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Completed the game by now, and it's...not much of a game, more like a proof of concept, so many questionable design decisions...
1. It plays nothing like The Chaos Engine, in any aspect
2. The graphics look great on screenshots, but in action there is a lot of visual clutter
3. Gunplay is clunky, aiming always feels off. There is no real impact, no hit-feedback. None of the weapons feel good, they either do hardly any damage (most of them), have abysmal clip sizes (Im looking at you minigun), and can't be upgraded in any meaningful way (minigun, again)
3. Speaking of: Most upgrades feel useless, and actually are. For cyberware only the torso is relevant, for guns damage upgrades seem to do almost nothing. Legs? Dash distance is worthless, speed at least can help. Arms? Tools are just there, and 10% more damage isn't noticeable. Burning saw blades sound awesome, look cool and you can't see anything else anymore when firing, so it better should, but damage wise it seems inconsequential. Clip size works, at least.
4. Related to that: Sewer-beasts, and it's reskinned cousin, the Raptor, attack your limbs (I can't remember anything else doing that, actually). Upgrading those isn't doing anything noticeable for their durability. Which makes those enemies even worse. Get your weapon arm eaten and you are fucked.
5. Which leads to: You have 3 chars, representing your 3 lives. So when one is reduced to a torso with 4 bloody stumps tagging in someone else seems like a brilliant idea...if you wouldn't need half of your smartbomb-meter to do so just to place your other char right in dislimbing distance. It's also hinted at that you can talk your way through some bossfights with certain chars...but I couldn't confirm that since my meter was below half and there was no way to charge it between the save house and the encounter, so I couldn't swap. Upgrades also seem to be character and gun specific. I couldn't be arsed to confirm this at that point and just maxed out my hobo's weapons and torso which took way more effort than it should be.
6. Online multiplayer isn't stable, and the game closes if one drops. Also If one player loses all 3 of his chars it's instantly game over. Made easier by being able to see less with two ppl firing.
7. The game is rather short, and for a top-down-shooter you aren't doing that much shooting. And the shooty-parts rely a bit too much on "doors close, you are now surrounded by turrets".

The game would be so much better with more impactful weapons and hit-feedback, removal of the ammo system, a more varied roster of enemies and more distinct "worlds".

I actually liked the ending tho.