "specialists" which are like heroes and commandos in Command & Conquer titles, very high utility fighters with some distinct feature like stealth, high damage output, strong buff, that sort of deal. It's actually a really pleasant balance between micro-intensive hero management and just having very simple abilities on all units, depending on deployed specialists your army can behave very differently. There's also three tracks of upgrades improving the factions defining features or softening their limitations somehow, not something unique but surprisingly uncommon for a Command & Conquer-like. Also, there's just plenty of random nifty bits there, like engineers take some time to take over structure leaving them vulnerable, but also when inside a structure or vehicle they will repair it which means you can create hit and run platforms or really resilient vehicles simply by producing an engineer or two.

Also, visuals! The game is bit demanding, imo, but guess that's what you'd expect from AAA - AA these days, but it does look real nice - personally not too fond of some unit designs but others found them nice and undeniably all units are very readable even at distance so guess it's just a matter of taste. Environments are pretty cool too. even if there's not that many outstanding setpieces, ther environments are mostly realistic. Sound though? They got some great composers including Frank Klepacki there so you gonna the music is a banger.

Now, while the campaign may please you, with some distinct campaign-unique upgrades down to getting enemy faction units or blanket immunites or damage increases by 50%, the multiplayer... at the moment there aren't that many maps and it's capped at 4 players so no truly big battles, though there's stuff like options to raise units caps and extra maps with likely more incoming so devs are working on it. No idea how sustainable the online community is, though, it was seemingly active early on but then shrank, no idea what are the longterm prospects there.

I totally recommend giving this one a try if you appreciate Command & Conquer games or just modern/sci-fi RTSes in general, especially if you are mostly interested in singleplayer.
Közzétéve: június 21. Legutóbb szerkesztve: június 21.
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3.0 óra a nyilvántartásban
There's quite some boomer shooters out there, and this one? Sorry, it got quite some glaring flaws, all while delivering very little original ideas. It doesn't overstay it's welcome and still is fun, but I feel like it desperately needs one more pass of bugfixing and tweaking to feel actually complete.

Let's start with a speed round of pointing out the issues! First, movement while fast gets stopped by odd collisions or odd ramp ends that stop you among other things. There's plenty of clipping trough level geometry or getting temporarily stuck because the melee enemy snuck up onto you. There's no "coyote time" or other gamedev tricks to deal with jumping milliseconds late or otherwise smoothing out the movement. Wall grappling seemingly depends on invisible collider that is applied inconsistently in some levels even if it's present in mandatory for progression areas. After reloading game save after death, one type of enemy consistently become visible but disabled and thus static and invincible. The levels heavily lack some sort of signposting that all other indie boomer shooters seem to handle well, so if you got a blue key you may need to wander blindly looking for blue door you probably passed already but didn't pay attention - no either navigation help nor environmental hints present here. Sometimes music ends and it doesn't loop back so you're in silence with just your footsteps. Apart from that some early weapons lack feedback to feel powerful, even if they do deal decent damage (I beat final boss with dual wield pistols because they were more handy at range than the assault rifles, so I take they perform well).

Now, the good part! The first part of game, taking place in a dystopian land not generic scifi facility, looks really cool, there's a lot of areas with great detail put into them, and sufficient variation - or maybe it's just me liking dystopian concrete slums and industry too much? Also, while enemy variety isn't too great to game legit doesn't overstay it's welcome being short which is actually a plus. Also, it's a fascinating mix of Half-Life 2 style dystopia and Quake 2 Strogg-type flesh cyborg horrors. Narratively, I find it funny, you're performing regime change on a theocratic-corporate state trying to dominate the world with cyborg horrors - no idea why it's called Anomalous but I legit appreciated piecing the narrative from scan exposition bits. Also, latgame guns like piercing crossbow and energy cannon are legit neat, and it doesn't take long to get them, which is also pleasant.

