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2. Armor can not be stored in inventory, you can change armor with one on the floor
3. Weapons can not be stored in inventory, you have 3 (2 for scouts, more then 3 with perks) weapon slots
4. Looks like all projectiles have unlimited speed, as far as I remember in DoomRL rockets or fireballs sometimes needed more then on 'turn' to reach player
5. No knives, I saw only a chainsaw as a melee weapon for 3+ hours of playing
6. It looks like there are signifficantly fewer perks in game (15 for scout, others also have such or about such amount; you can take more then 1 level of a perk as before)
7. Special levels do not look so special and so fun
8. You always have plenty of regular ammo, also it is a not so good choice on advanced levels
9. Didn't saw an option to carry two pistols
10. Didn't saw an option to repair armor
4 - this is false - all projectiles in DoomRL were instantanous
5 - melee barely didn't make it into this release version, it's coming real soon!
6 - master traits are missing, but the traits are more oriented on actual active things that you can do, instead of just bumping numbers (there are still a couple of those leftover, but we're removing them slowly in favor of actionable or feelable stuff)
7 - agreed, most of them were done when the script mechanics were poor, this is something we intend to make better with time!
8 - what difficulty are you playing on? On Easy ammo is not an issue, but generally you cant beat the game with a single ammo type unless playing a Challenge Mode
9 - dualgunner is coming soon, but it requires a revamp of the animation system, that's why it didn't appear yet.
10 - there are repair kits
So yes, right now the game has less content than DoomRL, but I wouldn't say it's less tactical. There are smoke grenades, active skills, weapon and armor mods, and the whole cover system which add a fair bit of tactics. But of course it's not chess. And when you get bored with the main game, there are the challenge modes.
Cyber armor was an amazing thing in resource-management terms - should I take it or not?
Now I just put on an armour when I see it (I could probably take it before leaving a level but then I would have some trouble to search for it again).
Now the game looks like wandering and shooting without that much resource-management thinking. I am playing on medium difficulty.
I found myself much rarely shooting in space hoping that it would accidently hit someone even as bullets are common - is there a new structures of levels to blame or the bullets now just primitivly hit a square instead of having a long fly with some chance to hit those on the squres it would bypass? I can't tell for sure.
As far as ammo goes, we currently have a different problem - at endgame you're basically running out of everything.
We removed the possibility to blind shoot, because it made for a really boring strategy in DoomRL. Our general design plan is to remove stuff that was either not very intuitive (DoomRL's corner shooting was actually a bug, that tied to getting shot when not seeing your enemy - couldn't fix the other without "fixing" the first) or was boring (radar shooting), or artificially slowed down gameplay (giftdropping), and instead introducing mechanics that are easy to grasp and yet still provide tactical depth. There's still a lot to improve with the latter, but I'm pretty happy with how the cover system is corner shooting without bugs, and how the new dodge system works.
This is the START of Early Access - there's a lot work to do, and I'll gladly listen to all feedback and suggestions :)
Also, our main objective is funneling more people back to classic roguelikes. And maybe reclaim the back the damn word.
Well I wish you luck and I know you've put a lot of work in but I feel like you might have lost a few "hardcore" rl players and I'm not sure any amount of 3d graphics will be enough to grab a sizable mainstream crowd in such a crowded market.
TBH, if we'd sell this game only to the all the hardcore RL crowd that wouldn't cover production costs. This is a gamble to try to bring hardcore roguelikes to the wider audience, just as XCOM did with the XCOM-likes. I'm very much aware that it might not work out, but we're hopefully on our way to at least finish this game, which makes me happy - because for the past few years I had the best damn job ever (even though it paid less than ♥♥♥♥).
And also, give us a chance - there is a lot more nice stuff planned for the following months :)
Well as soon as the checkout problem gets fixed I'll buy it.
The counterpoint is Cogmind of course.