

This feels like an early access version, especially with future episodes coming, so I will write this review like a commendation and recommendations list. + I really, really dig the art and setting. + mostly solid combat that revolves around Halo'ish shield-elimination-then-damage economy that lets you feel nicely powerful without becoming mindless, vibes like a fun Doom total conversion but with better balance they usually have + levels manage to feel grandiose now and then - some QoL oddities need to be applied, pressing m1 down during charged sword swing doesn't chain a second charge but does a basic attack on mouse release. If this is intentional, add some kind of HUD feedback. Prevent doing attacks during dialogue, etc. - buggy, and not of the insectoid kind. Dialogue texts going too fast automatically unprompted, two tutorial texts overlapping each other, an elevator wouldn't activate in the final level, blocking progress, tried climbing down a death pit, game tried spawning me back up, instead leaving me on an edge of the bottom zone, fell into an endless void below the map - could use couple extra enemy types - noticed myself wishing that the levels were more sprawling with more enemies in them, or include some more creative gimmicks. They are a bit too... contemporary for a proper boomer shooter - in my taste: writing can be a bit too whimsical for its own good now and then. The protagonist being actually really nice guy despite his monstrous nature is genuinely great, but it would work better if it got juxtaposed more often with the brutal and alien world - for the love of the prophet, add enemy voice line variation if you can, add some more generic lines that come more often, and make sure they don't spew unfitting lines ("activating shields!" while literally exploding into guts and pieces, "wonder if this stuff is edible..." during combat, and so...) Bottom line: really cool shooter, keep fixing and building it. It deserves it, totally worth 10 euros.

gameplay +great shooting that blends in well with the exploration and item scavenging +maps are in a nice spot where they still feel clear to navigate, but sprawl out enough to give a nice sense of exploration -enemy respawning feels uneven, early in the game felt sometimes drowning in mobs, but especially towards the end I found myself sometimes running around an empty space station -limited inventory space and resource mechanics encourage hoarding, which leads to backtracking between levels just to move or access your main stash aesthetics +great sense of style that most of the time strikes a perfect balance between campy, stylized retro cyberpunk vibe and scifi horror -late levels can look exhaustingly busy and repetitive writing +great dialogue, especially from a memorable villain +good sense of worldbuilding -plot is bit too much of foiling the villain's plans in a straightforward fashion, causing the villain feel somewhat of a pushover in juxtaposition to otherwise intimidating presentation -some of the kickstarter audio logs can break your immersion, however, there are gems too noticable bugs/weirdness: >saw sunlight bleed from the skybox into places where it shouldn't >the exploration music doesn't always seem to play much or at all on some levels >augment buffs don't always work when they should in context of changing level or reloading a save, have to switch it off and back on to make the effect apply