Deep Sixed
Deep Sixed

Deep Sixed

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Rockabilly Trailer 6 Dec 2018
Intro
Deep Sixed
Deep Sixed
Deep Sixed
Deep Sixed
Deep Sixed
Deep Sixed
Deep Sixed
Deep Sixed
Deep Sixed
Deep Sixed is a roguelike space sim that will force you to use strategy, ingenuity and duct tape to keep your ship (and your skull) in one piece as you risk exploring a mysterious nebula protected by dangerous alien creatures.
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Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
84%
63 reviews
53
10
11.0 hours played
Written 7 years ago

A very interesting game, albeit with some tiny frustrating kinks. So the idea is that you play the role of a former AI engineer that, through complicated mishaps, winds up in the involuntary employ of an unsettling corporation, carrying out tasks amidst an uncharted nebula on a circular spaceship with naught but an AI for company. Murphy's Law starts to kick in and anything that can malfunction will inevitably malfunction. I've heard the FTL comparison quite a lot, but the mechanic that most resembles FTL is the idea of power management, with a limited pool of energy to make various systems function more effectively that can be replenished through a dwindling supply of cells. The comparison I would make, however, is more along the lines of Keep Talking and Nobody Explodes for how much it deliberately relegates the ship function tutorials to the in-game manual, and only teaches the absolute basics through gameplay. This I quite like - frantically panicking for the right section in the manual for a given problem that comes up makes for a compelling atmosphere, and that's when you DID remember to search the lockers for every tool you may need at any moment. The sound design in both the ambient noise and the component sounds really add to this tactile feeling - you really feel like you're alone in the depths of space desperately trying to keep your decrepit ship together as you dash around the ring surrounding your main ship's body, trying to find that one creature that's been ramming cracks in your ship's portholes for the past minute. If I was to give a criticism, there are a couple of things that the manual isn't entirely clear on, such as launching probes to collect salvage (you target it on the viewing deck radar screen and hit the button - there, I just saved you a ton of stress). I'm also not too keen on there being no option to skip a dialogue scene in its entirety, when the only option is to merely skip the individual lines by repeatedly hammering the escape key. If this could be done after all, I certainly didn't see the option. Given the permadeath aspect of this game, I would have thought skipping the cutscenes and dialogue we've heard tons of times before would be common sense. Worse, I actually ran into a bug when I skipped the second major story FMV, locking the game into a black screen while the dialogue continued. However, I have faith that these will get fixed. I really enjoyed the three straight hours I spent with this game, and I really feel like it's a great game to both relax and panic over, sometimes simultaneously given the circumstances. Recommended for anyone who prefers a hands-on approach to starship maintainance. 8/10
26.0 hours played
Written 7 years ago

I enjoyed the game a lot. It's a frantic mess of running around trying to fix things as they break, getting out in the nick of time, and just generally having to work with what you've got. The upgrade points are quite scarce, so it's really easy to become boxed into a corner because you ran out of points to use for repairs. It's really satisfying to be able to keep the hunk of junk working nicely. The narrative is also well-done even though there isn't much of it. I have a fair number of complaints, in no particular order. This is a permadeath game with some minor scripted story elements, and after your first reset (and there will be many resets), any scripted story elements you've already seen become very irritating to skip. There should be a "skip sequence" button in addition to the "skip line" button (both should be there). To use an item repeatedly, you have to go back and forth from your inventory to where you want to use it again and again. Since there are several items that you will do this all the time, it would probably be better if you just kept an item in your hands until you manually return it to your inventory instead. Or there could be a "pick up" vs. "use once" command, or it could be set on a per-item basis, or any number of things. But some change is warranted. A few things are not clear how to do. The probe has been mentioned in other reviews, though I actually found that easily. But I didn't find the "deploy cargo" button (located on the viewing room consoles) until I had been playing for well over 5 hours, because I assumed that the cargo would deploy itself and I just had to fight to finish the mission. As it happens, that's not the case: you need to actually deploy the cargo in order to win those missions, including the first story mission. There are some bugs. One that comes to mind relates to cancelling missions. The title of the cancelled mission shows up in the list but the actual content of the mission is replaced. But the devs appear to be updating very aggressively. Generally the game seems like it could use some more content. After you learn the ropes, you have a fair few resets as you fine-tune learning how to not get pinned, and more generally learn how you should spend your points. After all of that, actually finishing the game is a bit anticlimactic, especially since all of the story missions are rather easy. (To put it another way, the main difficulty of the game is doing the random missions in between the story missions, not actually doing the story missions.) The upgrades and replacement parts are not properly balanced. Some of the parts never get used; some of them should never get used because they break in 100% preventable situations. Some of the upgrades are vastly more powerful than others. For example, there is very little reason to want an increased number of local jumps because there is almost no penalty for going back to base with an incomplete mission (you just waste a tiny bit of power). The game is less random than it seems at first. Typically a perk of more traditional roguelikes is that they're fun to play many times even after you've beaten them. I don't think I'll replay Deep Sixed (unless there are content updates), because I've seen most of what there is to see. One of the prominently listed features is the fancy creature behavior. I never observed this in-game, and even after I read about it out-of-game, I see no reason to bother with exploiting it. If the player doesn't see it in regular play and a player that knows about it does not feel incentivized to exploit it, then it really doesn't need to be there at all. There are some reasons that you might want to power systems down when you have ample power. You need to power your targeting system down in order to reinstall its drivers, and you need to partially power your lasers down in order to mine asteroids. And supposedly you can calm certain creatures down by powering down your scanner or hyperdrive. But if your power storage is full, you have to consume the power, probably using your lasers, in order to power things down. It seems like you should be able to just "vent" energy instead. (Having limited storage is fine.) Still an absolute thumbs up from me.
15.3 hours played
Written 6 years ago

