
Deadzoned is a sci-fi turn-based action Roguelike. Blast your way through zones battling the beasts, bandits, and monsters that stalk the blackouts. But you'll need your wits to make best use of the gear you stumble upon to survive and save the fate of the planet!
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About
~ In the year 29XX interplanetary wars erupted as a nanite plague spread to every star colony decimating the human populations. On the planet Celestious survivors scavenge subterranean zones for supplies and lost tech while battling the bandits, beasts, and monster that stalk the blackouts. ~
Deadzoned is a traditional turn-based action Roguelike in a sci-fi setting. Venture ever-deeper into the Deadzones blasting through a wide assortment of enemies from critters and creatures, to gangs of outlaws and cultists, and terrifying monsters of the blackouts.
To survive you'll need shrewd wits to make best use of the busted up weapons, gear, and limited ammo you stumble upon as you decide whether fully exploring the enemy strewn zones is worth the gamble. Thankfully murdering meanies gives XP to level up your Stats and Talent choices to customise your build.
Every playthrough a procedurally-generated nightmare: Each zone fight through a unique layout facing random events as you level-up differently with special talents, find rusting weapons and strange gear, interact with ancient machines to boost your build, and fight or avoid the enemies that infest them.
Fast arcade action: There's no agonising over item weight limits, grab every weapon you find and blast your way through the meanies to get the biggest score you can muster.. but keep an eye on your ammo!
Multiple game modes: Fancy a quick 20 minute trip? Or maybe a more lengthy session? You choose how deep the journey goes with each offering their own length, difficulty, and pools of gear, enemies, and end bosses.
Many character classes: From Bounty Hunters, Psychics, and Technomaniacs, to the humble Deprived Wretch, each class levels up differently with each class having their own Talents and stat preferences.
Optional Difficulty: Zones can have multiple random events you can face or avoid for extra loot and bigger scores. From dealing with a camp of Cannibals to entering the domain of a skelly summoning Boneraiser. You may also find optional entrances into the more dangerous but rewarding zones such as Forbidden or Plagued Deadzones.
Steam Leaderboards: Battle your foes, and your friends, to reach first place on the online Steam leaderboards. Every game mode and class has their own leaderboard to fight over.
Clashful Cards: Take a cosy break from the blasting with a strategic collectable card game you can play against the AI or a local friend.
Input Accessibility: Although Mouse + Keyboard is recommended, you can choose to play on a gamepad, or just a keyboard, or even just a Mouse.
Hat & Skin Colour unlocks: Now this is fashion zone!
~ Can YOU survive the zones? Or will you become just another Deadzoned? ~
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Reviews
I think Caiys balanced the "risk and reward" pretty well here, it's challenging but very manageable at the same time, I think a proper "rogue-like" should have a volatile aspect to it, where small mistakes can lead to big mistakes, like picking a fight with too many enemies, or forgetting to reload your weapon before a dangerous mob. That said, I feel like this game is tricky to learn, but once you understand the basics, it's actually not very difficult, and I can reliably end the run with 15+ charged weapons, so maybe somewhere down the early access, I would like to see even more challenge. Funny enough I had runs where I lost 160HP to a single trash enemy, just because the RNG was not in my favor :], so it can be a little unpredictable, even if you playing well. There are a few small issues and areas that can be improved, in particular with some of the aesthetic elements, you can't really tell what any of the 'event' buildings are for, unless you read what they do, so a lot of the time, it's kinda hard to learn the game because you just interacting with the generic blocks. This game mostly uses text instead of icons for items, I assume he wanted like a traditional Rogue aesthetic, maybe that is the reason, but if that is the case, I still think icons for items would have been better. Probably the most disappointing part of the game is that all weapons have the same animation, look you found a flamethrower, and it just feels like a rifle. Like I get it, it's meant to be like an old game, but still, maybe a little flame animation, or a laser effect for the blasters. I don't know why it's the thing with Caiys games, but all of his games crash on release like every 10 minutes, annoying, but it always gets better in a few weeks, so I am not gona make a big deal out of it, it's just a little tradition I feel like we do every few years. Otherwise, you still get a similar assortment of game modes, leaderboards, skins and some other content like with the previous games, if you played anything from the developer, it's just more of that, with a ROGUE gameplay. Not to undersell the content here, he consistently brings these features, so it's easy to take it for granted. I am not a huge fan of Case nuking the leadeboards, if anything that discourages me from replaying the game, cuz I know he can nuke my 50 hours of grinding at any update, maybe there should be like, all-time and temporary leaderboards, but maybe it's just me. [h1] Pros: [/h1] (+) It always feels like you doing micro decisions which is what I personally like in these games, and I like that you can easily make big mistakes if you get sloppy. The difficulty is a little