61 people found this review helpful
Recommended
0.7 hrs last two weeks / 3,680.8 hrs on record (2,866.2 hrs at review time)
Posted: Apr 28, 2022 @ 4:25pm

This game is outrageously good for all the reasons other people have said. Procedurally generated city environments with a focus on neutral NPCs to interact with, emergent gameplay with countless interconnected mechanics that make every mission beatable with a huge range of strategies, goofy kitchen sink setting that cares more about being fun than anything else, etc. You should probably already know if you want to get the game (you do) based on that, but there are two underrated features that I think are worth mentioning which provide far more content than you might expect.

The first is the level editor. For whatever reason many fans of the game don't even seem to realize one exists, but it's amazingly powerful in terms of what it allows you to add to the game and the variety this brings is... well, not infinite, but close enough. You can fully build levels and campaigns from the ground up, which would be cool enough on its own, but what really makes this shine are the chunk packs. These add additional buildings and terrain to the level generation that can be mixed and matched for any of your normal runs. If you're even a little familiar with roguelikes you should realize how great this is, new level layouts are the lifeblood of the genre and this makes them functionally limitless (you don't even have to do work yourself, plenty of packs exist in the workshop already that collectively add thousands of new locations to visit).

The other underrated feature is the mutator system, the obligatory modifiers that vary the rules of a run. It's not unexpected but it's worth mentioning just how many additional gameplay modes these open up. Miss Hotline Miami? Turn on low health for all, now you have access to infinite randomly generated HM levels. Turning on disasters every floor and excluding all but one makes that disaster happen on every floor... obviously, but experiencing the entire game as a raging warzone or a mad dash to disarm bombs hidden around the city can be very fun and different.

Combining mutators and custom content can rework the entire game in some surprisingly versatile ways. At the end of the day it's still the same topdown roguelike as the vanilla game, but the point is that if the concept of this game appeals to you even slightly then the $20 price tag is a ridiculous bargain for the amount of content available. I'd easily consider this my favorite game of the past decade and with over 2,500 hours invested so far I still can't see stopping anytime soon, it's kinda like Minecraft but if every house you built got added to the world generation and then served as the stage for some really zany action movie hijinks.
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