[b]TL;DR:[/b] It's got some good ideas, but it quickly becomes tedious and frustrating, and victory is at the mercy of the random number generator. The premise of Deep Sixed is like the board game [i]Space Alert[/i] combined with [i]Keep Talking and Nobody Explodes[/i]: You're involuntary labor aboard a rickety spaceship exploring a dangerous area of space. When you're not trying to fend off hostile aliens, you're trying to fix all the breakdowns that occur every few minutes, and a comprehensive troubleshooting manual and a limited supply of spare parts are all that stands between you and certain death. After each mission, you get credits to spend on ship upgrades and more spare parts. So far, so good! It's a good idea with a lot of potential. Unfortunately, it falls apart in the execution. The first problem is in how you fail. You don't fail because you don't manage to follow a complicated troubleshooting procedure, or keep up with cascading failures, or deal with multiple simultaneous issues - you fail because you simply fail a die roll when the game decides to crash the wrong system at the wrong time. Or you fail because you don't manage to complete an entirely luck-dependent mission objective before you run out of spare parts. In short, you fail because you get arbitrarily punished by the random number generator. And with the permadeath system, failing means you have to start the entire thing from the beginning. And there is AFAIK no way to skip entire conversations - you have to keep mashing the Esc button for every line to fast forward through all the story bits you have already seen. The second problem is that there really isn't that much gameplay there to begin with. There are only a handful of ship systems, all of which are fixed in pretty much the same way: whack them with a wrench, restart their drivers, click on them and switch out the component inside, or go to a console and click buttons in an order described in the manual. After 40 minutes or so, you've really seen all the game has to offer. After maybe 2 hours, there are no longer any gameplay challenges left, and the tedium starts setting in. And some of the tasks are [i]deliberately[/i] tedious to begin with. The game is also quite crash-prone, which means that you can have all your hard-earned mission progress wiped out when the game crashes as soon as you return to base. The final straw was trying to get the good ending: the first time around I had to choose the bad ending because the RNG God had placed the final objective somewhere I had to expend all my spare parts to get to, which meant that I couldn't continue. But being one of nature's completionists, I started a new game. Only to get stuck on a mission that requires a certain monster type to spawn but where the game steadfastly refuses to spawn them. Once again it was down to "watch my supplies slowly dwindle as I hope the RNG finally rolls the dice my way". After something like [i]2 hours[/i] of that I finally threw up my hands, gave up on the game and changed my recommendation from "meh, might be worth checking out if it's on sale" to "just avoid it". I [i]really[/i] tried to like this game. The idea is good. I just hope someone else takes it and makes a better game with it.
3.4 hours played
Written 6 years ago

Lots of potential but too frustrating to be fun. You'll die a lot, and every time you die you have to go through the same dialogue lines and the same early missions. I liked the idea of trying to keep a clunker of a spaceship operating with lots of complicated tasks, but the practical outcome always seemed either too easy or too hard. Either you'd cruise through a mission without real danger, or you'd end up surrounded by aliens you can't see because your screens are covered in goo, with everything broken and no chance to fix it all. Needs re-balancing.
16.0 hours played
Written 7 years ago

On the surface, Deep Sixed is a bit of a 90s CD-rom throwback, but looks can be deceiving. In a nutshell, Deep Sixed is a game with interesting pedigree, a mix of point and click adventure (fortunately with a hotkey to light up points of interest), manual-consulting "Keep Talking And Nobody Explodes"-style troubleshooting, FTL-style power management, and (remarkably) an open universe exploring game. Comparisons have been made with VGA-era Sierra games as well as classics such as Psi-5 Trading Company, but I would say that this is just nostalgia reaching, and Deep Sixed is very much its own thing, complete with tongue-in-cheek humor and somewhat modern multimedia presentation. The basic gameplay is a cycle of survival and expansion. You start at the space station, where you can pick a mission, order parts, and upgrade your ship. Then you deploy in your ship, choosing one of the sectors you scanned in the past, and the game begins in earnest. Your ship is made up of just eight rooms: five of them "viewing" rooms to see out of the sides of your ship, a reactor room, a hyperdrive room, and a scanner room. You move between these rooms at will, poking around point and click adventure style to manipulate the various gadgets on the ship as well as move things between ship storage and your personal inventory. Your ship is a literal space jalopy, and things will inevitably go wrong. At that point, you need to crack open the PDA and navigate the in-game manual to learn how to fix it. Depending on the severity of what's happening, you could be in a race against time to survive. Eventually, you might get skilled enough at this game that there's few things you need to consult the PDA for anymore, but then the game turns into a game of seeing how quickly you can do it. I hope you like routine active maintenence, you'll be doing a lot of it. It might take multiple foreys from the space station to complete your current mission, but successful completion earns you some nice requisition tokens that can be used to upgrade your ship or replenish your ever-dwindling supplies. Completing missions also has a tendency to move the story along, one of multiple tones. The protagonist ain't on no pleasure cruise, but rather has been railroaded by a shady corporation into doing a dirty job, and you can expect the direness of the situation to piece her sarcastic veneer at times. There's two difficulty modes that I have seen: "easy" which makes things a lot less threatening and provides an easy-to-find bullet list of what's currently malfunctioning on your ship, and "normal," without such creature comforts. It is very much possible for your adventure to end spectacularly; the developers have researched a great many ways to die in space. You can also suffer a slow death of logistics creep, simply not having the supplies or luck to shoulder on. Either way, this is a permadeath game, there are no additional save slots to go back to, so you can expect a bit of roguelike impermanence to manifest. I highly recommend running on "easy" to learn the ropes and then switch to "normal" to get the real experience, as the game is at its best when everything is going the worst. Though Deep Sixed is fairly solidly-built product with high production values for its chosen medium, and is pretty much bug free, I have encountered at least one real bug where the retrieval probe gets stuck. I was able to get around that by just leaving and restarting the game, but it begs a certain question as to how you're supposed to cope with real bugs when the game itself is about debugging? Ironically, I spent quite some time trying to find somewhere in the in-game manual which explains how to get my probe moving again. Hopefully, the developers will show commitment to quashing these bugs, few as they are. All things considered, what little flaws Deep Sixed has are vindicated by its low price tag. It's a novel experience that itches a number of nice places related to simulation, immersion, and adventure. In a sea of clones, a well-crafted novel experience is invaluable. I hope this is not the last I see of this developer.
25.1 hours played
Written 6 years ago

This is an okay game for people who like concepts in engineering. I played this game on a ubuntu linux desktop with radeon mesa drivers, and other linux gamers are going to like this game, too. It has the feel of the board games "Space Alert" or "Space Cadets", where mini-puzzles must be completed to keep the ship running. It also reminded me of troubleshooting a computer server, while being shot with laserblasts. The Deep Sixed challenges feel realistic, while also being completely absurd. For example, when the power goes out, you reference a fifteen tile flowchart, reference the instructions, run down to the power room, flip off the electrical breaker, examine the oscillioscope for the faulty wire color, find some wire cutters, open the wire panel, cut and replace the faulty wire, and then turn on the electrical breaker. Oh, and you have to do this between the times when things are really needing your attention, because really the lights going out is not a big problem. The world building - the narrative story - is why I really like this game. The world seems interesting in a hard scifi way. The voice acting is excellent. And the game keeps a journal of the information that you have gathered - firsthand - about this world. The player is being sent out to these far away places to find out this information, which is also very useful for surviving, too. That quest for knowledge about this interesting place is what motivates me to keep fixing all the problems. It makes me feel like I am in the middle of a 1950s pulp scifi paperback book, and I love it! Pro tip... I highly recommend keeping a copy of your local save file duplicated ("save scumming"), because there is no way to skip the lengthy tutorial speeches, during the first mission. These jokes are not entertaining, after restarting the game, and the game is restarted over and over, when playing on Normal Difficulty. The game's story is incredibly hard to complete, without cheating, and less than 10% of owners obtained the achievement of making it half-way through.
6.6 hours played
Written 7 years ago

