
Colony Ship is a turn-based, party-based role-playing game set aboard a generation ship launched to Proxima Centauri. The game features a detailed skill-based character system, multiple ways to handle quests, choices & consequences, and branching dialogue trees.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About

It is the Year of Our Lord 2754…
You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, all because you had the misfortune to be born on the Ship, chained to a fate you didn’t choose. You have never seen Earth and you’ll never see Proxima Centauri either. You’re doomed to live and die on the Ship in the name of the Mission, like your father before you, like his father before him.
The Ship is old. She had already been twenty years in service when she was rechristened Starfarer - a pretty name for a retrofitted interplanetary freighter. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Might as well get on with your life and try to make the best of it.

Colony Ship is an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices will determine who your friends and enemies are.

Your adventure starts in the Pit - a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks live free and die fast...

You open your eyes to a grey hull-metal ceiling, one panel of which flickers yellow, indicating dayshift. You overslept, not that it matters. With a grunt you roll off your stained mattress and open the "window" to let some fresh air in. Like everything else around here, fresh is relative. The Ship does its best to recycle air and water, but cargo holds aren’t high on Her priority list. You breathe in metal and burning oil and look up. Four of the bridge's six projectors are still operational, shining dully down on the container towers of Cargo Hold 3, better known as the Pit, the Free City.
Calling the Pit a city is a bit of a stretch, but so is calling this reddish-brown liquid water. You've read that water is supposed to be clear and cities are supposed to be big, but no ship-born has ever seen either. Maybe in another hundred years water will look and taste like oil and people will be talking about the good old days when it was the color of rust and tasted refreshingly bitter and tangy. That's the kind of optimism that keeps you going.
The elevator crawls up a groove in the cargo hold's wall like a black steel bug that's worn a path traveling to the bridge and back. It’s time to get up there and earn a few credits, but first you need a drink.
Once tasked with adapting Terran plants and grasses to the alien environment of Proxima Centauri, Hydroponics was abandoned during the Mutiny. Quickly overwhelmed by out-of-control mutant vegetation, it more closely resembles deep jungle than a research complex. In addition to the abnormal plants, oversized pest control species –bioengineered to safeguard the colony's farmlands– are also on hand to punish the careless.

Plants were sacred to the Founding Fathers. They represented our connection to Mother Earth, our sustenance, and our future. Picture rippling fields of wheat, rye, and barley to the horizon, mighty oaks and cedars, children eating apples right from the tree. That was the vision for Proxima.
But they didn't anticipate how many seedlings would fail in the Ship's simulated environments. And unless they found a way to make good those losses, it would be catastrophic. Alien fauna and poor soil were deemed the biggest threats, so they matched the most important plant species with customized, symbiont fungi. The latter were meant to act as pest killers. Unfortunately, the fungus did its job a little too well. We’re the pests now.
Before the Mutiny, the rooftops of the Habitat supported a sprawling amusement park. There, the people of the Ship could experience at least a few of the novelties they would never enjoy on Earth or Proxima: walk barefoot on real green grass – courtesy of Hydroponics – or soft, red-tinted 'Proxima' sand; sit under tall, artificial trees; and watch the sunrise on gigantic screens suspended all around. This last was said to be indistinguishable from the real thing, not that anyone aboard had ever seen it.
Nowadays, the three remaining rooftops are heavily fortified platforms, patrolled by armed guards. The sky-screens went dark long ago, a frivolous luxury in a decaying world. The grass underfoot and simulations of golden fields have likewise vanished, replaced by watchtowers and checkpoints. With enemies on all sides, cheap entertainment is a useless distraction from reality and its harsh demands.

The Armory - Among the stars, the children of Earth wish most of all for peace. Nevertheless, the wise prepare for every eventuality – we should not survive long without the means to protect our territory and interests, with violence if every other method is exhausted. To that end, the Ship launched with a wide assortment of peacekeeping weapons and armaments, most of it looted and spent during the Mutiny and the hundred lesser skirmishes that followed.
Mission Control - The century-old wreckage of the Ship Authority government complex that once controlled every aspect of life on the Ship. Now scavengers infest this ancient seat of power, a grim reminder that nothing lasts.
The Shuttle Bay - Noah relied on doves to find a landing place, the Ship carried twelve survey shuttles for that same purpose. Even though the Shuttle Bay survived the Mutiny intact, it was looted in the interim, the life support systems and emergency supplies stripped, and the shuttle interiors used by generations of squatters.
The Factory - An abandoned industrial complex that once worked 'round the clock to produce tools for the Ship and the future colony. Why squander your precious shekels on second-hand Earth machinery, when your captive workforce will have three hundred years to manufacture everything you need?
And many others.


