
A turn-based space mecha mercenary game. You can recruit pilots and captains with varying stories and skills, buy and modify spaceships, mecha, artillery, and fighters, take missions, participate in battles between Galactic Powers, change the situations, and experience different stories.
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About
Chaos Front is the latest game of the Chaos Galaxy series, which has been deeply influenced by Super Robot War, Romance of the Three Kingdoms, Advance War, and other similar games.
The program, art, and design are all completed by one developer alone.
Please note: A bad ending will be triggered on 30/12/C.E.29 in the game. Please upgrade your mercenary group to star 9 before this date to begin the final battle and obtain the true endings.

Form your mercenary corps, move around the map of Centersea Sector, choose missions and join the war between the powers. Your choices will change the fate of people and the ending of the Centersea War.

Partners, enemies, friends ...... There are more than 100 important characters in the game, all with their own stories, identity talents and combat skills, such as commanders, staff officers, merchants, pirates, scientists ...... and even psychics, robots and aliens!

Battleships, submarines, mecha, artillery, fighters, titans ...... There are 70 available units in the game, all with different weapons and abilities.

Units can use a wide range of behaviors such as stealth, space mines, spreading fog, seizing, stealing, ramming, shelling, combating, shields, defensive force fields, and more. We can research the game system to create a powerful army with a variety of different play styles.

We can receive many missions with different story plots at the Mission Centers. It is also possible to participate in battles initiated by the big factions. When we become an ally of a faction, we can even make proposals to the faction to guide its strategic actions.

The Solaris Union, the first galaxy regime in human history, was destroyed due to corruption and tyranny during the Great Rebellion. After its fall, the galaxy was divided among three great powers. Unable to defeat each other, eventually, they agreed to a ceasefire and established the Interstellar Consortium to manage thousands of independent planets.
Unfortunately, the Interstellar Consortium soon became a tool for the three powers to control and exploit the galaxy. Interstellar navigation was restricted, and planets were subjected to economic exploitation.
In the 26th year of the Consortium Calendar, a revolution broke out on the planet Massilia in the Centersea Sector. The Consortium quickly decided to send fleets from the three powers to suppress the revolutionary planets. However, the Consortium Army was weakened due to the defection of the Black Flag, and the front line became a deadlock.
The great powers had to allow the Consortium Army to recruit mercenaries to supplement their forces in the war zone. The Revolutionary Army and the Black Flag also began recruiting mercenaries.
Militia, pirates, nobles, and technicians from all over the galaxy rushed to Centersea to join the war. Mercenary groups quickly became a main force in the Centersea warfare.