This game plays quite like the space combat portion of SunDog: Frozen Legacy if anyone remembers that title, and the bones of the story and AI companion could be taken from the movie "Moon." Deep Sixed is an interesting game with a lot of clever ideas and potential, but ultimately I wouldn't recommend it. The user interface and gameplay issues are just too frustrating for the price. I am playing after the 1.2 update and I bought it for 25% off (US$9.74). I'm a big fan of indie games, roguelikes, and games that are hard. I don't need great graphics. I like space games. FTL is a recent favorite and this game reminds me of it a little bit. Another fave from the last few years is TIS-100, which (like this game) requires that you page through a PDF manual for clues and is unashamedly hard. Yet TIS-100 is hard because the puzzles are hard. This game is often hard because the game does not seem well-designed. I had to search the forums not for gameplay help but for user interface help. (How the heck do I release the repellent? How do you skip the dialogue when you restart?) It seemed somewhat puzzle-driven to me at first but the more I played I think the challenges are not actually about puzzles they are about learning sequences of clicks. About 4 hours in I stopped playing out of frustration when I realized that on easy mode the game was offering me missions that were impossible to complete. (If you are offered a mission beyond your capability and you accept it, I can't find a way to recover since you can't switch missions.) Also I found it much too likely to get into a kind of "spare parts death spiral" where it is not possible to earn any more currency to buy parts, but every time you take your ship out you lose parts. These non-recoverable paths that don't depend on any choices you made are not a good game design. What I want is a feeling of challenge and a sense that my choices matter. Sometimes I felt it, but after a while I felt more like I was up against a random number generator, not a challenge. It felt like no one had sufficiently tested and implemented guardrails to be sure my playthough was... well, playable. There's a good sense of tension and as others have pointed out the game does well at creating atmosphere with just a few minimal ingredients. But when the same malfunction hits me over and over AND OVER AND OVER again and the AI gives me the same dialogue over and OVER AND OVER again and I memorize the series of clicks to repair it I don't really feel a sense of accomplishment, I just get bored. Click click click click.
1.5 hours played
Written 7 years ago

A great game for a modern grease monkey. I'm really on the fence about this game. I really want to give it a thumbs up, but that might be misleading since I'm writing this right after requesting a refund. Don't misunderstand, there's alot to like about this game. More importantly, this game truly is unique, which is a rare thing to find. Not everyone would like this game, but those that do would love it. You're on a spaceship with traditional quests you'd see in a space game. However, in this game, you're doing it on an old rustbucket spaceship that's falling apart. The game is largely about dong rapid repairs on the ship to try to survive. The ship is impressively complex with lots of systems and different failure types -- electrical, mechanical, software -- and you spend alot of time in the manual. Like that's part of the design. You are supposed to reference the manual as you play, a little like 'keep talking and noone explodes'. Remember the scene in the old starwars where han's trying to fix the hyperdrive so they can escape? It's like a whole game of that (not in that you're constantly escaping, but in that you're constantly doing repairs). As an engineer, I really thought the ship maintenance was very believable, which was both highly impressive and a major turn off. I played it and thought "wow, this is so much like the work I do! It's really cool that they captured it so accurately... but at the same time, this is all the stuff I'm sick of doing!" So I requested a refund. This game is really about learning and maintaining a ship. If you play this game, you'll learn the systems of this ship inside and out. If you want the gory details of what that means, glance at their online manual (https://www.littlereddoggames.com/deep-sixed chapters 3 and 4). If that looks interesting, you'll probably love this game. If not, then maybe you should avoid it, because there isn't a ton of other stuff.
9.1 hours played
Written 7 years ago

I wanted to like this game, and at first I did. The begining plot is interesting and entertaining the first time you go through it, but by the fifth time it gets old. Also, I've run into multiple bugs and impossible missions, which can be very frustrating when it results in your spaceship exploding because you can no longer afford repairs, and then you get to start again and watch the intro again. It all got tedius very fast. I do think this game will become a good one once more bugs are fixed and more features are added, but it's not there yet. So for now I give it a thumbs down. I'll probably rerate it eventually, because the core is good and I have hope they'll get it to work eventually.
10.2 hours played
Written 2 years ago

A unique and fun game; but whether you’ll enjoy it is probably dependent on a few unusual factors. I personally loved it, but I think I might’ve gotten very, very lucky.   Yes, it’s a “everything is breaking and you need to keep fixing stuff” kind of game, but perhaps more importantly it’s a roguelike with a story. As in, there is permadeath but also an event-driven plot. This setup is a double-edged sword. I managed to beat the game on my first “run” (this is a bit of a misnomer, that just means I haven’t died a single time), and while the experience was harrowing, it was also an explosion of emotional satisfaction - my stakes and the main character’s stakes were equally high.   That said, I imagine if I died, I’d get pissed off to no end. But hey, you can turn off permadeath! You won’t get achievements that way - and if the stats are to be believed, only ~10% of players go with permadeath on. I personally like it - but as I understand I’m a bit of a freak in that regard. I don’t think the game’s plot would hit that hard if you weren’t playing on permadeath, though.   The gameplay is mostly what you expect. Stuff breaks, sometimes randomly. But you have a mission to do. So you need to operate your station-ship in a specific way while also making sure it keeps functioning. Developing personal protocols, making sure that tools are in specific places, all that stuff is pretty much mandatory if you want to get anywhere in this game. Frustrating, maybe, but oh so satisfying - and you get awarded with resources, which add another layer of complexity but also fun.   Finally, there’s the plot. You’re stuck on a malfunctioning tin can with an unhelpful, badly-coded AI as a punishment from a corporation. Why? Well, the main character talks to her AI companion, and slowly but surely you learn all about her. Also why you’re here in particular, and what is the deal with this sector of space.   But the most interesting part is the relationship that develops between the protagonist and the AI. Now, how can you develop a real relationship with a crappy bot? Okay, there was this guy who developed a relationship with a volleyball, but you know what I mean. Well, let’s say that not everything is set in stone, and… you know what, just play the game.   No, really. I think it’s great. It’s definitely not relaxing, but it’s engaging and exciting to play. Chances are it’s not for you, and I totally get that. But if you think you can handle some heat and aren’t afraid to try playing with permadeath on - I dare you. Try Deep Sixed, and if you get as lucky as I did, you’ll have an experience that will etch itself onto your soul. [url=https://store.steampowered.com/curator/42922988/]Curator Page[/url]
80.0 hours played
Written 6 years ago