Combat is difficult. You’ll be outnumbered and outgunned, so you’ll have to figure out how to even the odds or avoid fights you can't win. There are 3 main factors determining the difficulty of any combat encounter and your character's life expectancy: Accuracy, Evasion, Damage (both dealt and taken). To succeed in combat, you must learn to control these factors.
Accuracy = 50 + bonuses from (stat + skill + feat + implant + helmet/goggles + weapon). You can easily neglect a couple of items from this list and still be a competent fighter, meaning you don't need to min/max your stats because it's only 1 item out of 6. The attacker's accuracy is further modified by the attack type (different attacks have different pros and cons), the weapon's gun's effective range, and inflicted penalties.
Evasion = bonuses from (stat + skill + feat + implant + armor handling – armor penalty). The defender's evasion is further modifier by cover (the exact bonus depends on the angle), gadget bonus (i.e., using a Disruptor Field), and smoke/spore cloud (smoke grenades and certain critters). More detailed information can be found on the character and inventory screens (which show your accuracy and evasion), and in combat, where you can press ALT when targeting while targeting to learn what is affecting the accuracy of a particular attack.
The damage depends on both the weapon and the target's defense. Incoming damage is reduced by damage resistance (feat + implants + armor) and energy shield (gadget and/or energy armor). Weapons with good penetration and/or aimed attacks can reduce enemy's damage resistance, dealing more damage.


When you enter the stealth mode all tiles are automatically assigned detection values, determined by the distance from the guards, which way they're facing, their Perception, and thermal vision gear, if any. Green - safe (you remain undetected), yellow - risky (if you end your turn there, you'll be spotted), red - instant discovery. High sneaking ability (modified by skill, feats, gear) turns more tiles green and opens up more options, whereas a low level thief might see nothing but yellow and red tiles.
Each step and action (lockpicking, climbing, using computers, killing guards in stealth mode, etc) generates noise. Not a whole lot of noise to instantly alert the guards the moment you do something, but enough to add up over time and raise the guards' suspicions. The higher the guards' Perception, the faster the alert bar is filled. An alerted guard turns towards the last noise generated, meaning a lot of safe tiles will turn red and if you're in the line of vision you'll be instantly discovered.


If fighting isn't you thing, you can avoid ALL combat by relying on speech skills: Persuasion, Streetwise, and Impersonate. Not every solution is in your face, but it is there. We check stats, skills, reputation, deeds, and track your choices to deliver appropriate consequences.

Ten party members (max party size is 4) and well over a hundred different characters, some less friendly than others.



Lord's Mercy was her given name. Though he wasn't a priest, her father had called himself a Man of Scripture, and never tired of reminding his only child of God's wrath, His vengeance, His untiring thirst for retribution. If that’s what her name meant, Mercy did her best to live up to it.

"Are you now?" Bartholomew looks at you with interest. "I assume you were on your way to the Habitat, but now you're stuck here... Your odds aren't looking good, my friend,” he gives you a salesman's smile. “Attacking the Black Hand's stronghold is suicide, with or without our help. If Stanton loses...” He makes a pause, letting you work it out on your own.

“You may address me as Harbinger. I no longer have a name." The bitterness in her voice is unmistakable. She must not have been doing this Harbinger thing for long. One of the guards removes his helmet to reveal an oddly leathery face with deep-sunk eyes and a lipless mouth. He grins as he savors your discomfort.
“I wonder if the Neanderthals were as shocked by your outlandish appearance,” the woman says. “I wonder if they foresaw their own doom.”


A generation ship is a perfect ant-farm where different societies can coexist within a limited space, influencing and affecting each others' development while fighting for that limited space, which adds 'the end justifies the means' pressure.

