No. of Reviews: 20
Review 1
Purchased!
1. It feels like a big waste to not allow the player to bring a pistol in
addition to two other weapons, the pistol is fun, but feels weaker compared to
the other weapons(as should be). But that forces the player to give up on the
fun from the pistol(not taking the pistol), as a game developer myself, one of
ths biggest rules of game design is to motivate and allow the player to do what
he will enjoy, to not make what is worth it frustrating amd not as fun as it
could be. A player would prioritise advancing in the game at the cost of fun,
which will be providing him with a worse expirience of the game, so that's a
wasted potential. 2. There is a grind in the game, personally im not a big fun
of that. It makes the game either super difficult(impossible to clear a level,
feels unfair, not satisfying) to super easy(which is not fullfilling, and remove
the value of everything in the game, making it feels pointless to play). A
player want to feel badass, due to his skill, and being able to supress a fair
and hard challange. Players love headshot, but when it feels like the head have
a large health pool, there's no satisfaction from an headshot. One solution is
to provide an indication for a succsesful hit on the head. Like game such of
battlefield and cod does( if i remamber correctly). On the area between levels,
you provide 3 options. A player would always the option to store goods. Its a no
brainer. It's a wasted feature. A player don't want to waste time on grind. It
is better to allow player to go to this room in addition to a choice between the
other room. If you still want to have some scarcity, just randomly lock the
room. So atleast a player wouldnt blame himself for choosing another room. A
player suppose to be greedy, because he should value his time, so playing should
feel worth while. Unless you aim to sell for kids who arent consiouse about
their time. A game like counter strike, was succesful without any rewards such
as new weapons, tags and so on. People enjoy gauging their abilities compared to
the challange. People enjoy improving themselves. Much more than grinding for an
item which is likely to not as be as fun as they imagines. I really wanted to
play this game, because i felt the need for some scifi shooter, i wanted to feel
the force of a sci fi gun, made realistic rather then arcade, there are not many
games games that does this. Otherwise i wouldve played pavlov. So i definetly
not here for the story, for the grind, or for getting to higher level, these are
meaningless. I'm here to be able to shoot scifi guns, and feel like i'm doing
damage while challanging my fighting abilities(aim, fast reload etc..). I think
mixing rpg elements with shooters is very dangerous, it can very easily prevents
the game of reaching its fun potential. This feedback may seem harsh, but i
generaly very enjoy the game, and this is the only game i'm playing currently.
So that feedback just shows how much i care about the game success. I feel that
there is a big potential, and see how this can easily be a game a continue
playing indefinetly, but there is a fine line that could ruin it from being
perfect, and make it a game that is without a replay value. I think it can
easily be perfect if you follow that fine line. If i wasn't currently developing
a fantasy game, i'd definetly try to fill that sci-fi game niche, huge
potential. Too many vr games are arcade like. For example if the projectile was
not fast enough, i wouldnt want to play the game, this is the fine line i'm
speaking about. The projectile speed can be faster. It makes it more skill
based. And more instant feedback means more addictive.
Review 2
Purchased!
Very interested to see where this goes. My experience was on the Valve Index.
For what I played, I enjoyed.
My feedback for the developer: I thought the teleporting was a bit odd, in some
situations I found myself unable to go forward because I was caught on... the
doorway (sometimes) or something else when it seems like you should be able to
move forward but can't. Using the base controls, I found it difficult to grab
the ammo from behind me. Haven't tried re-mapping the grab key to a different
button. Feels like the button doesn't always grab it, not sure if it's the game,
my controller or what.
Review 3
Purchased!
Some parts are pretty but the game is ultimately disappointing.
Guns have little mechanical interactivity (better than most games, too little to
matter). You have to move a mag near the gun and manually chamber a round. There
is no real gun simulation.
Enemies are generic zombie and monster models, some of which look pretty good by
themselves, but the lack of a consistent or overarching theme makes it feel like
a shopping tour through the unity asset store.
After the tutorial mission the performance takes a nose dive and the game
becomes unplayable. What little i played after the tutorial was very grindy.