[b]Why I do recommend the game.[/b] The game is good in itself. Lots of things to watch over for with mini engineering games makes it interesting. The ship (more like a mini Space Station) has five sections. Each mounted with guns, joined by corridoors & a support structure in the middle that create a ring shape. Although replacement parts are required & are purchasable with credits earned by successful missions, The main trick of the game is to balance maintenance with encounters. In the heat of battle however maintenance can get a bit much sometimes & then of course, no ones firing the guns at the Aliens!! Its all good though & quick thinking is required. [b]Why I don't recommend the game.[/b] Prior to purchase I expressed more interest when I asked if an Endless Mode was going to be introduced & the Devs said yes. A while later it was inplemented. To my disappointment, the Devs idea of 'Endless' was completely different to most other endless titles I've played. They introduced a missions 'increasing in hardness' each time. So in essence it wasn't 'Endless' at all cus at some point you would inevitably die - cus of difficulty & NOT cus of your own errors or mistakes. This 'Endless Mode' of there own design has been mislabled. We all know how waves work, right?? It should of been called 'Wave Mode' cus thats exactly how there idea of EM plays. For this & this reason alone I wouldn't really recommend the game if the Endless Mode is influencing your purchase. You will be disappointed.
9.3 hours played
Written 7 years ago

This game reminds me of Myst, Euro Truck Simulator, Elite Dangerous, Keep Talking and Nobody Explodes, and FTL. It it's core, Deep Sixed is a resource management and memorization roguelike. You are stuck in deep space with a busted up ship, and as part of your involuntary indentured service, you have to take missions, which earn you credits to repair and upgrade your ship. The ship systems require constant maintenance, and the game includes a digital and printable manual that you can reference, or pass off to a friend for co-op action. I haven't completed a full run yet, but I'm several missions in, and I enjoy the sense of mastery over this tub. I know what to do when the scanner displays error 105, I know how to modulate lasers, replace control boards, and hit the vent just right to reactivate a stuck fan. The game has a good sense of humor about the hopelessness of the situation, and I enjoy the relationship that develops between the player character and the AI companion. Things can and will go wrong, but it's fun to acknowledge what could have gone better, submit to [asphyxiation, explosion, overheating], and commit to doing a better job the next time. I'd recommend this game to the following: Those that enjoy mastering a complicated process, folks that wish they could play spaceship mechanic, and anyone who likes it when the operations of a spacecraft are fleshed out a bit in sci-fi. I can see myself enjoying this game for many more hours. I'd definitely recommend.
15.9 hours played
Written 7 years ago

The game is fun. Gameplay is simple and revolves around trying to keep your ship functioning, so you stay alive, while doing missions for a company. Missions include scanning, deploying equipment, protecting ship and equipment, salvaging, mining, taking pictures of fauna and things like that. You also have an A.I. buddy that provides basic feedback about ship issues and the occasional motivational speech. I really enjoy the main gameplay, which is having to repair the odd equipment malfunctions while trying to do missions. You get some basic rewards for completing various missions that let you upgrade your ship and purchase more supplies. It has a rougue like vibe going in that you will die many times, the main difference is that I can see is being able to master the different malfunctions eventually which will make the game replayability less of a thing once you have been through it a few times because you will know how to do everything. And that brings me to the part I am really enjoying, which is just learing how to play. I have died many many times, but each time i learn something new, and do better each go. I think this game is well worth the asking price, and is you are interested, you should give it a try. I do not think you will be dissapointed. The developers are also going to be adding an endless mode here in the very near future, that will give the game a little more replayability too. Game currently only has a story mode that is semi random and has an ending if you get far enough. So far devs have been great about communicating and putting out updates. I have only experienced one bug in the 8 plus hours I have played, and the developer put out a patch to fix it the day after I reported it.
0.9 hours played
Written 6 years ago

I was drawn in by the premise, and the intro video. But bad news--it's the worst bits of early 90s games, and none of the charm. In the first hour (after which I just got a refund), I'd discovered that I'd need to memorize dozens of tidbits of minutea just to keep the ship flying AT ALL (the all-knowing manual covers the screen, so you can't "reference" it--you have to jump between it and the nonsense you're using it for). It's isomorphically idential to the most mind-numbing click-based adventure games, but with just enough of a modern sci-fi allure to tempt you in. I wanted to love it. I couldn't. I returned it. Maybe I didn't wait for the learning curve long enough. If you buy it, I hope you have more fun than I did. I just want my hour back.
4.3 hours played
Written 4 years ago

This is exactly what I've been looking for. Basically, you carry out missions and keep the ship running, fixing technical issues and trying to keep on top of replacing used parts and upgrading the ship. Artstyle is cute - It's like a point-and-click with super nice art. When it comes to actually fixing problems, the game doesn't explicitly tell you how to fix anything (outside of the tutorial mission) - You gotta use the in-game manual, which has helpful things you can click on to bring you to relevant pieces of documentation. Not for the faint of heart, but very much recommended.
0.3 hours played
Written 6 months ago

tthe premise is cool untill you spend 10 min in the game and realize is not about anything other than a game of simon
13.5 hours played
Written 7 months ago

I really enjoyed this game! It's a chaotic mess of running around trying to fix things as they break, with a constant rush to get everything back in order before disaster strikes. The upgrade points are scarce, making it easy to get stuck in a tough spot if you run out of resources for repairs. But that challenge adds a lot of satisfaction when you manage to keep the "hunk of junk" working properly. The narrative is simple but well-done, adding just the right amount of context without overshadowing the gameplay.
25.3 hours played
Written 6 years ago

Deep Sixed scratches a strange itch for unique mechanics and panicked flicking through a manual to solve problems. The manual also allows for a Keep Talking and Nobody Explodes cooperative fun. I wish there were more games like this, or more by this developer in the same vein.
32.7 hours played
Written 7 years ago

