
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.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Sep 14 → 2.5/day in the week after.
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% | 4.1Kreviews | 88% | — | $1.2M |
| $15.99−60% | 248ratings | 88% | #164 | 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 890 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The balancing is awful, The combat itself is ok but you eat through medkits constantly and enemies seemingly have infinite supplies. A lot of scenes in the game (Chapter 1) will give you no time to prep (Notably the siege) You have to kill 6 enemies and you get 6 men, Then it immediately makes you go inside and fight 6 more while you're already injured. Then without saying a word to you it makes youfight 4 more if you spared mercy. Without healing you. There's a lot of situations like that, The MSQ itself throws insanely hard enemies at you while you can barely hit anything even with cheated in stats. The difficulty is masochistic and not in the good way.
非常完整正儿八经的科幻CRPG 秒传送设计好评拒绝浪费跑路时间 PS:游戏属性里选择localtest就有中文了
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.2M | 13.4K | 95% | $5.99 | |
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| $1.2M | 1.3K | 71% | $24.99 | |
| $1.2M | 7.7K | 93% | $7.99 | |
| $1.2M | 4.1K | 95% | $14.99 | |
| $1.2M | 717 | 84% | $59.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.9K | 52 | 94% | $12.74 | |
| $6K | 17 | 94% | $12.79 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 890 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
After Age of Decadence, my expectations were rather high. Remarkably intertwined, overarching choices that may affect even the slightest outcome - a visual novel, with heavy RPG component and serviceable combat. I loved Age of Decadence. I couldn't wait to see where they go next with this formula, only to find that ... well, they didn't really go anywhere with it, but rather reiterated the concept, but in space, with barely, if any, innovation to speak of. They played it safe. To be fair, it still outshines other rpgs set in grim, grey and hopeless settings, by being raw, unforgiving and rooted in how it portrays its characters, its world, the desperation. There is no "twist" good guy at the end of the saga, no hero: only harsh reality, pitting you against unbelievable odds. Becoming the hero of the story was always possible, but it will come at a steep cost and skill. Age of Decadence excelled far more at that than "Colony Ship", in which a lot of the factions, characters and themes just made me think: Yeah, this is cool, but I kinda saw this exact scenario/faction/character in Age of Decadence… and better! What "Colony Ship" ultimately lacked was ceremony. The unceremonious ending to quests, the unceremonious ending to the whole GAME. This is something that Age of Decadence was critiqued for, but got away with, it being the “first in the series of those types of games”, so to speak, but it still had reveals and turns that made your stomach drop. This time around, you have no excuse, dear devs. Getting me invested in your quests, only to “fade to black” and resolve the whole thing, without much climactic payoff is just… this doesn’t work anymore, man. We need something more. Let me give you a specific example (Spoilers for a sidequest ahead): [spoiler] So you have to resolve an issue: Refugees are besetting a certain location and the self-appointed “mayor” of that location wants the refugees gone. Basically, you can take a couple of sides here, depending on your unlocked skills. You really get either invested in the plight of the refugees, or rather just want to get a good payday, whichever your motivation might be. But the ending is the same: Fade to black, refugees disappear (or some other changes, depending on your choice) and …. Nothing.[/spoiler] No cool animation, no dynamic shot over the area, accentuating the changes YOUR CHOICES affected. No sense for dramatic suspense, at all. This ♥♥♥♥ was okay in Age of Decadence (which weirdly had still more “drama” than this one)…. Because it was your first. But now, I just want more ceremony. If you meet the big faction leaders, there should be an overhead shot, with ominous music, imprinting the importance of that moment. Not some long text box. Huge questlines you invested hours in, just to unceremoniously end with “you gain exp and money” is just not acceptable. Further, the animation work in your combat is a lot worse than in Age of Decadence with all its melee-fatalities for each weapon – what happened here? I get that most battles are now ranged, but we deserved a bit more in terms of battle-climax animations, in forms of fatalities or the ragdolls being a bit better rigged. I'm absolutely enamored with your games …. they've captured my imagination like few others, but for the love of immersive worlds, let's crank up the ceremony/drama in the next one, please. Infuse every pivotal moment with that grand, ritualistic flair: elaborate animations for key decisions… orchestral swells that echo the weight of choices, make impacts hit home viscerally, not just linger as abstract stats or flavor text on a character sheet. Turn those "on-paper" consequences into heart-pounding, unforgettable rituals that players feel in their bones, elevating the narrative from good to legendary. Overall, if you love this formula, like me, you will still get your fix of depressive, dark, raw grittiness we came to appreciate from Age of Decadence, but “Colony Ship” is the weaker of the two, by a mile.
