
Locked in a stalemate war scientist come up with a new plan. Rather then battle over places of land battle over places of when and disrupt the future.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English**languages with full audio support
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ну и дерь.мииище.... 10 из 10
В это "ТВОРЕНИЕ" просто играть не возможно и не интересно...... Мало того что онлайн НУЛЕВОЙ,так ещё запуска игры ждёшь 3 минуты,а когда запустилась-тут начинается жёсткий ХАРД-боты практически не убиваемые... Смотрите всё сами: https://www.youtube.com/watch?v=r-9s3uF8Eg8&ab_channel=SokolFreeChannel
ㅤ🦝ㅤ
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You cannot earn credits to buy new weapons, walking is slow as hell, you respawn with no ammo when you die. Currently entirely pay to win with some weapons costing $20. Avoid. Aug 2022 EDIT: It is still impossible to defeat the AK wielding bot as they pre-fire and murder you before you often have a chance to even know where they are, you can also headshot them about 3-4 times and it appears to do NOTHING to them. Frustrating. Loading screen tips are humorous and are probably the only thing this game has going for it.
Я заметила, что если не жрать хлеб, сахар, жирное мясо, не пить пиво с рыбкой - морда становится меньше, но грустнее.
All-Time Battle is a shooting game with basic graphics and terrible gameplay. The first is forgivable, the second is most certainly not. Whenever I've tried playing All-Time Battle, there's been no-one else online; so, I end up being matched against bots. No worries, that shouldn't be too hard. However, it turns out that I get a pistol, whilst the bot gets a rifle. My weapon is highly inaccurate, whilst the bot's weapon is right on target. Sometimes my pistol will reload, sometimes it won't - it turns out that having an empty pistol in a gunfight is not so great. Finally, I kill a bot with a grenade - but it doesn't drop its gun. Then I kill a second bot with a grenade - and two bots spawn and shoot me. There are various boxes of loot dotted around the battlefield, apparently very few of which I could use. Found what looks to be a mortar, but couldn't use it. The game has no guide, no instructions, and you can't even change your keys. What the freak is going on with this game? Even with its simplistic graphics, I thought this game might be a bit of fun. Well, it's not. In its current state, this game is not worth playing.
just play phantom forces
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Game asked how i was doing and then started to insult me
All-Time Battle is a free-to-play multiplayer first-person shooter that attempts to distinguish itself through a war that extends beyond ordinary geography and into different periods of history. Developed and published by Broken Bunny Studios, Inc, the game entered Steam Early Access with an ambitious concept involving opposing forces manipulating time after conventional warfare reaches a stalemate. This premise gives the game considerable creative freedom, allowing weapons and technologies from different eras to coexist on the same battlefield. At its core, All-Time Battle focuses on team-based online combat, supporting battles of up to 16 players in an 8-versus-8 format. Players enter matches, fight the opposing team, obtain upgrades, and gradually shape their preferred combat style. Rather than limiting everyone to identical soldiers, the game encourages specialization through roles and abilities. Players can approach combat as snipers, medics, mechanics, or other customized configurations, creating opportunities for teamwork beyond simply achieving the highest number of eliminations. The weapon system is closely connected to the time-travel theme. Instead of restricting the arsenal to a single historical period, the concept allows older weapons to appear alongside modern and futuristic equipment. The Early Access version was described as containing several assault rifles, sniper rifles, and submachine guns across four maps. AI-controlled battles were also provided when there were not enough human players available. This is particularly useful for a small multiplayer game because it prevents the entire experience from becoming inaccessible whenever matchmaking cannot assemble enough participants. Customization was intended to become another important part of the experience. Players could improve abilities and develop skill sets according to their preferred roles, while deployable defensive equipment promised additional tactical possibilities. The concept of mechanics placing battlefield defenses or specialized characters supporting teammates suggests that the developers wanted matches to involve more than constant running and shooting. An economy for buying, selling, and trading items was also planned to provide a longer-term reason to collect equipment and continue playing. The original development plans were considerably larger than the initial Early Access offering. Broken Bunny Studios described ambitions for hundreds of firearms, more than 15 maps, vehicles originating from different time periods, deployable mechs, expanded skill systems, and additional objectives. Proposed modes included Capture the Flag, Hold the Line, and VIP-oriented missions, while guild battles involving the defense of player bases represented an even more ambitious direction. Had these systems been fully realized and properly balanced, the mixture could have given All-Time Battle a distinctive identity among independent arena shooters. Its free-to-play model was presented with the assurance that gameplay upgrades could be earned rather than exclusively purchased. This is an important consideration because competitive shooters can quickly become frustrating when paying players receive advantages unavailable to everyone else. The ability to unlock equipment through normal play theoretically creates a more reasonable progression structure, although the presence of in-game purchases means the overall experience still depends heavily on progression speed and balance. The visual presentation favors colorful, stylized science-fiction environments rather than realistic military simulation. This choice fits the premise surprisingly well. A realistic presentation might make the combination of incompatible technologies appear awkward, whereas a more exaggerated aesthetic gives the developers greater freedom to combine historical influences, futuristic machinery, cyberpunk ideas, and unusual equipment. The modest hardware and storage requirements also make the game comparatively accessible to players without powerful gaming computers. Unfortunately, the largest weakness is not the underlying concept but the state of development. All-Time Battle entered Early Access as an explicitly unfinished project, and many of its most interesting features were presented as future objectives rather than completed content. The developers originally expected the Early Access period to last roughly a year, yet the project remained in Early Access far beyond that estimate. The lengthy absence of meaningful development activity makes the promised expansion difficult to consider when judging what players can actually experience. This issue is especially serious for a multiplayer-focused game. Online shooters depend on an active community, matchmaking population, balance adjustments, technical maintenance, new content, and developer communication. Bots can make empty matches playable to some extent, but they cannot reproduce the unpredictability and cooperation provided by human opponents. A sophisticated multiplayer design means little if there are too few people available to participate in it. There is nevertheless a genuinely interesting game concept underneath these problems. Combining time travel with arena combat provides an effective explanation for mixing radically different weapons and technologies, while character specialization, deployable defenses, trading, vehicles, and objective-based modes could have created substantial strategic variety. The developers clearly envisioned something much larger than a conventional independent deathmatch shooter. Ultimately, All-Time Battle is easier to appreciate as an ambitious multiplayer experiment than as a fully realized competitive FPS. Broken Bunny Studios, Inc created a promising foundation and an imaginative premise, but the gulf between the Early Access build and the originally proposed finished experience remains its defining weakness. The game may still provide some curiosity value because of its unusual setting and free-to-play accessibility, but players should judge it primarily by the content that actually exists rather than the expansive features once planned for the future. Rating: 5/10
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $0 | 0 | — | Free | |
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| $0 | 254 | 71% | Free | |
| $1.9M | 9.9K | 93% | $9.99 | |
| $10.1K | 48 | 73% | $9.99 |