The Protectors' one truth is the Mission, and the sole way to ensure successful completion of the Mission is to follow the Old Ways. The ways of the fathers, forefathers, and Founding Fathers are together the beam upon which the Ship travels to our ultimate destination. The mutiny, which through their steadfast and timely intervention was thankfully aborted, was the ultimate betrayal of the Old Ways, of everyone who had come before, the nullification of every sacrifice and every life dedicated to the Mission.

The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally -which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee.

As inevitably happens in dark and challenging times, some citizens turn to God for reassurance, the promise of an end to pain and hunger. Or failing an end, at least a purpose. The Church of the Elect rejected both the Protectors of the Mission and the Brotherhood of Liberty as worldly fools distracted by politics and their own egos. Teaching their adherents that they were chosen by God, the Church frames the journey of the Ship as a centuries-long test of faith. When the Ship arrives at her destination, Judgment Day awaits every citizen. The righteous will be welcomed into the Promised Land of Proxima Centauri, while the unrepentant will be returned to the Hell from which we fled - Earth - to suffer for all eternity.
Plus lesser factions and groups: People of the Covenant (the mutants), the House of Ecclesiastes, formerly known as ECLSS - the Environmental Control and Life Support System, the Pit's Freemen, Thy Brother's Keepers, the Grangers, Jackson's Riflemen, and more!
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $15.99−60% | 4.2Kreviews | 88% | — | $1.2M |
| $15.99−60% | 248ratings | 88% | #201 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 884 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The only good Fallout game that neither Avellone nor Cain worked on. If you're reading this and you're a crypto millionaire, buy 40000 copies so I can get a sequel.
This game is great, in theory, practically it is so frustrating, I hardly found the will to finish it. Let's evaluate different aspects. Interface: - there is no tutorial on what is what, even hovering over some stats will give you cryptic explanations - shown calculations doesn't make sense, I finished the game without knowing how armor exactly works Navigation: One of the most frustrating part of this game. Thematically I understand everything is crammed and too many things in one screen, but I don't understand why they didn't put ANY guidance anywhere about where the people you look for are. not even the ship module is visible, the only hint is literally "talk to <random name you don't remember>". I guess they tried to mimick old games where there is no mission pointers, but instead just made it extremely hard to navigate. I had to check internet every other mission to find where things are, how the mission progresses etc. This includes the main story. Skill Progress: Oh boy, the other frustating part of this game. I played the normal mode, but the difficulty kept getting increased, with no increase in my abilities. The progression part is a farce. the whole game i was able to level up 4 times and you just get a feat every time you level up. you can't increase your skills, other than using that skill, you can't increase your stats, other than implanting yourself twice, which gives 1 bonus each. So that makes it very bad game design. If you chose a skill that is useless to tag in the character creation, you can NEVER reset it. Whole game I tried diplomacy, whole game i failed, because if you don't tag them, you never succeed, you keep failing just to increase your skill, but since the game requires more skill, you never catch up. Same happens with science skills. There is just no way to increase some skills, no way to make use of them if you don't tag them. If you want to avoid combat, you should have tagged all non-combat skills, which is impossible because you can tag only 2-3 and there are 9 skills. the whole sneaking part is a joke, you use it maybe twice the whole game. your companians can take some (none of the social ones for some reason), but again you have no idea in the beginning. So that brings us to unavoidable Combat. Combat: Most frustating part of this game. I played the normal mode, but the difficulty of combat kept getting increased, with no increase in my abilities to fight. Even my followers who has nothing but combat focus, got pretty weak towards chapter 3. I had the best equipment, full combat focus, but still game throws at you super soldiers that are better (and i don't mean 10% better, double, triple better) in every way, better evasion (my super dex guy has 50, they have 95 evasion), better to hit change, they basically never miss, better penetration, better armor (which should decrease evasion but no). If you try to counter that with consumables, they use them too! and for free! for you there is only limited amount