Отличная RPG старой, можно сказать, очень старой школы. Влиться новичку стало проще - по сравнению с AoD сильно прокачали визуал, хардкорность сдала пару оборотов, хотя вариативности на мой взгляд стало чуть меньше. Но это "чуть" лишь по сравнению с AoD (их первой игрой) - а так CS по реальной реиграбельности (уникальные квесты или пути развития сюжета из-за ваших действий) все еще выше 95%+ игр с тэгом CRPG в Стиме. Рекомендую. P.S. Ну и покупая игру вы спонсируете небольшую команду на еще одну отличную игру.
TL;DR - While clearly made with a distinct development vision to separate itself from it's competition, the game simply isn't as enjoyable as other more well known games in the genre and while there are a multitude of reasons why, it ultimately disappointed me on my first attempt at a playthroughs by making large volumes of the game unplayable without very, VERY specific character builds. Long version: Pros - The game looks good, performed well on my relatively outdated machine, has interesting world building and lore in an original setting and can arguably offer hours of engaging gameplay IF you consult a range of resources before playing the game to plan your character ahead of time to ensure the game is playable. Cons - The game is at it's core not what it appears. This is not a Fallout, Wasteland or Rouge Trader and that is it's first great weakness, all the marketing and steam store page material makes it look very much like those games and so a blind first playthrough can grind to a disappointingly slow slog through frustrating mechanics that require very specific skill/stat requirements to progress. It became painfully obvious after searching for guides on how to complete certain optional missions that they would simply be impossible in my current playthrough, which effectively eliminates portions of the game for decisions made on the character creation screen. That brings me to the next point, stats and skills. Unlike other CRPGs, your base stats are mostly fixed for the rest of the game, with the exception of implants, which I will come to later. The character creation screen basically locks you in to a single playstyle for the rest of the game and on a blind first playthrough this is deeply frustrating. Moving into Chapter 2 of the game I found myself searching for ways to increase base stats and skills to allow me to progress a number of quest lines and after a tireless search both in game, and on guides online, it became apparent that there were entire quest lines that I had to entirely write off as inaccessible because there simply were not enough opportunities to level my character up to pass a skill checks to proceed. While in a normal CRPG this isn't such a problem because it is part of the gameplay loop and there are multiple way to progress, including using party members skills to supplement the MC, this does not work in Colony Ship because the supporting party members are equally as stat and skill poor as the MC and the game does not give ample ways to level skills meaning running into a skill check typically means you go no further. Character progression was clearly a design choice made by the Devs and this is supported by various Steam Community discussions where they have responded to player questions. Instead of being able to improve stats and skills on level ups, you get perks, however the perks are almost exclusively focused on combat or stealth and with some very limited exceptions, do not allow you to attribute points to skill areas you need to clear a skill check. This means you cannot postpone a questline to level up and come back to proceed, you basically reach a skill check, cannot meet the requirements and give up any chance of progressing in that area for the entire playthrough and this is just so disappointing as it basically feels like you're playing on rails once you've left the character creation screen. Implants could have entirely fixed the character stat/scaling issue if they had not been so limited. You're hard capped at the amount of implants you can use depending on a particular stat and perk, and while these do give stat bonuses which can be improved later in the game, it is too little too late and they do not offer nearly enough to give you an edge or replace the standard character level up models used in other CRPGs. I feel like if this had been adopted as the progression method for the player characters and the devs leaned into this it may well have saved the game for me, but in it's current form it is a very limited and borderline meaningless part of character building that did not significantly impact my playthrough. Stealth is a large part of the game, however it has a very heavy dependence on a select few stats, skills and perks, this on it's own would not be a problem if the game allowed you to develop a character to do this effectively, but once again we run into the character progression brick wall. The noise mechanic is honestly interesting and I like it, but the 'awareness gauge' for the NPCs does not decrease below set thresholds meaning there is almost zero margin for error and a lot of failed runs are due to a single misstep resulting in reloading saved games to try again. The set movement of NPCs and cameras, combined