It feels like there is much more potential, but the game requires more effort to
actualize it.
Review 4
Purchased!
So far I like it, although I find it mildly annoying to go through the loop of
filling my bag, force myself to die, then respawn and do the whole thing over
again. Could we add a way for us to go back to our safe room without dying? I
think that would help with the flow of the game honestly.
Edit: They added a melee and made it so you can go back to your base after
completing a level. I look forward to seeing how this game will develop.
Review 5
Purchased!
Dear developer, please, I implore you, stop incessantly sending me friend
requests just because I gave your game a low rating. It's genuinely unsettling.
I'll change it to a high rating, so please, give me a break.
Review 6
Purchased!
This has a ton of potential. The graphics and overall atmosphere(environments,
lighting, sounds etc.) are pretty tight(though mob running animations could use
some love). Voice acting is hit and miss, but good enough most time, I guess.
The most important thing though - gunplay doesn't really cut for me atm. The
pistol just seems soo unbelievably underwhelming, I get that there are upgrades
locked behind some obligatory grind but running around like a headless chicken
with a peashooter with little to no impact kiting mobs is deeply unsatisfying.
If only you could shove the enemies out of the way or hurt some way even without
ammo. I like a lot of things about this game, but engaging, fun combat doesn't
seem to be quite there yet(or maybe it's locked behind hours of drudgery).
Review 7
Purchased!
What an absolute mess. This game is just another generic clunky low-budget indie
zombie-in-space shooter with poor optimization. I experienced constant frame
rate drops down into the 40s with an RTX3080 and i9 processor no matter what I
changed the graphic settings to. Guns feel and sound extremely weak. Enemy
animations are terrible. Dialogue text moves with your headset, making it
impossible to read. You constantly run out of ammo and are constantly dropping
items you pick up. If you use teleportation, you are constantly getting stuck
and the teleportation stops working. So you are forced to use free locomotion.
You also constantly have to find oxygen injectors while an annoying heartbeat
pounds in your ears. I also could find no way to save the game and each time I
quit playing I had to start all over from the very beginning. This game also
takes up almost 20GB for some reason. Overall, I found this to be a very
unenjoyable VR experience and I definitely cannot recommend it.
Review 8
Purchased!
Good looking garbage. Another game that supports head movement only. But don't
you dare turn your body, the "forward" position will be messed up. This only
occurs after the hypersleep scene. Forward on the stick will move you left or
right, maybe backward. Why do developers get these basics so wrong!??!
The writing is poor, the voice acting is bad, like a student reading lines from
a page.
Guns are misaligned with hands and I feel like i'm aiming at targets with the
top of my thumbs.
***In response to Developer response 1***
So, are you saying It's not you, its me?
Head steering - yes, you only support it. Pushing forward on stick, moves
forward relative to your head. Agreed? Yes. I prefer hand streering, where
forward is relative to your hand position. I use this all the time in games like
Onward and Contractors - but this is another story.
So here's the fault i'm referring to:
After stepping out of the stasis pod and having those awful lines read me to, I
physically turn left, face a probe/robot thing and follow it. I push
forward....and i move somewhere backward and to my right. I spent 2 minutes
rotating my body, reset my center position and rotating again to get the stick's
forward to match up with the game forward. I have no mappings enabled.
It's not me, its you.
I've seen this behavior in only 2 games before, Fracked (pc) and Resident Evil
(on quest 2). I think they call this World relative, whereby "forward" is marked
at the start of the game, or at the very least taken into account from the
steamvr roomscale settings.
The question here is: unless the player's feet are glued to the floor, how do
they know where "forward" is in the real world? So steering is usually only
determined by head or hand position. Please fix this.
Fracked has not fixed all their issues fixed but have at least perfected head
steering. Resident Evil developers actually acknowledged and fixed their control
schemes and now support hand and head steering correctly.
There are 2 buttons than reset my position with a little sound. clicking in
right stick and pressing the button on my left controller. X or Y, i can't
recall which one. This is not a fault, but more of a "why?" Why waste this
button?