Under the temptation of wealth and honor, beneath the banner of revolution and freedom, and stirred by hegemony and conspiracy, the Galaxy was falling into a chaotic era...
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Reviews
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Reviews
[h1][b]This is not a Mercenary Simulator[/b][/h1] Here's something everyone's going to hate... The game is on a hidden timer, if you take 2 years worth of moves in game you get one of the endings. So if you don't know the meta or you "grind" you are punished for it with a game over. I would refund the game if I could. [h1][b]Poorly Designed War Content[/b][/h1] In the game you can help a side to gain faction equipment. Which on paper is a good idea, wars going on across the map makes the setting feel alive. In reality, for each faction there are 9 scripted missions you'll play on repeat in order to get points. So when items in the faction shop cost 200+ points each where you only get 100 at the early game and 300 at the end game, you end up doing the same missions a lot. Lets do some math. If you wanted to equip one of the four fleets with faction rewards, that will cost you 1700 faction points. At the early game tier that would be 17 missions, at mid game tier that is 9 missions, and at the end game tier that is 6 missions. So you'll have done the same 3 scripted missions 6 times at the early game, 3 times at the mid game, and 2 times at the end game. For each faction, So 4x the number of times you'll do the same scripted missions over again. And mind you that is only for one of 4 fleets so if you wanted to get multiple faction fleets you'd be doing the same missions at least 24 times at the early game with (For 68 missions in total), 12 times at the mid game (For 34 missions in total), and 8 times at the end game (For 23 missions in total). There is a severe lack of variety in the game as it relates to the war which is meant to be the background for the story. [h1][b]Balancing Issues[/b][/h1] There is a limited number of scripted missions and gear / unit progression almost entirely locked behind this aspect. Which would be fine if this was a story driven game with difficulty toggles, but since this game has limited mission variety, you are forced into a situation where you need to just about do every scripted side missions to get enough exp and equipment to progress if you do not want to grind the same three war missions for your difficulty tier. I suspect you are starting to see the problem, this makes all the games side content mandatory by proxy. Since you can't move the game forward without mindless grinding the same three missions on repeat otherwise. So the game ends up giving you a poor illusion of choice, while by circumstance forcing you on rails to see all the games content. Don't want to recruit a "optional" side character or do a side mission? Too bad, there are no other missions at your tier available. [b]This game is not a 20$ game, at best it is a 15$ game which is less enjoyable than Chaos Galaxy 2.[/b] I get the feeling the developer wanted to improve on the previous games flaws while making something new, but failed to understand what makes a game enjoyable. You either have to grant the player freedom, or you have to have a game that is on rails. Trying to do both means you do neither well.
