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That is dependent on the gun you're using, personally I found a submachine gun that has a faster fire rate and larger magazine while dealing less damage per bullet than the starter gun you can craft. (Screenshots of both the starter gun and the submachine gun stats: https://steamcommunity.com/sharedfiles/filedetails/?id=2987158927 https://steamcommunity.com/sharedfiles/filedetails/?id=2987159069 )
There is a limit you have 6 weapon slots, 6 consumable slots and 18 inventory slots. And personally I have run out of space in a single run even though I always started with the 18 general slots being empty.
Now as a suggestion to the devs maybe it would be a good idea to make the different guns craftable for the demo instead of relying on them solely dropping from the human enemies so that people like op don't get stuck too long with a type of weapon that they clearly don't enjoy.
Also disagree with the auto pickup, I've ran out of inventory spaces way too much.
Also please add 20 varieties of Moustache to customization
(right now, I'm just kind of browsing through the forum to see what's happening)
In 'late' game, you can break things fairly quickly. Poison is pretty OP against trees as well and enemies, and nets you other resources at no cost to normal drops. With a sub machine gun with I also get other resources as well as I pelt things a few times with another damage over time effect. The Carbine has some heft to it, taking down things in a few shots, but the reload and clip size can be annoying. After finding a good method of breaking resources, and getting over the issue of scares ammo, the durability of things feel fine for the time given (including when you extend that time), if not maybe a little weak when all the lvl 1 bullets are maxed out. (which isn't bad, since it will help with the possible difficulty increase in the next area.)
A pretty cool mechanic is also how you get different stuff if you use different elements to break things.
I can say that the demo ends too soon, with it showing mainly the core game loop (which is important) and a feel for other mechanics, like upgrading, research, and building, but only just a taste of it and while stuck in the beginning area. There are a few mini boss fights, one of them repeatable, but it feels off that the demo ends before getting into a real boss fight, which is what each area builds up to.
That said, the teaser content posted in various places shows a rather exciting game with a lot of possibilities! Just a shame we can't really see much of it in the demo.
20 hours, dude! Kinda spoiling the fun before the release.
Two, you are one to talk, saying that you don't even feel like buying it because of how disappointing the demo was.
Lastly, I'm play testing, sending debug reports, and suggestions; hoping that when it does come out it will be more polished when it comes out..
Ok, no problem. That's great that you play test for others. I prefer to have just a little taste of the demo and not get spoiled. Since especially it can be changed at the release.
The game was in my wishlist for 2 years. So I'm kinda bummed out the way it turns out, I don't find pleasure in hating the game.