of each consumable in the game, if you use 1 too many, you'll run out. and you do run out. just an example you find in total 3 grenades against robots, you encounter at least 5 combat you need to fight against robots. And don't let me even mention the "downing" mechanics. basically once your follower is downed, they have 3 turns to die forever. you have to kill everyone in 3 turns with 1 less follower. For some reason first aid is too "cliche" for this game, so they didn't add it. this means you have to save scum, because once your follower dies you have no replacement. i found in total 2 followers + 1 special temporary one (which leaves you when you most need it) the whole game. So that means you don't want to fight, because you die, you can't sneak, you can't talk your way out of it, you just get stuck? Nope they found the solution for it, mess up the story: Story Well story is pretty standard, there are different ideologies different factions, you side with one. classic. but the problem is, if you want to stuck with your decision you have to fight everyone else, which is also classic, if you could. but you can't, because you are weak, not social enough, not nerd enough, so when you get bullied by others you just cave. not because you are convinced, but because it is impossible to survive. I don't know how many times I had to switch sides to just avoid impossible unavoidable combat. Which makes your decisions don't matter at all. you just go whatever developers throws at you, you have no choice. Overall, the game had potential but developers made so many bad decisions, such imbalanced progression, it become a terrible game in the end.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 3.78/day in the week to Aug 4 → 6.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, German, Czech, Russian, Simplified Chinese, Ukrainian
Hours played at review time, across 884 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The combat is way too imbalanced. Pretty much all encounters start at point blank range and iniative decides way too much
I wanted to like this game, I really did. It had a lot going for it and reminded me strongly of Fallout 1 & 2 (thought this game was a bit clunkier.) I finally decided to throw in the towel though about 75% through. There is no overhead map to refer, and no quest markers to point you in the right direction. The level designs are so clunky that finding your objectives is just an exercise in frustration. For me I have to give this a thumbs down, though I am conflicted on it because of some of the other aspects of the game that it gets right.
Для всех, кому понравилась предыдущая РПГ студии - Age of Decadence - и раздумывает, брать ли Colony Ship, я бы порекомендовал взять. Игра наследует многие фирменные черты AoD, а также привносит несколько улучшений: - Появился выбор сложности и постоянные напарники со своими навыками. Одним из минусов(для части игроков по крайней мере) была возможность запороть билд и намертво встрять на середине игры. Лёгкий уровень упрощает тактические бои, которые остались такими же хардкорными и крайне зависимыми от снаряжения и расходников. Напарники же позволяют распределить небоевые навыки типа убеждения, взлома и т.д. между всеми членами отряда, что позволяет при грамотной прокачке получить весь контент за первое же прохождение(у меня почти получилось). Напомню - в AoD персонаж у вас один и распылять очки навыков крайне не рекомендуется, создать относительно универсальный билд можно, но только зная, что делать. Сюжетные проверки навыков щадящие на любой сложности, пройти игру до конца хотя бы на одну из концовок вы сможете точно. - Осталась возможность пройти игру без боёв полностью. Это ограничит исследование, но возможность есть, даже ачивки за это присутствуют. - Графика, хоть это в РПГ далеко не главное, значительно улучшилась. Если AoD выглядела как что-то из палеозоя на момент выхода, то в Colony Ship довольно приятная картинка. - Русификатор имеется(фанатский). Первая глава переведена очень хорошо, но чем дальше, тем хуже, скатываясь чуть ли не в промт ближе к концу. Однако играть можно. - Появилась механика стелса. Хоть он и не свободный, а является отдельным энкаунтером для определенных квестов, это привносит разнообразие в игровой процесс. Сам стелс больше похож на головоломку - требуется понять правильный порядок действий. - Игра довольно короткая(вследствие бюджета, конечно) и не требует сотни часов на прохождение. Считаю это плюсом, т.