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Languages: English, Simplified Chinese, Traditional Chinese, Japanese, Spanish - Latin America
Hours played at review time, across 234 reviews with recorded playtime.
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This is a very rough game to recommend. I saw it advertised and I love my mecha games, so I thought playing a bit G-Generation and SRW previously this would be a fun time This has been a miserable game to play I'm afraid. Past 2-3 stars, you just get your teeth kicked in constantly no matter the campaign. Much like SRW, you're always outnumbered and in the vein of Gihren's Greed, units have squads and big heavy mechs The problem comes from the fact that your enemies are always tuned to the highest difficulty, high stats, high body counts, can always hit you but you can't hit them Either you can luck out and capture a good one, or hope to god one of the contracts you get either unlocks something you can buy or gets you some kind of god unit I've not found yet. At the time of writing I've only got 5 pilots in one campaign and without a way to get generic ones or easy missions to unlock more, you feel stuck and the game never makes it easier on you. There is the option of making personalizations to your mech at a shop, but these feel like they don't help in the slightest compared to what you're fighting This feels like a game made specifically for the high end of SRW and G-Generation types of games I was not prepared for. Will have to wait till I can find some good guides or videos to learn how to deal with this till I play again
After 2 in game years the game just ends
后续补充1: 我把补充内容放在前面,因为有某人留言多条内容,我全删了。 你有你自己的节奏,就按着别人的头也要这样玩,这很傲慢。我自己通过游玩得出游戏不好玩的结论,你给我发你的攻略,这说明你根本没有试图理解我的想法。 这游戏不好玩,压根不是难度、时间限制、关卡设计、操作其中之一的问题,而是当所有这些内容、设计结合起来之后最终呈现出来的样子——我作为玩家,并不觉得好玩。有通关方法,是的,我知道,这很好,但那又如何呢?并不妨碍它不好玩。 后续补充2: 这次就不删了,让大家看看什么是“傲慢的思维”。 反正当晚十点首发入游戏的玩家就活该拿来测试,活该被后面的享受者骂,原来这游戏是有EA标的。我那8小时便秘一样的感受,就因为作者听了评价做了修改,就成了“有失偏颇”的评价了,怎么,我亲身体验后写评测时都没有的东西,就因为后来有了也要批评? 说得像是空雷关和追捕关我不知道应对方法,实则上他给出的空雷关攻略是我评测里全部提到的内容,笑死,怎么,是我想不到方法?关卡设计失败从来不是有攻略就能拯救的。这种看一眼就能知道作者想干嘛的关卡设计,不好玩就是不好玩。 至于追捕关,正常人玩过后都能想到配高速机体专用机来应对,那么初见杀的挫败感,去找应对方法一来一去地时间流逝又被说成是无所谓的事了。 我重申我的观点: 游戏不好玩。 1.不是玩家找不到应对方法,而是某些关卡的设计,它的通关方法和游玩过程一眼能望得到头,且完全没有动力游玩。如果这是线性游戏,这种设计很好,但本游既在自由度、挑战性的结合中选择了去糟取精。 2.立意再高,游戏不好玩那就是不好玩。游戏,它首先得是个游戏。 以下为初始评测: 我综合自己开局两次共计8小时的游玩体验,以及作者近两天的多次修改内容和未来计划修改的方向,我最终决定给本游“强烈不推荐”的评测。如果对此游戏的美术风格感兴趣,可以尝试同一作者的大战略前作,那两部作品我是给的推荐。接下来具体说下原因。 作者似乎非常强调“复古”,具体表现在: 1.极其繁琐的鼠标操作。这是继承自前代的祖宗之法,作为战棋游戏,除了wasd控制视角移动,只有一个tab用于选择下一个可用角色,这对手腕十分不友好,其他战棋游戏玩到最后我都会累到用手柄,而这部游戏也用不了手柄。而该游戏的鼠标操作繁琐到过分的程度:没有快速保存和读取的快捷键或按钮、移动时的编队选择(已修改)、战斗时的技能选择有个单独选取的界面、无法通过鼠标悬置进行预览(包括不限于大地图的星球属性和具体任务、战斗时的该单位的属性和当前生命能量等数值、单位当前的状态等);战斗时的编队顺序不能在临战时切换,只能切换好再进行移动;此外,大地图上进行编队调整的过程也是极其繁琐……诸如此类,当然,这些设计并非不可优化,但它们的设计都可以归于一个二字词——复古; 2.严苛且毫无提醒的全局时间限制。当然,作者说后续计划在游戏中加上时间限制的暗示。至于严格的时间限制这一点是否为问题,见仁见智,时间限制或许是个有意图的好设计,但如果和游戏的其他问题结合在一起呢?后果是灾难性的,后面我会再提及这点; 3.先射箭后画靶的任务设计。感受一下九龙的排雷任务和追捕盗贼任务就知道我在说什么了。 排雷任务我第一时间想到通过观察任务目标的俯视图确定空雷的大概范围,再结合旗舰的探测技能与机甲分队进行地毯式搜索的方法进行排查,尽管如此,我耗费了三个20回合,仍然没有找到所有空雷,在整个任务过程中,除了任务的俯视图会提醒大概范围,和排查到一半时会跳出人物提醒,就再也没有别的提示了。 