The animation of the "infected" is comical at best. Sped up and strangely
animated. With no audio queues, the very first infected looked like an injured
scientist coming to me for help. I took a risk and shot at her and heard this
audio queue (maybe a growl or screech) telling me I did the right thing.
The environments LOOK GOOD for a scifi game. The weapons look great and sound,
not punchy but ok. A bit more like scifi action than horror - which i like. I
was impressed at the visuals. This game was made for great static screenshots.
BUT the gameplay, character animations, the writing, the voice acting....ALL
need work.
Review 9
Purchased!
I love this game for everything! It looks pretty good.
I'm looking forward future updates. They surprised me.
My friend who tried earlier said not so good, but when I played it, it was not
at all.
Obviously, they have done a lot of work in a very short period to fix some
problems.
What a cool game, I will tell him to back.
Review 10
Purchased!
I definitely recommend this game for anyone who just wanna jump in and shoot
zombies (in space !) mindlessly for an hour or so everyday after work :P It's
simply very good looking and the zombie killing will give you old school guilty
pleasure. It also has a price tag of only 21 AUD at the time of my purchase.
The game is NOT about gun play though. The pistol and rifle (I've only used
those 2 so far) definitely feels 'weightless' and therefore quite easy to use.
This game simply isn't about 'playing with guns'.
It is rather a rogue-like dungeon crawler, which makes you keep grinding until
you have the good enough guns / armours to survive the next level ! It has a
standard sci-fi storyline, in which you wake up during a crisis in space and you
are required to kill zombies. But the story really doesn't matter much in this
game either.
The gameplay focus much on grinding / upgrading. When you take on the new level
, you gather resources as you kill zombies. After all zombies are eliminated on
that level, you go on to the next level, where you will face more and harder
zombies. If you die during this process, there is no save or continue . You go
back to the base, where you use the resources you gathered to upgrade. When your
gears > the zombies on that level, you will succeed. There isn't much puzzle
solving , you'd know where to go once you leave the lift on each level ; there
isn't much of boss fights either (maybe I haven't encountered so far ?) . It
really reminds me of the old arcade zombie shooting experiences I enjoyed as a
kid . Not much thinking needed , just mindless fun !
In my opinion :
Graphics : 9/10
Gun play : 6/10
Story: 6/10
Level design: 8/10 - not overly complicated, but good enough to make you think
about being strategic. i. e you can plan how to take the zombies on circles if
you can memorize the floor plan.
Enemy design : 8/10 - there are LOTS different types of enemies that attack you
in different ways !)
Gameplay : 8/10 - very satisfying when making your own weapons more powerful
using what you gathered thru the levels.
All in all, I think this game has a 7.5 / 10 ish rating. It really is a visually
beautiful dungeon crawler , set in a sci fi background. I've just played for 2
hours without making any stop. But maybe this game isn't for you , if you really
mind repetitions in video games.
Thank you for reading my review !
ps I rarely give reviews on steam , but this game's dev team is from China (my
own home country ) , and I was surprised at this game's high quality . I used to
steer away from Chinese video game myself but I think wandering in space can add
something new to the VR gaming world , which is what we need.
Review 11
Purchased!
Needs left handed support.
Edit: Developer reached out asking me to give the game another shot since left
handed support was added. They implemented this the right way, allowing you to
swap your weapon hand, without changing the controller that you use to move
around in-game.
Game is okay, pretty basic but I believe that its a small team putting this
together. Can recommend if its on sale as long as you understand that its still
a work in progress.
Review 12
Purchased!
i played for 15 minutes it was decent for the price actually,but devs please add
smooth turning,i despise snap turning and thats the only option,index knucles
worked okish.
anyway i died and had to start over but didnt bother to go again to progress
more due to that snap turning only,i will come back once smooth is
implemented,very good enviorments and textures too.