I wasn't really sure what to expect from this game at first, but after playing through quite a few times I found it to be really fun, and played a few more times after that well after I should have gone to bed. With each game over I have this need to keep trying again and each time I get more efficient and I survive a little bit more (or just die to my stupid mistakes like forgetting to reroute enough power to my lasers, wondering why some space monster isn't dying already and take hull damage) This game is mainly about running a ship, making sure it doesn't break itself and thus kill you, while also conducting missions and dealing with space monsters. i.e. tons of multitasking while trying to figure out how to do everything at the same time when you first get into it. btw everything is basically randomized except for a few scripted missions and cutscenes. When I first played I felt overwhelmed by all the art in each room (pretty cool art though) and all the different switches, panels, valves, manuel, everything! And not everything is just handed out or explained to you, even with the tutorial. Sometimes you have to figure out why something is not working even though you think you're doing the right thing. Some things on the ship are in weird places, and may not make any sense to you. But it's all part of the learning experience and getting to know the ship which by the way isn't the best ship. It's good enough to get through your missions, but it won't tell you what's wrong and where, and takes some upgrading to make it decent to work with. It will frequently have problems, eat up your fuel, and fires will seemingly start out of nowhere. Sometimes you'll find yourself dieing to problems you forgot about in the midst of trying to fix a million other problems, or just because you never knew about it. However, with practice you'll learn how the ship operates and be familiar with identifying the issues to the point of never even having to open the manuel (which feels pretty awesome). As a beginner though, not knowing everything gives the game a certain atmosphere of always being on the verge of wondering when the next malfunction or fight will be, and if you'll be able to handle it. Some problems are harmless, while others are lethal if not dealt with quickly. it's up to you to figure out which ones are which and act accordingly. There IS an easy mode though if you're not keen on the difficulty. On easy mode permadeath is disabled, malfunctions are less frequent, creatures inflict less damage, and you get a pull down menu listing all malfunctions. However, acheivments are disabled. There are few things that are annoying, but not many. As a beginner, I felt that some things could have been explained better both in the manuel and in a couple missions. But all in all it isn't game breaking or anything and once you figure things out it won't be a problem in the future. It would also be nice to have a permenant hot bar for items, as you have to keep clicking the tab for them to open, but that's just a minor thing and doesn't impact the game so much. Overall really fun game and I'm really enjoying it! I especially love how a lot of the problems on the ship can be dealt with by hitting things with a wrench or duct taping stuff aha. The art is pretty nice, the concepts and excecution is well done. There are several things that could be improved or added but honestly the devs are doing so much listening to the community and improving the game, it's just awesome. EDIT: now that I've finished the game I can talk about story and replayability. The story is fairly simple but a nice addition while playing the game. The Endless mode also provides more replayability to the game as you can challenge yourself to survive as long as you can as difficulty increases, and attempt to beat your own high scores. So theres always a challenge.
26.5 hours played
Written 7 years ago

Imagine you're playing a space combat simulator where you're in the middle of an epic battle against a swarm of space monsters. You've managed to get the upper hand and are about to zap another one out of existence. Just before you fire, the power cuts out, leaving your weapons completely useless. Cursing furiously, you leave the cockpit and go to the reactor room to diagnose the problem. You discover that the power outage is down to a short circuit, so you run back to the cockpit to physically check the wiring. You see that one wire has burned out, you grab the wiring kit, remove and replace the offending wire, then rush down to the reactor room to reset the fusebox. With this done, you scurry back to the cockpit to deal with the space monsters who have been pounding your ship all this time. Suddenly, the ship's computer cheerfully announces that the radiation scrubber has stopped functioning... It goes without saying that if you're easily stressed or angered, then Deep Sixed might not the game for you. In between mapping the galaxy, mining ore and fighting aliens, you will need to deal with a multitude of problems that will inevitably arise onboard your fragile ship. At first, you'll spend most of your time frantically scouring through the ship's manual, trying to find out how to fix the problem before the ship explodes, but if you persist, you might find that Deep Sixed can be a fun and rewarding challenge, even if it makes you want to throw your computer out the window at times.
18.9 hours played
Written 6 years ago

Intricate, challenging, funny, and just overall a great example of how NOT to build a spaceship. Walk out of the scanner room after having just reprogrammed the probe to stop rebelling, replaced a motherboard on the main scanner, and gave the main battery a good smack with a wrench to keep it working, only to hear a siren now going off down below. The reactor just blew a coolant leak... 7/5 Would fly through space in a rustbucket again!
3.3 hours played
Written 7 years ago

As the guy who always ends up playing space trucker or engineer in every game I can, this is totally awesome. I'm still getting used to all of the possible faults and workarounds I can utilize, but it's been a blast asphyxiating while learning it! The PDF maintenance manual is almost a requirement to have open or printed out, if just for the laser calibration tables alone. Lots of upgrades to pick up, and the game is juuuust random enough to make every run a little dfferent. Devs are active in the forums here and quickly respond to feedback and bug reports.
21.3 hours played
Written 7 years ago

Imagine if FTL and Keep Talking and No One Explodes had a baby - that is this game. Super enjoyable and doesnt outstay its welcome - if you like games where you rp a frantic space engineer, this game is definetly for you!
16.4 hours played
Written 6 years ago

This game was a great time, I really enjoyed it. It's a roguelike in that when you die it's straight back to the beginning but is otherwise unlike more-or-less anything else I've played. You're on a rustbucket of a space ship, sentenced to use it to explore a nebula for crimes which really don't matter to this review. You're sent on missions to explore, seek destroy etc. for which you are given currency to maintain or upgrade your ship. Your ship is, as I say, a rustbucket and needs constant maintenance so you're usually fighting fires (often literally) as you go about your missions. Take the developers' advice and print out a paper copy of the manual, it's much better than using the in-game one. Ignore the negative reviews saying that it's too hard and that RNG is a major factor, they haven't got the hang of the game is all. It didn't take too long to get to grips with it, internalise the manual and know when to stick around and when to cut and run. I can now reliably reach the end without dying on the way. I've also reached the point where I'm a little bit bored of doing the same tasks over and over again but that has come at the same time that I've finished the game, so I would say it doesn't outstay its welcome. Fun, challenging at times and occasionally funny. I can wholeheartedly recommend Deep ixed to anyone, expecially those who think that keeping a deathtrap of a spaceship running just long enough to complete their mission sounds like a good time.
1.0 hours played
Written 6 years ago

I'm sorry but stuff breaking all the time, the clunky controls, going through all the same missions again and again if you die, no save option, how can this chore be fun for anyone? Please don't misunderstand, i have nothing against complex games and i took the time to read the manual, but only 5 minutes in and i had to fix the damn scanner three times (using up the limited amount of controller chips i had). What the hell? The shield controls are clunky, you have to run to another room to change the frequency and then the shield doesn't even work, only if you hit the shield at the exact same time you are hit. Same goes for the lasers. If you found out what frequency works best, you have to switch rooms and click the frequency together via some kind of combination game. I'm sorry, but the person who thought that these design choices sum up to a fun experience, needs to see a neurologist.
6.3 hours played
Written 7 years ago