至于追捕盗贼,更是先射箭后画靶的典型。试问在前期,有多少人会给卷毛呢哥配5+1速的专用机,你没有6速不可能追上,有6速也要琢磨规划路线才有可能过。而新手指引的部分缺乏又让前期抓5速机这件事变得并不现实; 4.无法取消且过于简陋的新手引导。 男主默认有新手引导,无法关闭,多次重开这些对话将极其无聊,esc是可以跳过,但这个指引在多周目仍然没有必然的意义。如果是按计划有4个角色也就算了,但现在重心本就是只有两个人。 更重要的是新手指引有非常多的基础玩法和机制完全没有提及。比如物品不佩戴到个人身上默认在仓库中是无法直接使用的(笑死了,这点的确很复古,算是一个有取舍的玩法,所以该机制本身我不评价);即使在前期,出任务时也可以耗费信用点出动额外的舰艇(这对于在不同时间段挑战更高难度的关卡会有妙用);伏击可以混乱敌人,己方舰船可以概率捕捉陷入混乱的敌方单位(这是一个非常重要且精心设计过但几无提示的游戏玩法,还是喜欢藏,喜欢这种到处藏东西的游戏欢迎来玩遗迹=.=) 5.时间推进、缺乏指引的高难任务、无失败补偿,以及在这三者的组合下给人带来的挫败感。这是除去繁琐的操作外最影响游玩体验的一点。 大地图上目前没有任务预览,意味着你跑很远过去另一个星球,结果发现这个任务完全打不了,或是对于现阶段几乎没有收益,但你的游戏时间是实实在在流逝了。即使有预览,部分任务的设计也会导致你初遇时几乎不可能过关。你的确可以通过积累经验、寻找对策,在不久的将来再次尝试挑战,那么在这个过程中,游戏时间又如水流逝了。这些任务被设计成允许再次挑战,但在你失败后没有任何收益、补偿的机制,这意味着在整个游戏过程中,“挫败感”将是一个常见的感受,而这是作者设计游戏时的核心思路之一。作者反复强调坚持玩到后期,“你们会有所改观的”,那么这每一个充满了挫败感的游戏,我该如何玩到后期呢?这是一个前期如果不滚雪球,中期游玩体验就会变得非常糟糕且难受的游戏,要如何玩到后期呢? 如果这是一个线性游戏,那么以上的缺点都不算是缺点,而会真正意义上变成一种具有挑战的复古游戏。而目前呈现出来的,既没有自由度、也没有爽感。 6.由时间限制的设计引出的作者想法。 诚然,任谁都能看得出来作者是个有想法的创作者,他希望为我们在有限的时间里带来“饱满”的游戏体验,不仅只指玩过程中任务的饱满度,也指在游玩后让我们对于乱世和英雄有一些不同的看法。对此我表示尊重和赞同,“没有理想的佣兵们最后会让世界走向毁灭,而他们也不会是历史的主角”,这作为游戏的核心之一,我很支持也很有感触(当然,从表现来看,作者也不在乎别人支不支持这点)。我只能说戴着镣铐跳舞也好,肩膀上滚动着水晶球跳舞也好,摔跤了那是舞者的事,镣铐只是镣铐,水晶球只是水晶球,观众只会对舞蹈给出评价。玩家不会因为你的主旨就忽视游戏体验,有问题的从来不是主旨核心,而是它的呈现方式。 7.强行卡死的恶性bug。相比较下最后会卡死这个恶性BUG我反而是觉得最无所谓的一条,毕竟BUG可以修,但“复古设计”本就是作者的创作意图。 ps:我喜欢玩战棋游戏,什么战棋都会去玩一下,机器人大战、文明、三国志、皇家骑士团、女武神、三角战略,小众点的像战锤恶魔猎人、勇敢的心、彼岸花、核爆、战场兄弟、暗夜之子、战争交响曲、最后的咒语,国内的战棋像圣女战旗、逆向坍塌、军团战棋、低魔时代、河洛等等。我什么战棋都玩,哪怕是建安外史、紫色晶石这种我玩起来生理不适(字面意思,像紫色晶石角色移动的画面实在太抖了)的游戏我都不会去打差评。我真是像报菜名一样在举例,这些游戏里有些大家可能很熟悉,有些可能听都没有听过,而本游,是其中第二个让我忍不住打差评的战棋游戏。 该作者的第一作我没玩,前两作加起来也玩了有一百六、一百七的时间了,不算多,但游玩体验很好。 以上。
I would like to start this review by stating that I bought this game on release since I liked the idea of a grid based mech game. On release this game told no one that it had a hard time limit of two years, and this information would have changed whether I bought it or not. I sunk about 7 hours into the game before the first update, which is the update that added the information about the time limit to the store and extended it by a year in game. While I can understand the dev sticking to their design philosophy they have been antagonistic towards anyone who dislikes the time limit. Calling them a loud minority when they are 52% of your negative reviews comes across as bullheaded and unable to accept that you made bad design decision by hiding the time limit until after people have bought and played enough of the game to be unable to get a refund. Unless the dev adds an option to turn off the time limit and stops with the shady lack of information until too late on future games, I can't in good faith recommend this game.
Was having fun till I found out about the hidden time limit. Killed all my motivation to play this game, and can't get a refund, so I'm stuck with it. This game is fun, and could be great. I'd say wait for the Dev to remove the time limit, but they already stated that they are keeping the time limit. So unless a mod comes out to remove the time limit, don't waist your money or time on this game. I recommend Chaos Galaxy 2 instead, It's got a better time mechanic with the alien invasion, which is actually fun, and even gives you the option to just turn it off.