Review 13
Purchased!
i don't usually write reviews but the Devs have been hard at work on this and
its turning out to be a fantastic game. anytime the community finds a glitch or
problem its been fixed in like a day or two, some of the early reviews im seeing
need to be updated they have been communicating very well with the community and
made a lot of fixes. the game is not perfect and they have a ways to go but just
in the time since they released on early access they have made so many
improvements, and if they keep it up they will have a true gem. ill try to keep
this updated
Review 14
Purchased!
no left hand support. forced to shoot with right hand only
Review 15
Purchased!
The tutorial is actually the best part of the game. The atmosphere in space is
quite good, shuttle scene is also amazing.
The gun mechanics and overall gameplay is the weakast part. I feel there is some
potential but it needs more labor on gun responsivements, and general zombie
mechanis. Those tin-can enemies with green/red colors are very clunky. Shooting
3 magazins and them and then they just explode. Feels very unnatural.
Review 16
Purchased!
UPDATE:
Continued playing up through level 2. Observations are as follows:
-Gameplay with the laser sword was confusing at first, as I thought slashing
through the enemy would inflict damage. Instead, all you have to do is stick it
in the enemy and hold it there to kill the enemy. Unless you get a group of
enemies coming towards you, you can get almost get through level 2 with the
laser sword alone.
- The bow feels overpowered, and its VR game mechanics comes across as
oversimplified. It seems any hit on an enemy is an insta-kill; loading the arrow
seems automated, and I would have much preferred a manual loading of the arrow
and pulling of the bow string. The auto loading of the bow is not horrible, but
I guess because I have played so many bow-n-arrow games with manual loading, I
figured it would be the same here.
The explosive arrow feature was really nice, and somehow I missed that in the
tutorial feature, as I was scratching my head on what the numbers 1-4 meant
after firing an arrow. At first I thought I could possibly retrieve an arrow.
I'm not sure if I would prefer the laser sighting for each arrow (which makes it
almost too easy), or an alternative like a reticule.
- I wish there were explorable cabinets, dresser drawers, and the like, in the
search to find resources (e.g., alloys, plastics, etc). Finding everything on
the floor is boring, and a game mechanic that feel ancient.
- I've been doing some grinding on level 2, and after a few tries on level 2, I
still kept getting 'You seem to have unread messages' even though nothing was
highlighted as something I had to open. I think limiting the amount of times you
can play a level would not be a bad idea, as it forces the player to move
forward, and adapt tactics for what should be tougher level.
Instead, I could endlessly grind on Floor/Level 2, and feel like I could really
crush Floor/Level 3.
On one the level 2 replays I tried, one time I forgot to equip my gun, and went
into battle with only the bow/arrow and the laser sword; that was pretty fun and
caused myself to be more strategic when fighting. Maybe that would be a game
mechanic; where your weapons loadout somehow gets hacked on occasion, causing
some on-the-fly improvisation when the next level starts.
The one thing I'll say about the ability to endlessly grind on a level to beef
up weapons and the like: It can start to kill my interest in the game, and it
isn't even your fault.
Overall, still a good time, if you can resist the urge to grind on the same
level.
======================================================================
Original Review:
Played on a i7-8700, 16GB RAM, GTX 1070Ti with a Valve Index (90Hz refresh rate,
Motion Smoothing On). Observations are as follows (playing through the
introduction level with getting the baby):
- Played on default graphics settings. Only gameplay feature changed was getting
to continuous smooth turning.
- The game has roots similar to older VR games such as Dead Effect 2 or The
Persistance. Where this game differs in its implementation is in an overuse of
wide open spaces; specifically, most rooms feel like a miniature football field.
While this openness certainly has its charm (e.g., a large playground to
maneuver around in), having more confined spaces would promote a better sense of
urgency, as well as providing a scenario that in trying to get away, it is easy
to stumble or back into something and slowing your escape, thereby increasing
the tension of impending doom.
- There were a sufficient variation in enemies to keep you on your toes, but
found it disappointing it came down to either headshots for most, or in the case
of the gas/flame thrower enemies, dumping a couple of clips into them before
they got too close to you. For the gas/flame thrower enemies, I was hoping for
some sort of weak spot (not easily accessible that would aid in taking them
down.