[b]tl;dr:[/b] I don't really think this is a great game, but I do recommend to play it. It is absolutely unique. [h1]Positives/General: [/h1] Deep Sixed is an absolutely unique game in which you are the lone captain/maintenance aboard what has to be one of the worst space ships ever. The lasers need constant readjustment, the batteries constantly require you put some new rods in, air fans break, fires break loose, the reactor leaks, the station starts turning on its own, drivers need to be reset, and many other things. And while all of that is going on, you have to fulfill missions in the name of science, like finding/gather resources, analyzing alien life (or shooting it down), and more (I don't want to spoil). Rarely have I seen a game with such unique mechanics that is also so immensely immersive. While the 3D assets are not too beautiful, the 2D art is very nicely drawn an allow you to distinguish things nicely (well, after a while). The story that drives the game is (at least as far as I came) not too interesting, but serviceable. [h1]Negatives:[/h1] While the maintenance gives the game a large deal of realism and immersion, it also makes highly monotonous and not fun after a while. Let me explain: I've played the game for over six hours now. I know where everything is and only need to check the in-game manual for things like what error codes mean what or what color combinations set the lasers to what alignment. Basically, I know everything there is to know about 90% of the game. The game would have absolutely needed more. More different stations (with some similarities, of course, but different layouts, new mechanics to learn, etc.). More different missions. Maybe some more choices, too. But as it is right now, you will at some point into the game (very likely before the 10-12 hour mark) hit the point where playing becomes more of a chore and not really fun any more. The save system is... problematic. Missions can screw you over VERY hard. I had missions that just didn't seem survivable, no matter what. Such things happen in a roguelike, but this is a game that is also quite story driven. And even on "easy" mode you have just one save slot - besides, "easy" really is not a fitting name if the only real difference is that you can reload. Story/narrative driven games and permadeath just don't suit each other well. Even in really great game like NEO Scavenger, this is a problem. When you die, nothing is gained for the next run (as it is in other permadeath games like Rogue Legacy, ToME, etc.). And to make matters worse, you have to sit through the same dialogues, emails and missions again and again and again... Why not make it like ToME and allow the player a limited amount of lives? Could even be justified within the setting by using clones (they are expensive, so you only get X of them). The UI could use some more work, too. On many occasions my view on something was blocked by some menu that I had to exit first. I also lost count of how often I accidentally quit to the main menu by just trying to exit the pause screen... The game lacks shortcuts. Some game elements do have them, while many others don't. Every menu in the game (hell, I'd say even every location) should have an assignable key. [h1]Conclusion:[/h1] In the end, this is an incredibly tough game to rate. On one hand, it is so unique that I can only recommend everyone to play it. I have not seen another game like it and I sure wish there were more. On the other hand, the game does become a chore and that so soon (at least for me) that I do find it hard to justify playing. This is a recommendation based more on uniqueness than good gameplay, decide for yourself if that is worth a buy to you. I certainly hope that more people do buy the game, as I'd like to see the devs come up with another game, this time hopefully not only unique, but also with a more engaging gameplay loop.
2.3 hours played
Written 7 years ago

[h1]The Catch[/h1] Lately games have entertained me for more than an hour then I put them down and move on with my lfie. I've bought multiple AAA games that I think are worth the discounted price I paid. Yet this game has kept me occupied for hours [i][Not all documented on Steam records].[/i] [h1]The Story So Far[/h1] A secretive corporation that holds a monopoly on the technology necessary to "fold space", travelling light-years in mere moments, has shown an obsessive interest in a large uncharted nebula in a distant arm of the galaxy. ​ The Pilot or Involuntary Employee 6584 is working off the remainder of her sentence as an involuntary stellar cartographer for this corporation. And we think serving in prison is hard. Imagine being thrown into space to explore uncharted space! She has been issued a small spacecraft that is equipped with a finicky deep space scanner and the support of an infantile Artificial Intelligence unit, and given orders to map as much as possible and report back with her findings. ​ A story that is filled with great voice acting and humor that I enjoyed very much so. [h1]Difficulty Mixed With Adventure[/h1] Starting out with a quick run down on the how the game works. I felt the game guides you just enough to let you understand what you're doing and not leaving you completely lost. But it also doesn't hold your hand like a child. There's a good balance that makes it really enjoyable. I like to find things out on my own, and not everyone likes to. But nobody on either end of the spectrum will need to worry. I know my first hour of game time was fun and crazy. I spent so much battery trying to take down a monster. I was FOCUSED on slaying it! Getting beat senseless and having to start the power back up for certain rooms and recharging the ship to continue battle. I had this whole epic battle of me vs. the ship WHILE being in a battle against a space monster! It was intense,fun, hectic; and rewarding when I finally took down the monster. The game only got more difficult but it also got more fun as well. Why would you want to be overpowered? And there's space games where you can gain a few upgrades and easily defeat whatever. Rendering the game challengeless. If you like games that are punishing like Dark Souls then you'll love this game. "I HATE hard games!" Well for those kinds of people maybe a roguelike isn't for you? But Deep Sixed comes with an easy mode to help you start out without hitting your head of the wall. How thoughtful. [h1]Whats This Button Do?[/h1] You can't really talk about gameplay until you talk about difficulty. While there is tutorials and your handy space dandy manual to your spaceship. You will need to learn or become more efficient at things yourself. Games like Minecraft have a good chunk of atmospere built by knowing just enough to start; but needing to learn more on your own. The manual is very useful and you can even print one off so you and a friend or two can solve problems at a faster rate. Point and click your way through multiple areas of the ship that let you navigate, charge your ship with radioactive batteries; and look into deep space as you rain fire upon space monsters lurking around! When you're in viewing rooms and are able to shoot monsters and debris you'll find your aim is garbage. I missed so many shots and wasted so much energy at first. I thought "WOW! When did I start to suck so much at games!?" But as I played I realized, I had my targetting battery set to low. YES! You get to optimize how much battery each section of each viewing room takes up! This sounds complex but wait until you get told to change your laser settings because the monster is laughing at your current settings. I was like "Wat." Just left confused. But within a few moments I learned to effectively change settings and optimize settings. I started taking down monsters with ease. And others not so much. But the gameplay is solid, combat is a ton of fun and challenging. Wait until lights go out in the midst of a space battle. FUN TIMES! You can also pick up items you find in the ship to solve issues and recharge the battery. The game walks you through the first puzzle so you understand what to expect. And I say walk through lightly, it lends the you guidance to solve the puzzle while you figure out how to navigate menus and rooms better. Which is a skill you will need to have. I had pressed so many buttons I can't remember what half of them did at the time. But my hyperdrive was all out of wack! It was a lot of fun to speed it up, slow it down, to get it just right and synced. So many games get lost in the same mundane loop without much variation. But such boredom will not be found when you're deep sixed. [h1]This Is My Jam![/h1] I had first heard the music and audio while watching someone play it. I was just in a trance by the fantastic music. You'll just want to listen to it when you're out of game. On top of music the audio throughout the game is great and voice acting is fantastic! [h1]Is This 4k?[/h1] While the game is far from 4k crazy graphics that AAA developers are slowly working their ways towards. The game has graphics that fit the atmosphere. From 2D to 3D youwill not feel like anything was half shot. If this game had AAA quality graphics it would honestly feel diferent. The atmosphere would be altered. It has quality graphics that have the indie charm. Which is fantastic; a game with unique graphics is better than one with copy and paste graphics. [h1]Survived or Deep Sixed?[/h1] The game is definitely not for everyone, but gives those new to punishing games a chance with easy mode. Where you can hone your piloting skills before taking on the normal game. The graphics and audio will have you immersed and feeling like you were more or less left for dead in a "top grade" ship. This game has everything a great roguelike should have. So if you like what you read, hop in your ship and get ready to be deep sixed.
32.1 hours played
Written 7 years ago