虽然只要50块钱 但这游戏能打磨的太多了 就是感觉非常的粗糙 ,有种恨铁不成钢。 操作上面 真的很繁琐 3机编队每次移动都要多按一个选项 你就不能特意放一个分队选项嘛减少玩家操作量行不行。 我不知道作者有没有接触过 XCOM2这也是一款战旗游戏但他可以做到完全不用鼠标靠快捷键完成所有操作。 多用键盘 减少点鼠标操作量好不好 就和打 RTS 游戏一样你所有东西都用鼠标的话操作起来就很烦 回合结束也要鼠标特意去点下 点多了真的很烦 总之增加些 快捷键如何 Q E 切换单位 空格结束回合 F1 检查敌人情报 多弄些快捷键 谢谢 改变行动 使用行动 确认点下去 后直接返回上级菜单啊 还要自己右键按下…… 战斗表现 被命中了跳数字 但上面血条跟不上 能不能爆炸的干脆点。 3V2 对面1号位被极破了 我方3号位 选手能不能聪明点去攻击2号位?算了这也是你游 设定 改不改都能接受 就是感觉不太聪明。 现在玩下来最恶心的就是扫雷 不知道存在意义是啥 使用技能就使用技能 放一段不明所以的BGM 是要做啥 很拖沓 自己军团就不能换个涂装颜色嘛? 现在就想到那么多
“这个设定即使很多人反对,但我也不会改变。” 阁下让我想起某位把大名打在游戏片头红字的故人,那么这个差评即使很多人反对,但我也不会改变。 —————————————————— 新语录:“我不会因为一小部分人的威胁,就放弃我的游戏审美,让这个游戏可能变成这样一个尴尬的状况。如果他们喜欢玩那种无限刷奖励的游戏,在这个世界上有无数其他这类游戏可以去玩,而不是来另一个游戏强迫作者改成他们想要的样子。 ” 我们能怎么威胁阁下?花58吃屎打差评就算威胁?给你提意见算威胁?你这么有理想居然还要靠玩家花钱给你买单?服务不好衣食父母,扣帽子倒是利索得很呐!
Not much of a mercenary game when you're forced to pick a side Chaos Front has a lot going for it. The sprite work is cool, the combat is enjoyable, and there’s clearly a good foundation here for a really fun mercenary-focused game. Unfortunately, the way the campaign is structured completely undermines that premise for me. The biggest issue is the hidden time limit. You can play, build up your mercenary company, take contracts and generally do your own thing, only to eventually discover that the game simply ends because you've reached the campaign's time limit. The developers have increased it from 2 years to 3 years of in-game time, but honestly, that doesn't address the underlying problem. Whether it's two years or three years, I still dislike the concept. What's especially frustrating is that this is a mercenary game. Mercenaries aren't supposed to be inherently committed to one side. The whole appeal should be being able to take contracts, work for different factions, build your reputation, and decide who you want to work with based on the situation. Instead, the game effectively forces you to pick a side or risk having the entire game end. That makes the player feel less like a mercenary and more like another faction's military commander who just happens to have a different name. I would much rather see the campaign allow players to continue indefinitely, or at least give them the choice of when to end their campaign. If there needs to be some kind of overarching conflict or deadline, there are plenty of ways to handle that without simply putting a hidden expiration date on the player's campaign. The frustrating part is that I actually like the core gameplay. The combat and visuals are appealing, and I think there's a genuinely good mercenary game buried underneath these design decisions. But for me, the campaign structure fundamentally conflicts with what I want from a mercenary game. I don't want to be forced into a faction war just because an invisible clock says my time is running out. Cool combat and sprites, but the campaign design takes away much of what makes being a mercenary appealing.
2年时间线 直接结束 玩个毛啊 任务各种以少敌多 对面集火效率高的惊人
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