к. небольшая продолжительность поощряет реиграбельность, которая также осталась. У меня ушло 30 часов с полным пылесосингом всех локаций. Повторное, скорее всего, будет в 2 раза короче. - Одной из отличительных черт AoD был очень необычный сеттинг - совмещение мыслей о римской империи с технологическим постапокалипсисом. Местный Sci-fi, конечно, послабее, но отнюдь не шаблонный, изучать мир колониального корабля всё ещё интересно. Атмосфера безнадёги и разрухи также на месте. Если кратко, то земляне много-много лет назад запустили колониальный корабль, чтобы построить новую жизнь на пригодной для этого планете, потому что на Земле стало жить невыносимо. Конечно же, всё пошло не по плану: за годы путешествия сменилось несколько поколений экипажа корабля, тех, кто помнит Землю, уже не осталось, а администрация корабля начала править настолько жесткой рукой, что привело к бунту, который привёл к повреждению многих систем, смерти большей части компетентного персонала и утрате вообще какого-либо понимания, как управлять кораблем и где он вообще находится. - Экономическая прогрессия очень грамотная: если в большинстве рпг к концу игры скапливается куча денег, которую некуда тратить, то тут деньги никогда не теряют актуальность, а расходники на классической сложности пригождаются всегда, т.к. сложность боёв также не проседает. - Опять же, как и в AoD, квесты имеют несколько концовок и вариантов прохождения. Откровенно плохих или хороших концовок почти нет, серая мораль правит балом. Сама игра также имеет несколько концовок. ОДНАКО есть и ощутимые минусы: - Игра сильно проседает после второй главы(их 4), как и русификатор. Очевидно, что разрабам не хватило времени и бюджета(AoD разрабатывали ооооочень долго). Доп квесты в 3-й главе единичные, в последней главе их нет вообще. Финал как будто бы вовсе не доделан - проходишь через несколько пустых комнат, где нет вообще ничего. Как будто разработчики планировали туда что-то добавить, но не успели. Концовки представлены по классике слайдами и их тоже маловато, не хватает, к примеру, слайдов для спутников. - Хоть реиграбельность в отдельных квестах есть и весьма ощутимая, прохождение за разные фракции почти не отличается. Так или иначе по основному сюжету придется делать одинаковые вещи. Если в AoD были уникальные предыстории со своими уникальными стартами, тут такого нет. Если AoD предлагал действительно уникальные квесты и локации для разных фракций(хоть и также ограниченные первыми главами), то тут я такого не заметил, попробовав разные варианты. - Игра старой школы и крайне рекомендуется исследовать каждый угол. Это не минус, я такое люблю. Однако в игре куча мест и проверок навыков, которые можно будет пройти только спустя часы геймплея - к этому моменту очень легко забыть, что ты хотел вернуться к двери, которую не мог открыть фиг знает когда. Проблема есть и в AoD, но тут масштаб ещё больше. Очень не хватает карты как в метроидваниях, где показано, какие комнаты ты зачистил и возможность ставить метки, надеюсь, в следующей игре это добавят - это было бы самое важное QoL улучшение для игр студии имхо. - Текста в квестах мне иногда не хватало. Понимаю, что вкусовщина, но иногда выдача квеста выглядит уж очень простенько - "Привет. Мне надо то-то и то-то. Делай.". Кому-то, может, понравится, что нет излишней графомании. - Опять про текст: убрали маленькие текстовые квесты :( В AoD это скорее следствие нехватки ресурсов на определенные сегменты и механики, поэтому пришлось тот же стелс делать текстом. Однако круто же получилось - атмосферно и винтажно, жаль, что отказались. - Хоть тактические бои и хардкорные, требуют от игрока включать голову и не жать кнопки на рандоме, разнообразия и фишек не хватает. Боевые локации одноуровневые, очень тесные и не однообразные. Настолько тесные, что простреливаются с одного края до другого из многого оружия, особенно к концу игры. Смысла в снайперках вообще не увидел. Укрытия на многих боевых локациях вообще отсутствуют - просто чистое поле. Улучшение боевки также напрашивается в следующей игре.
Great RPG, although the learn-by-using stat system is a bit flawed. You will probably reset your character after the first attempt at the game, once you realize how the stats system works
A masterpiece, through and through. For all its faults, Iron Tower's previous game, Age of Decadence, was a rough but well meaning, highly atmospheric RPG, with all the right bits and bobs to keep you hooked. It had challenging combat, interesting characters, and a subversive narrative of Gods, Demons, and the grim mortality of a Roman-style civilization on the brink of destruction. It was ugly, rough, and kind of jank - a microcosm of the type of world AOD was set in. An ancient era civilization caught up in its own dark age, with its greatest mysteries lost to the sands of time. Colony Ship eschews that vibe for a more scifi-feel - but it is just as brilliant, if not more so. There are no more spears or swords here. Now, it's guns, shotguns, laser rifles, and grenades, and you're expected to fight for every scrap of money, ammunition, medical supplies, and experience you can get. Each fight you take demands the use of limited resources, and careful manipulation of the game's mechanics to survive. It can be mentally taxing, Fights take a while, and a bad fight can quickly spiral out of control. But that feeling of triumph once you pass through a difficult section never gets old. I look forward to their next game with great relish, because they have proven yet again that they know their craft well.