Let me tell you... you will test your patience levels with this game. It's fun, funny and frustrating all at the same time. There are times when I'm laughing, times when I'm scrambling and times when I want to throw the computer out of the window. But for the most part, I like it. I feel like I'm Benjamin Sisko on a broke-ass Defiant or Geordi LaForge desperately trying to keep up with an aging Enterprise. I'm not going to give spoilers away, but this is part strategy, part puzzle, and part exploration -- all rolled into a single game that makes you want to tear your hair out. My complaints? On easy mode there is only one save. ONE. And it's an autosave on top of it. If there was a funny part you liked, you'd better pray it's on Youtube. On Normal mode, there are ZERO saves. Once you die, that's it: no continues, no restarts, no prayers, no hope, no joy, no smiling, no happy endings. I REALLY hate games like that because two simultaneous swarms of attacking aliens. three rooms offline and a reactor breach nuked three hours out of my life. That is a HUGE negative for me. But the pros outweigh the cons by a large margin. Major kudos to a small team of less than fifteen putting together a kick-ass game. From nice-looking 2D animation cutscenes to pretty decent voicework, these indie guys managed to create a diamond in the rough. This game doesn't deserve to sit on a shelf... it deserves to be in a garbage can with a lot of broken controllers, keyboards and mice and the last remnants of someone's psyche. That's where this game belongs! ;) START WORK ON A SLIGHTLY LESS AGGRAVATING SEQUEL!
4.2 hours played
Written 7 years ago

For an early development indy game, and one with a unique concept (an extremely rare thing these days), this is one of the best coded games I've seen; I only managed to find one bug in the first hour of playing, none since, and that was minor and transitory. This plays like a final version. The concept itself, being a criminal working off a sentence in the least reliable and most absurdly shoddy bucket of bolts since the Millenium Falcon, sounds infuriating and frustrating. Well, it is, and delightfully so. The graphics, just slightly on the comic-book side, add to the corporate, bureaucratic, and technological absurdity. As an early rouge-like, there is a lack of pacing, and a learning curve, but no experienced gamer will have any trouble at all leaping right into the fun. I love it! Well done!
9.0 hours played
Written 7 years ago

This game ticks all my boxes. The best comparison I can come up with is single-player Space Alert (the board game). Everything is hectic, nothing is ever where I expect to be, and something is always duct taped together, but dangit it works and it's [i]my[/i] ship.
24.2 hours played
Written 7 years ago

This game is so great. I don't know if I will be playing for 100's of hours, but I am quite certain that I will spend lots of good fun time with it. I have been playing this for 2 hours now and I still feel like I have discovered next to nothing. Support this dev and convince him to do a multiplayer version of this game :D I'm not going to bore you with yet another great review. Lots of them have been posted already and there are gameplay video's on youtube. I just wanted to leave a positive review because this game and its dev deserves it! Update: I really must say that I really love the humour in this game. There seems to be some story line (not sure how deep it goes) and after every mission, something has given me a smile. The emails you receive in game are sometimes so funny and full of sarcasm :)
17.0 hours played
Written 7 years ago

Great game, simple premise of single-handedly running a constantly-breaking spaceship made into a very fun and replayable experience. You learn how your spaceship works and how to fix it, and become an expert at maintaining your very own floating metal coffin. This game is NOT an in-depth space ship simulation, and is not a game where you'll sink tons of time customizing your perfect ship, going on long adventures, and having over the top space battles. Don't buy this game expecting a standard 4X adventure or anything like that. This game IS a roguelike point-and-click on the surface, but beneath that there's a lot of systems you need to handle and learn how to fix. It does a great job of allowing the player to teach themselves with a well-made in-game manual, and a helpful AI alerting you when things are breaking. The biggest "progression" in the game isn't upgrading your ship and taking on bigger and more rewarding missions, but learning your ship inside and out. The feeling of quickly realigning your lasers, taking out an incoming space crab, and then sprinting to your hyperdrive room to fix the radiation leak is all the more satisfying when you realize that what would take you ten minutes to do to begin, now comes second nature. If you've played Keep Talking and Nobody Explodes, you could think of this as a sort of single player version of that game. That being said, there is a PDF you can print out and hand to a friend to help them troubleshoot the many, many problems you're going to run into. There are a few issues, mainly bugs and some mechanics not being as actively explained as they could be, but the devs are currently doing an amazing job on the forums responding to feedback and bugfixes.
13.3 hours played
Written 1 year and 7 months ago

It's a fun little "crap job" simulator with an entertaining story.
3.0 hours played
Written 1 year and 11 months ago

Необычная. Игра о работе в стрессовом режиме, но со временем привыкаешь. Забавная история, шутки итд. Стоит того.
27.1 hours played
Written 3 years ago

If you've ever wanted to know what owning a spaceship would be like, this is the game for you. You have to keep the ship repaired as well as learn systems and subsystems. Fun game once you get the hang of it.
45.0 hours played
Written 5 years ago

This game is hilarious, and also it's fun trying to learn how to do all of the things you need to do in the game, and see all the layers of absurd complexity in even the most simple tasks. I recommend it.
9.1 hours played
Written 7 years ago

I am a Rocket Scientist, and I approve of this game. It's got to be the most true to life astronaut simulator out there. Not in the sense of being hyper realistic, but more in the sense of feeling like your life depends on understanding how your ship works and keeping your head in a crisis.
11.8 hours played
Written 7 years ago

Really neat idea for a game. Nothing carries over from each permadeath run except for your accumulating knowledge of how to better troubleshoot and fix your ship. Not as hard as I was worried it might be. I had a lot of fun with it.
4.3 hours played
Written 7 years ago

Very intriguing game that doesn't really fit into any category, which is a good thing! It's a welcome change from games that hold you by the hand as you'll actually need to learn how your constantly falling apart ship works and how to fix it while trying to complete your missions (it's best not to think about trusting the hyperdrive given how often things breakdown...) What I really enjoy about the game so far is that when you think you've gotten a handle on things then something will happen and you'll realize you're not as good as you thought you were. But when you get yourself out of a tight squeeze and have a moment to catch your breath you feel a nice sense of accomplishment. Best moment for me so far was coming down to the reactor room to see half of it on fire and getting increasingly panicked as I couldn't figure out how to stop it. I decided the best plan was to warp back home, but paid a hefty price to repair all the fire damage. An added bonus is the humour which strikes the right note (for me at least). So all in all, if you're looking for something sci-fi that has a little bit of everything then this game is definitely worth a look.
39.4 hours played
Written 7 years ago

