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The short answer is they're like that on purpose.
The LONG answer is...
We’ve been using similar polygon and palette restrictions to match Quake 1. Unity keeps trying to make the game look better. Also this is David's vision from when he was like 14.
"Dusk looks like it was built in the Quake II (1997) engine but, in fact, it’s being built in Unity—a modern game engine capable of some truly impressive visuals. Which is a problem. “[The] biggest challenge is just convincing Unity to stop doing things that make the game look better,” Szymanski said. Through a process of trial and error he has figured out different ways to make Dusk look truly retro. This involved not just using lower res textures, but using textures that had a smaller color palette—a limiting factor for games back in the day. Some of these settings can be turned on and off, “depending on how faithfully crappy players want Dusk to look,” Szymanski said."
-KillScreen Interview
https://killscreen.com/articles/dusk-90s-style-shooter-mind-teenager/
I can tolarete retro graphics, I played doom on the SNES and some PC games at 320x200, but I don't see a point in having low-poly models, low resolution textures and short draw distance on purpose. I think most people like old school shooter despite their limitations, not because of them.
I'm looking forward to DUSK anyway, it seems to be the only retro FPS that really attempts to bring the 90's gameplay back. I just wish I didn't had to look at cardboard forests.
But now I am thinking "what if they did some really cutting edge stuff to mash up with the really old stuff". Like implementing a cutting edge voxel-based GI and insane particle effects and keeping everything else, haha.
But, you just said that this game is not for "people". Implying that you weren't going to play it anyways.
I mean, it's a subpar bait, but at least you tried.