I hope this one gets patched up once or twice more because it has good potential to be fully enjoyable for what it is but the clunkyness and jank plus obtuse level navigation really drag down a pleasurable quick romp into a less fun experience.
Közzétéve: június 21.
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24.8 óra a nyilvántartásban
A stealth spin-off to Dishonored with ironically downplayed stealth aspect. Rather experimental for an AAA studio, throwing in roguelite aspects and PvP aspect into a singleplayer imsim.

The story setup is pretty cool, there's this cabal of wealthy and influential people - scientists, artists, inventors, suspiciously wealthy furry (just slightly hyperboilising the last one) - that anticipating world going to ♥♥♥♥ decide to exploit an anomaly on a remote island to live an infinite time loop, except something backfires and only few maintain previous loop's memories, most believing it's still the first day. The protagonist Colt is one of few that see trough the loop even if experiencing amnesia periodically, and realizing it's futility he trying to break it, which means taking out the Visionary wealthy types. But there's also Julianna who wants to maintain the loop and also sadistically rejoices at his deaths. the setting got that delightfully 1970s aesthethic even if it takes not on Earth, too, which looks cool.

Now, the roguelite aspect. It's set up cleverly that you have to make choices what points to visit before the day ends and loop restarts, and you gotta figure out things like how to break the loop by yourself, plus the game areas change quite some depending on time of day, and this being an Arkane game exploration is very rewarding and fun but, thing is, eventually you will have all the mysteries of locales figured out and all the items you wanna keep made permanent thanks to residuum resource pickups. And then while you'll have shortcuts to reduce the tedium, at certain points you'll just be determined to finish it since there's not that much enemy variety and biggest randomizer working against you is the player-controlled Julianna showing up, and that does provide for an exciting game of cat and mouse but also being humans these Juliannas only real major advantages are unpredictability and surprise, and sometimes they treat it less like a mind game and more like a generic shooter where Colt is as likely to have an advantage.

Other details: Playing as Julianna yourself is pretty fun if you just wanna shoot people - you got dim but handy NPC allies and can mess around with explosives a bit more than Colt player, but also you don't get any comebacks like Colt, just one life, so gotta be smart about it. There's some technical issues, for me I had few times where game I would stuck in weird state so I was forced to quit and restart but some people have the game straight up crash and refuse to work which contributes to it's low score - also the netcode isn't the best, there's plenty of rubberbanding even with good connection. Also I had to downgrade the settings from maximum to lower despite recommendations because the game would keep saying I maxed out my VRAM. The music is really good, just gonna leave at that.

This is a flawed experiment but I really enjoy it, if this game runs on your PC proper you should really give it a try. It's unique, it's got fun moments and it's fun to explore the game's world.
Közzétéve: június 4.
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0.3 óra a nyilvántartásban
You know those ideological knockoffs that are blatant but also way more inferior despite the thing to take notes from being right there? Like Guitar Praise and Chip Chilla for American conservatives maybe, or maybe Hamas Tomorrow's Pioneers that imitated western children's shows but doused them in psychotic cruelty? Things that ultimately belong only in YouTube videos about this forgotten weird thing that's amusingly bad? Well here we got this game, that takes a moderately successful Doorkickers series, and makes it about an ongoing real world war, depicted from the side of internationally condemned aggressor.

As person from Eastern Europe I just have belief this should be removed off Steam for what a shameless propaganda it is, but also as a gamer I just cannot not remark on it's immense shoddiness. Lots of artwork is AI gen with those inconsistent thickness unnatural lines only AI gen leaves. The 3D environments are genuinely primitive with singular badly looping low res textures and really bland colors. The UI is SUPER BAD, probably the second worst thing after the political and ideological aspect, they took a successful existing title as a base and managed to make it significantly worse and clumsier. This game claims to be based on real ongoing war tactics and practices but it's only innovation is adding fiddly new actions that don't contribute to anything but slowing down the pace. Moreover the AI is actually lacking in smarts and often acts randomly or irrationally, running away when they got a chance to shoot you, or keep standing in ambush in points that are compromised with clear noise identifying enemies coming from other side - I legit cannot tell whether this is incompetence or some ideological attempt to depict Ukrainian forces as inferior but it's a bad look either way.