- The lasersight was interestingly implemented in that holding the gun up too
high kind of made the lasersight seem to disappear, so holding your gun level
was crucial for getting good accuracy. This alone made for some very tense
moments when I lost the sight, and had to start shooting somewhat blindly when
the enemies got up in my face.
Reloading the gun was pretty basic (like Half Life: Alyx).
- The outside environment was visually very captivating, but often came across
as too static/lifeless (e.g., nothing was moving out in space with respect to
the massive structures,but did enjoy the floating bodies),and sometimes felt 2D.
However, the scope of what was being presented through those windows did evoke
feelings of Lone Echo at times.
- The audio tapes added some good narrative as to what was going on, but felt
the delivery of the lines of dialogue was not very inspired, with the exception
of the woman holding the baby.
- The backpack was a welcome addition, but occassionally had slight issues with
geting the equipment into the slot; like having to find a 'sweet spot' to drop
it in, otherwise it dropped to the floor.
- Some that was immersion-breaking for myself, was how my hands/face could go
through almost anything, yet my VR 'body' certainly had its limitations. That
ability to reach out and touch something with your VR hands gives crucial
feedback that helps me believe I am in a different world, and that feedback was
missing in this game.
- While I imagine the graphics would have been better with a better graphics
card, the graphics were decently done. The spaceship/spacestation, and their
associated hardware/furniture had nice detail, whereas the enemies had lesser
detail,but still managed to have their creepiness on full display.
The detail on the enemies greatly reminded me of the VR mod for GTFO.
Overall, I believe the game has promise to become something bigger and better
than what is currently on display. What is on display often reminds me of what
I've seen in earlier VR games, but has something under the surface to where this
could be something unique all on its own.
Review 17
Purchased!
Unplayable at this moment. Changes made in setting always return to default,
super long loading time, force me to do first time setting as if it's my first
launch, door won't open can't proceed, key card not shown can't proceed... i
know it's early access but still, bugs everywhere.
Review 18
Purchased!
This game is super fun ! If you like games like Sinners and saints. You will
like this. Really nice graphics, and the weapon design is so cool. Reload the
pistol and tell me it doesnt look amazing. Grea developer who is updating a lot
with fixes and good content. Totally worth the price. And soon to have PVP.
Great job so far Moonseer :)
Review 19
Purchased!
I did not have high expectations but there were several deal breakers that
caused me to refund this. No left hand support so I had to shoot with weak hand.
The aiming is off. Consistently shot high and right for me from where sights
were aimed. Double trough sight instead of a traditional notch and blade sight
is not great to use. Poor contrast of sights further exacerbates difficulty of
use. Grip angle of the gun was uncomfortable. God and John Moses Browning know
what the perfect grip angle for a pistol is. I can get past some of the other
issues in the game that I didn't mention here and would give this one another
chance if issues mentioned in this review were fixed.
Review 20
Purchased!
Absolutely raw and broken Tutorial.
First the short tutorial I restarted 4 times to make the gun shoot on the "grip
with both hands" part
Gun holster position seems to be not to be change.
And then after finishing the that short tutorial first the gun stopped existing
on first toxic enemy and then, while pausing - the game pause, but no menu
appeared and I could not unpause.
And that seemed to be on the end of the tutorial - so just uninstalled the game.
Pistol just seemed unimpressive and correctly compared to Halo, same guns with
no feel to them. (and that's the only thing that i tried, cause of the bugs
above)
Also take a big gripe with ANY VR game that has the desktop preview full screen
and there is not settings to change that.
Fully breaks the possibility to use your Desktop in VR.
In the end - more raw and less comfortable then VR mods for games.
If tutorial is THAT broken - I fear to see everything else.
I was, kinda, hoping for better, seeing the the reviews and seeeing that the
game is getting ready for Multiplayer.
Even was planing to play with friends in the future, but now it's a Do not
recommend, absolute waste of time.