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Really digging that this game so far, has a darkest dungeon meets card hunter like inventory/skill system. Great release, thank you!!
It sounds weird - we haven't come across such bug ourselves yet. Can you elaborate a little?
So you were able to sell and buy stuff normally before, but now it doesn't work? Any idea when it changed? Also, could you maybe make a screenshot or even capture a small vid if you can? Thanks.
Positives:
I am very impressed with the presentation of the game and love the aesthetic. The concept of a sci-fi comic book playing itself out is wonderful and you can tell that the developers really put in some love into the game. Combat is enjoyable if a bit obtuse without a guide to pull up what you can and can't do in the game. The boost ability to mill for 2 additional cards is fantastic until you discover that 10 energy is used up in the process. The story is interesting from what has been shown so far and the enemies look really neat in their stills. I also like the look of the characters and their design is fun, although I was a tad disappointed that I couldn't add onto my crew as of yet.
Negatives:
Map exploration is fun in concept. You explore from tile to tile and expend energy per tile movement in finding your objective or rooms of interest, etc. My issue comes from energy management and depletion of energy; the costs are simply excessive! All rooms take 1 energy to go to and you expend energy going back through the path you traveled through. If you want a better look at the map, you'll have to scan the area and expend 5 energy to know where you're going, and if you use your scan in a dead end, you've wasted your 5 energy. Plus every turn in combat uses up energy. Why make note of energy consumption? Well, you only have 100 energy to work with, barring any energy capsules purchased for the express purpose of exploring more areas and if you run out of energy, it's game over. The developers did say that this would happen initially and that this isn't representative of the final product but man does it suck. They really need to overhaul this by increasing the energy drop rate or have energy depletion tide to rounds in combat rather than in turns (because I do like the idea of limited energy supply). I was also kinda surprised that there weren't any repeatable quests available? Or at least from my end point (I've collected 2 of the 3 data entries for the subgovernor and have finished both contracts).
Bottom Line:
It may look like there's a lot of negative there but I really truly enjoy this game and want more of it. It's looking to be really really nice and I want the developers to know that I want them to succeed in making this a fun and enjoyable experience.
Small quality of life improvement for sorting inventory bringing weapons, shields, tools, and their mods to the front would be amazing.
My tracker (starts with sniper class) often gets a "+Focus" text and I missed where it says what that is, +accuracy?
Also, are the class weapon limitations set in stone? I notice my leader and tracker couldnt equip punching melee, only blades. Really enjoy the comic sequences for the power fists so I would like to know which classes can or cannot punch
All this information already exists in the game, but it might be helpful if players can be refreshed with a push of a button. like a quick game manaul?
Btw the art is amazing, I feel the existing art assets could go further with more lighting and different coloration, but how it exists now and the potential is huge.
e-grammr
Things that need balancing : Medical bills - 1000cr for a res and 20cr (EDIT: Confirmed numbers now) *per hit point* give or take for healing? That needs to come down and hard. This ain't America and we don't have blue shield insurance on our toons yo.
I'd propose 250cr for a full res and no more than 5cr per hitpoint. Item costs appear to be reasonably well balanced both on selling and buying, with energy refills at 1cr per point at the station being good enough, I'd suggest that energy tanks cost no more than 2-2.5cr per point (they should be more expensive but not so much so that they're entirely not worth using in the field). That would mean medium energy tanks should be around 75cr rather than the current 125cr. Small energy tanks should be 25cr rather than the 50cr they are now.
Fights look to be well tuned with a few obvious exceptions (the vipers hit way above their level and can entirely wreck a decently geared, full health team in short order, I'm assuming all the encounters are tuned currently for entry level groups so the vipers deffo need a look).
Will give feedback on the bosses when I reach them *without* being at the tail end of my energy reserves :P
I also have this problem. Why is that? I see in a later post that the middle mouse button helps scroll but is that the only way that works? That isnt intuitive at all.