Too my surprise and disappointment in this developer in whom purchased past game by them... feels as if they gave up and cut corners on this game. The map is very nice and the story tell is ok, but the combat is lazy and shallow from apart from there other tittles. I highly highly recommend Not to purchase this at full price which is $40 but wait for a deep sale...which is when I purchased this tittle....They advertise all the cool little things they put into game but the combat and pacing is unforgiveable... I expected better from Iron Tower Studios. But if you buy this I highly recommend you "CUSTOM the default difficulty" to make combat tolerable...DO NOT settle for the defaulted options of "Hero or Underdog". One is way too easy and the other is frustratingly unbalanced And You will Not be able to change settings once you Start a New Game. So choose wisely!
Beautiful graphics, great camera, good dialogue, and interesting story. Unfortunately like others have said the combat balancing is off, even on easy/hero mode. The enemies are better equipped, very accurate, and outnumber you in closed spaces. If there was a lot to do on the side and you could come back to these encounters, it would be fine but unfortunately in the beginning there is no escaping big combat encounters unless you are meticulous or you have high speech or sneak abilities.
TLDR: Difficult turn based story game that has a gritty and realistically written story. Colony Ship is one of those games where you both are the main character, but are not. You are exactly as strong as everyone else. There is no power scaling, and levels don't give you more health. The quickest way to win fights is to be smart in how you approach them. Your party could be incredibly powerful and still fail in a fight that a group of naked inept scientists would win because they brought an emp grenade, gas masks, or thermal optics. You have quite a large variety of ways to play it, with different endings. Your typical solutions to problems being smoothing them over, backstabbing someone, killing everything that talks back, or sneaking around. What is good is you can do all of these in the same playthrough. I beat the game as a skill monkey, and honestly, clearly didn't have to be one. Realistically if you want to see all the content, you need to have high charisma on your main character. And by high I mean 7 or 8, which is quite easy. Everything else can be passed onto your allies quite easily, and only in debates/arguments do you need your character to use his persuasion. I would like to say you don't need it as you can play by just killing everyone you can't talk out of things but that would lock you from a lot of things and positive outcomes. My only gripe is that at the end of the game I was so powerful and kitted I felt sad that I didn't have any big fight or anything waiting me like the encounter in their previous title. I would also complain that there is a set of armor you can get that is extremely difficult to obtain skill check wise, but it is just bad. Almost impossible to wear without major penalties so you need to be built to wear it. Then, it is actually worse than other armor combinations you have at that point. Enforcer visored helmet + combat gas mask gives 100 percent thermal, 100 percent toxic, 100 percent visual resist, and gives bonuses to random combat stats. Meanwhile, the helmet you can wear from the combat suit does none of those things. Not only this, but you have already beaten every major fight at the point you obtain it. I got it and I had actually 1 fight left in the game that didn't require you to wear the gas mask. This is a really minor flaw though, as it is end game, and doesn't really matter at all. The rest of the game balancing is really good actually. People complaining about the ai being stronger are just not good at this type of game. You actually work off of the exact same mechanics and stat blocks the enemies do. You aren't even outnumbered usually, and even if you were, 90% of encounters are ended by throwing flash + poison grenades. You could probably win this entire game with just consumables honestly. The question would just be how much money you have to pay per encounter. Though, is it weird that you can win a fight against robots by throwing expensive EMP grenades? Also, because I saw people saying that they get filtered at the detroit gang fight. 1. Save Smiles at the ambush 2. Use the thermal goggles found in the factory on whoever is your highest DPS and throw smoke (it's the earliest 100 percent thermal, so you can smoke spam and easily win the entire fight without even taking cover.)
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5K | 14 | 93% | $12.79 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $18.3K | 48 | 92% | $12.74 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.2M | 1.5K | 83% | $24.99 | |
| $1.2M | 2.1K | 80% | $24.99 | |
| $1.2M | 3.5K | 90% | $9.99 | |
| $1.2M | 6.2K | 95% | $9.99 | |
| $1.2M | 1.2K | 79% | $29.99 | |
| $1.2M | 2K | 96% | $24.99 |