Literally every single review "praising" this mistake is either a chauvinist's endorsement or edgelord comedy attempt, and most of them too have as little playtime as the naysayers protesting it out of principle. You know why? Here's the kicker: that's how much content you actually get for free. This "free game" is in actuality just a very brief introduction, with individual microtransaction campaign costing as much as whole games, this is some wannabe AAA greed from a fledgling indie studio (that allegedly also got state support and promotion at that).

Just buy Doorkickers if you are intrigued by the concept but want an actual game and not warmonger's statement. The whole game on sale even costs way less than a single cheapest campaign here!
Közzétéve: május 31. Legutóbb szerkesztve: május 31.
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4.4 óra a nyilvántartásban
Korai hozzáférési értékelés
The game's seemingly solo developer has at the time put up the title for a measly 2 euros because he's been struggling with depression and couldn't deliver anything new in a while but hopes he'll be able to come back to it eventually. In my opinion, this game deserves way more than that even in current Early Access state.

This is, overall, a really fun tower defense that pays homage to classic RTSes, in particular Command & Conquer - just look at that logo and those visuals! By the way it's in actuality a pretty solid 3D game, you can turn off the pixel shader if you don't appreciate the chunkyness. The soundtrack also pays homage to Frank Klepacki's music so that's another plus to the vibes here.

Now, gameplay. It's a classic tower defense, except you also have to manage power and economy structures like in Command & Conquer, and there's attackers that actually can destroy your structures, which means at certain point you'll have to use walls or auto-repair structures to avoid destruction. There's a lot of different utility structures there, stealth detectors, different types of towers, cannon fodder defensive vehicle factories, etc etc.

While the game is endless survival, there's actually a meta-progression where you earn points to unlock new tech from, with a pretty expansive tech tree, and at your start you will have just the very basics. There is also a key nuance that this only unlocks new tech, but you still have to research it in a single run, which means there's no actual permanent bonuses that make the game easier and each run depends on your strategy, even if you do get more and more flexibility with each playtrough.

Try it! I'm sure at certain point this one will go up in price but nonetheless it's very much worth it either way and I wish Terry success recovering from depression.
Közzétéve: május 22.
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0.0 óra a nyilvántartásban
A solid DLC adding a bit of new content here and there, including new mechanics, paired with a main game update introducing a lot of requested features.

There's three new classes each with own three subclasses, and each class is tied to a new specific addition - summon items, AoE damage-over-time plague damage type, and a new gems mechanic where you socket or place them in inventory.

The summons are either turrets or fighting allies that both deal damage and take the heat for you, It's an obvious addition overall, and there's some fun synergies and builds to experiment with.

Plague Doctor and the plague weapons are a nice AoE addition, and it's really funny to run around with plague canister spreading trails of death while regenerating from it as Plague Doc. There's a variety of plague weapons, form melee to range to summons, so it can be adapted to a variety of different builds.

The gems are like standard Diablo-like socketable gems which each item having a limited socket count, and you can combine them for stronger ones, but you can actually remove them from items anytime. If placed in inventory they'll provide extra of specific stat for each item that provides it as is placed properly relatively of gem - situational but handy when the build relies on a specific stat. Meanwhile placing the item in weapon or summon item provides a variety of bonuses, from flat stat boost to adding elemental effect or a stacking bonus per each kill, there's a lot of possibilities there. It's a very flexible and curious system, and the classes related to it increase the frequency of landmarks that give the gems or of getting or benefiting of gems themselves.

Only major issue is how the new gems mechanic is absolutely not present in standard play, only showing up in endless play. Since one of survivors-likes highlights is getting unlocks with varied builds and objectives and a lot require you to beat the game as a specific character, it means you'll be left out from actually engaging this mechanic a lot.

It's real cheap, yet has fun additions so you really should buy it together with the game or just buy it if you wanna revisit this game.
Közzétéve: május 22.
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