This is a game about piloting a spaceship with countless design flaws and absolutely no user friendliness. If you like troubleshooting in the middle of combat, you will love this game.
4.5 hours played
Written 7 years ago

Cool little game about keeping your piece of crap ship running through hell and back. A big plus is the game has awesome Devs.
22.1 hours played
Written 7 years ago

An absolutely fantastic game, far too easy to overlook, but one which nobody with even a passing interest in the genre should. From a simple premise grows an unrelenting, and unrelentingly addictive experience, as you pilot your slipshod bucket of bolts through a distant nebula. All action takes place in nine rooms, including the space station you visit in between missions to repair/upgrade your ship and choose your next mission. You are an "involuntary employee" (prisoner) of an intergalactic conglomerate, tasked with mapping out the aforementioned nebula by choosing, or being assigned, missions with which you'll take what RPS referred to as "the worst spaceship" out to accomplish. Early missions are relatively simple, as you're eased (though never hand-held) into the meat of the game. Most of your time will be spent running around between the ship's eight rooms, doing whatever it takes to accomplish the mission, including but not limited to: - Scanning the nebula, mapping out new sectors and learning what secrets they hold. - Defending your ship from various space-beasts. - Power management. You'll need to constantly be juggling your limited power supply to provide more or less capability to the ships systems, like hyperdrive, scanning equipment, and the weapons with which you'll need to defend the ship. - Fixing things. This is perhaps the most constant undercurrent in the game. This ship of yours is not, how do I say it... "good". As evidenced by its run-down appearance, it is essentially held together (in some cases, literally) with duct tape, and things will break continuously. So while you are attempting to accomplish your objectives, you'll also have to be dealing with a bewildering array of malfunctions of all of the ship's many systems. Here, you are provided an in-game (and PDF, if you prefer) manual which holds the secrets. Initially you'll have no idea what to do about any of them, and will be frantically searching through the manual to pinpoint what each problem is, what task is required to fix it, and what tools you'll need to do it. None of the tasks are complicated, but there are so many varieties of systems that can fail, and different ways in which they can fail, that the manual will be your constant, most valued asset. In this way, repeat playthroughs become a very satisfying learning loop. Though the game's "roguelike" nature provides a different experience every time you play, you will gradually become more and more confident and knowledgable about the ship, and how to deal with problems. In the beginning, a power outage might cause panic, but a few runs later, you'll already know what do to, and already have the tools on hand, and be able to quickly resolve it... before the next problem happens. As the game progresses and becomes more difficult, it becomes more of a time-management thing. You'll likely have problems occurring faster than you can fix them, and you need to decide (quickly!) where the immediate priority is. Fix the radiation leak? Debug the scanner? Or deal with the flying space-bat that's spitting corrosive goo at you from all angles. And if there's any downtime in there, there is plenty of regular maintenance you'll want to busy yourself with to keep the ship in the best shape it can be for whatever the next thing is, like calibrating your lasers, keeping the reactor fueled, etc. Stops back at the space station provide a brief respite, and time to plan your next move, repair the ship, and stock up on the equipment and upgrades you think you'll need for continued success. But there is always, always, always something to do. The story unfolds slowly by way of stock missions sprinkled throughout the run, but in between these are enough procedural content to keep it fresh, even after many runs. And you're likely to have many runs, as you continue to familiarize yourself with all there is to do and keep track of. The writing, voiceover work, and general level of polish are remarkable for a game at this price point, and there is plenty of humor (and classic sci-fi references) to keep the mood light even as you're ever more frantically trying to stay on top of this sinking ship. The cartoonish graphics may seem out of place, but do a wonderful job of portraying the clutter and chaos hiding around every inch of the ship. Finally, I must also express how impressed I am by the level of involvement the developers have shown post-launch. Bugs are fixed seemingly immediately (the game is currently on version 1.10, representing ten updates since its initial launch... three days ago?) and their enthusiasm for the game is evident with every interaction. If any of this sounded good, then I desperately implore you to give it a go. I cannot imagine you will be disappointed. I am in love with this game.
0.5 hours played
Written 7 years ago

Keep Talking And Nobody Explodes, only there's a dozen bombs at the same time, you're being attacked by a swarm of angry space bats, and you're not even sure what a bomb IS, let alone how to defuse one. Brilliantly chaotic.
21.9 hours played
Written 7 years ago

Imagine a deep space ship simulated system-by-system at about the level of Silent Hunter 3. With you as the captain. And engineer. And gunner. And janitor. Lots of hats, but you're the only crew, so you have to do them all. Doing only one role at a time is easy, and given a little help from the manual, anything that breaks can be fixed. However, a failure in one component can cause the breaker for the whole room to trip, taking out other systems in a failure cascade, for example. Likewise, more dangerous conditions like fires and radiation problems won't wait, and if you've got something hostile trying to bash in all of the windows of your tin can, well, you'd better prioritize and not waste the seconds. The gameplay loop seems to be enjoyable but hard so far. Sounds are good, graphics are meh but servicable and you do get good visual feedback about changing conditions, smoke and sparks from ship damage and broken systems, etc. Charge your hyperspace engine first, and then do high-power scanning next, so you can always jump back to your home starbase rather than fight it out with whatever your scanning disturbs, because you needed another 2 minutes before you can jump.
2.0 hours played
Written 7 years ago

Great game, it's a lot of fun and remembering where everything is a pain but a fun one, espeically when your being attacked and something breaks and your rummaging through boxes trying to find that one part you remembering seeing 5 mins ago. worth the price.
9.0 hours played
Written 7 years ago

Excellent game. <3 The setting has real merit and the gameplay was uniquely fun. I really enjoyed the story of it and would love to see a sequel.
10.0 hours played
Written 7 years ago

Cool game, bit in style of "Keep talking and nobody explodes", but single player so with little more space for errors.
15.4 hours played
Written 7 years ago

Incredibly fun. Funny and atmospheric, I’m enjoying the hell out of this game. Recommend easy mode if you are getting frustrated.
6.8 hours played
Written 7 years ago

Real fun. Some of the UI is kind of click heavy or obtuse in a way that's just annoying, but in general there's a good balance between challenge and nuisance. Hopefully the dev keeps adding new tasks and dlc.
19.9 hours played
Written 7 years ago

Fun little game so far. It has some issues but the devs are working very quickly to resolve these. I think it's well worth the price of admission. I could go into great detail about the game but there's a few very good LP's out there on Youtube that do a much better job at showing off the game than I could describe. Give em a look