World of Unlit
World of Unlit

World of Unlit

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Data taken from Steam
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Gameplay Trailer
World of Unlit
World of Unlit
World of Unlit
World of Unlit
World of Unlit
World of Unlit
World of Unlit
World of Unlit
World of Unlit
World of Unlit
World of Unlit is a fast paced, first person movement shooter where your goal is to utilize your grapple hook, melee weapons, guns and bows to destabilize a culture.
Developed by:
MaxyDev
Published by:
MaxyDev
Release Date:

Steam
Latest Patch:

Steam
Categories
The categories have been assigned by the developers on Steam

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
70%
10 reviews
7
3
3.6 hours played
Written 1 month and 13 days ago

Bought this game at a little less than half off and I don't know if I would say its worth it even at 7 dollars, the game is structured like a fast paced run and gun. However the guns accuracy seems wildly inconsistent and the melee options seem less like weapon options and more like they're there just to complete physic puzzles (most of which are kind of annoying) The grapple hook your main mode of transportation in this game seems to have a wildly inconsistent range and this is made even more annoying by the fact that the textures make it hard to accurately gauge how far something you're trying to grapple is. One of my big points on how good a game is, is the ability to get through the main game without looking up a guide or tutorial which I unfortunately had to for one reason: the final face scanner of the game. Throughout the game there are face scanners which if you drag an enemies body to will open the door. For the first 90% of the game these are exclusively used for secret rooms... until they aren't, the last mission has you going through about 5 of these things and the first 4 while annoying are fairly easy... this is not the case for the last one. The last scanner door is in a room with a thin walkway surrounded on all sides by lava and a single enemy and rocket turret. In order to have scanner doors open you need to get an enemy's face to "interact" with the scanner, whether through grappling the enemy and dragging them, pushing them, or using your gun or melee to push them forward, the problem is with the final scanner unless you manage to kill them perfectly where they spawn and not knock them off the edge you will have to backtrack to a room with other bodies and try and get one of them to a scanner, however the walkway is so thin and the gravity on ragdolls seems to be so high that if you get so much as a finger off the walkway the whole body will fall into the lava and you'll have to try that again, hoping that the infinitely respawning insta death roller mines don't kill you while your back is turned. The ONLY reason I was able to finish this game is because after looking up a guide I was made aware of a gravity gun which made the physic puzzle much easier, the problem is the gravity gun is hidden behind a scanner door on level 1 in an area where it seems physically impossible to get a body to since you cannot jump while grappled to a body nor can you reel a body in towards you with the grapple, in order to unlock it you have to hope you get lucky (like I did thankfully) and have a melee swing launch it from the first island all the way back to spawn without falling off the map. The game loses a lot of point for frustration, lost time and having a door at the end that can realistically only be opened using an item that is behind a hidden door at the very beginning of the game. This game could've been better had it used in game checkpoints and maybe even a "bullet time" function as well as having enemies fire projectiles instead of hitscan, honestly most of these decisions I can only imagine were added so that people of average skill would die enough times to get past the 2-hour mark so they couldn't refund it when they find the game has only about 1-1.5 hours of gameplay with no real sense of replayability My recommendation is to watch a playthrough of this game on Youtube and then if it looks like something you'd enjoy go ahead and pick it up, otherwise I'd suggest staying away from this one and going an buying one of the hundreds of well made movement shooters that already exist out there
1.7 hours played
Written 2 months ago

Really good fast paced shooter about shooting statues and finding weapons in chests
1.6 hours played
Written 2 months ago

This game is weird (in a kinda good way) It wants to be a movement shooter — with its grappling hook, rocket-firing enemies, floating platforms, and the huge sprint-jump you can pull off BUT You don't do enough damage unless you aim down sights, new guns are locked behind grinding for coins, enemies don’t get stunned when you shoot them, their aim is laser-precise and even the weakest grunts can take away your health extremely quickly (far too many times I had hands in the air being all like "what killed me?") As a result, instead of flying around like a maniac, you often find yourself hiding behind walls and peeking corners hoping to not get shot. also the game doesn't give clear guidance on where the statues you have to destroy are — so you end up swinging around lost, only to get instantly killed by a grunt and have to start the level over from the beginning. I'm sure all of this was intentional by the developer. This isn’t a case of bad design so much as a very specific vision — one that challenges how most movement shooters work. It’s a game where you are fast, but fragile. Aggression gets punished; patience and scouting are rewarded. It can be frustrating, but if you adjust your mindset, there’s something unique here. Recommendation: Don’t try to play it exactly like a traditional movement shooter. Take your time. Play more carefully. And honestly? Google(or use the steam guides to figure out) where the statues are first. it was more fun that way
7.1 hours played
Written 1 month and 27 days ago

Love the game. If you like movement shooters you should try this.