with the NPC awareness gauge tiers not resetting, as well as base noise and sneak stat requirements combined with various perks means there is essentially a 'correct' path to the stealth encounters, if you have the requisite stats and perks, but you won't know these stat or perk requirements going into each encounter which leads to hours of attempting what is essentially an impossible task. This only became apparent to me after consulting guides and determining that once again, an entire quest or encounter is simply not accessible on this playthrough, forcing me to arguably start an entirely new run if I want to complete that part of the game. This robs the stealth game of much depth as there is essentially a correct way to do the encounter and no real room for innovation on the player's part. Combat being the way it is, feels like another design choice which in isolation makes sense as the game is clearly making a point to be different, but this ultimately becomes another source of frustration. Your characters are not super heros, that much is explained from the very start, however while other CRPGs allow you to build your characters to fit a niche and fulfil a certain power fantasy, Colony Ship fails to do this entirely. The cover system is very very basic and pieces of scenery that appear like they should provide cover do not, which makes for awkward rigid combat. Downed characters cannot be picked back up during combat which puts you on a time limit to complete fights as soon as the first party member falls and this makes combat unenjoyable because the combat is slow and typically involves whittling down opponents who regularly seem far more threatening to you than you are to them. The very limited progression options from perks can supplement combat effectiveness but generally do not have as big an impact as you'd like and most key combat encounters that cannot be avoided required multiple attempts to scrape through and at no point did it feel like my party was getting any stronger or more capable at dealing with the threats the party faced. Once again this aspect of the game is a pale shadow of other CRPGs and just makes the game a chore to slog through. I could go on, but most complaints I have with the game stem from it trying to differ from established norms in CRPGs, but not providing compelling alternatives. I want to like the game, I do enjoy the world it has been set in, but I cannot recommend a game that is for all intents and purposes a less mechanically enjoyable imitation of other bigger CRPGs.
A game with branching choices that will effect how you can progress through it leading to great replayability ontop of a very solid character creation and combat system. One of the best turnbased games I have ever played.
Do not buy this game if you are looking for a good RPG experience 1. No explanations on the skill system 2. Bad gameplay mechanics during combat - the countdown timer is the worst ! 3. Frustratingly sparse journal entries on the quests and what was the quest trigger and dialogue 4. No NPC codex - so i need to literally remember who is whom 5. Bad camera angle to know where things are The worst is that there arent multiple ways to get things done - the build you need on your chars is very narrow and punishes even one wrong choice by not giving any mechanism to reverse and try different build ideas.. I tried to like it, played it with all the above frustrations to just push ahead - but i have had enough
おすすめかどうかはギリギリ及第点です。 ゲームとしては雰囲気も含めてとても良いですし、内容も面白いです。それだけなら十分おすすめのゲームです。 有志の方がネットで公開してくれているので日本語でもプレイできます。 ただ、マップが回転できないため、プレイがものすごいやりにくいのが欠点となっています。この点がこのゲームの全ての良い点を吹き飛ばしてしまいます。 手前の物陰の場所とかが見えずらいとか、戦闘時の敵の位置が分かりずらいとかで、いちいちイライラさせられます。 このマップの問題さえなければ良作なのに、それだけで全てがぶち壊しというのがとても残念な一作です。
Very good game. I was hoping for something to scratch the same itch as Fallout 2 and it didn't disappoint. It's very different to Fallout 2, but it's like poetry in that it rhymes. If you like games of that genre you will probably like this. Looking forward to more games from the devs.
---{Graphics}--- ☐ You forget what reality is ☐ Beautiful ☐ Good ☑ Decent ☐ Bad ☐ Don‘t look too long at it ☐ Paint.exe ---{Gameplay}--- ☐ Very good ☑ Good ☐ It‘s just gameplay ☐ Mehh ☐ Starring at walls is better ☐ Just don‘t ---{Audio}--- ☐ Eargasm ☐ Very good ☑ Good ☐ Not too bad ☐ Bad ☐ Earrape ---{Audience}--- ☐ Kids ☐ Teens ☑ Adults ☑ Human ☑ Lizards ---{PC Requirements}--- ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boiiiiii ☐ Ask NASA if they have a spare computer ---{Difficulity}--- ☐ Just press ‚A‘ ☐ Easy ☐ Significant brain usage ☐ Easy to learn / Hard to master ☑ Difficult ☐ Dark Souls ---{Grind}--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isnt necessary to progress ☑ Average grind level ☐ Too much grind ☐ You‘ll need a second live for grinding ---{Story}--- ☐ Story? ☐ Text or Audio floating around ☐ Average ☐ Good ☑ Lovely ☐ It‘ll replace your life ---{Game Time}--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☑ Long ☐ To infinity and beyond ---{Price}--- ☐ It’s free! ☑ Worth the price ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{Bugs}--- ☐ Never heard of ☑ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs
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