challenging but still fair, leaning a bit toward the harder end if you not a veteran of the genre, maybe a little easy if you understand the mechanic. (+) Good content for the price, you get the same assortment of features like many of his games, and it's not as barebones as his arcade shooter on release. Got the usual cosmetics, different difficulty modes, and the card collection. (+) I think you did a good job with interesting enemies and status effects, I am actually very aware of the corners, would hate to get tagged by a plague zombie. [h1]Feedback: [/h1] - I would prefer some visual effects for unique weapons, flamethrower, lasers, and so on. I get it's because it's ROGUE, but it still sucks, where are my flames man. You don't have to make like unique weapon models, but like some effects would be nice - the event buildings look too similar, maybe it needs a little color coding. Also you have a tendency to use the same color on the name of the item and description, like it's blue and dark blue, like can't you have 2 different colors - maybe make the plague clear by default on every 2 floors (I know there is an item that makes it every floor), and show on the status effect, I think it would be more fair - I think the hidden durability (well you can view it at certain shops), is kinda annoying, sure it makes the game a little harder, but I already intuitively know when something is about to break, it just make me question, does it have 2 more uses, or 1 more use, and it's like an annoying monkey seating on my shoulder. I am not sure if I like it or not, 50-50 - you really should make those HAT shops do something in addition to cosmetics, so they are not worthless, maybe pick +1 to any stat - you should have a proper boss for the second mode, why some random console, it's not rewarding [b]Overall Thoughts: EARLY ACCESS 9/7/2026 [/b] Maybe a little "by the book" ROGUE-like, but if that is what you want, I think it's designed pretty well, and it has a nice little learning curve to it where you probably will die over and over, at least in the first hour or so. I didn't notice and huge design issues, mostly some little things, I think the color coding in the game could be a lot better, and there are some small quality of life issues. But like all games from the dev you getting like a $15 game for 1/3 of the price. Honestly it's probably not in his top 3 games, granted it's because some of them were such bangers, but I still like it enough. With that said, to me a rogue-like means making choices, and wagering your luck and resources, and I think this game does that decently. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
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Languages: English
Hours played at review time, across 66 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
https://youtu.be/WB-Wk9fmglE The video is a completed run at the easiest depth. How many 5 dollar indie roguelike games include a bonus card game it as well. Deadzoned is turn based rpg with charming pixel graphics. It is similar to a game like Crypt Of The Necrodancer (though without the rhythm aspect). You have a knife but also more range with your guns as you can shoot someone in your circle radius. You explore from the top down perspective and collect gear to further your descend. There is ammo to your gun that you can pick up as you go and you also level up by gaining XP for kills. I find this is a must for games like as I don't want to feel like I'm wasting time and ammo by stopping to fight. You get to choose a skill each time you level up such as more life each time you level or a higher chance of critical on your first melee attack. I cleared one run with the main class and the game is difficult. You need to learn to keep your distance and manage your ammo appropriately. Plus your guns have durability so you cannot depend too much on a single weapon. But the crates you come across are full of new guns and ammo so you can make it to through the run. The level up bonuses are important as well and you will need to pick wisely if you do not want to die in the deadzone. In terms of content you have different depth options for your runs so you can do only 6 floors but there are two other options for longer runs that you can unlock. There is also a good number of classes you can unlock, giving the game decent replayability. What makes the game the most replayable though is the leaderboard. For those who like to climb the top of the leaderboards, there is a score system that compares you to other players. You can ignore it completly (which I did on the run I finished) or you can go out of your way to take points over other perks and get a high score. The price is great at only 5 dollars. It is worth it alone to support the indie dev who did a great job with this project. The fact these games get released at these prices with such small teams still amazes me. Game works with controller or you can play with keyboard and mouse. I ised the xbox controller and it works well. You move with the d-pad and can switch weapons with B, X and Y buttons. You reload with r2 and shoot with A. The game is turn based so you got all the time in the world to switch weapons. There is also a menu you can open to change weapons and it does not cost you a turn. The music is pretty intense and fits the world well. Oh and did I mention it is only 5 dollars? So yeah, a buy for sure.
caiysにしては珍しくアクションではなくターン制のローグライク。 ローグライトではなく伝統的ローグライクです。 ローグライクは普段ほとんどやらない(ローグライトは大好き)ので一般的なローグライクと比較は出来ませんが、このジャンルに慣れてないと最初のうちは少し難しめかなと感じます。 ちょっとしたミスでもピンチになること多いし、でもある程度の武器が揃ってくるとわりとサクサク……なのに武器耐久や命中率の低さからコロっとやられることも多いです。近接が得意なクラス以外は銃がメインですが距離による命中率の低さやリロードの必要性、敵も序盤から遠距離しまくってくること、1ターンに1マスではなく一気に近づく敵が多い等々で厳しめ。命中が低いせいで弾薬もわりとカツカツになりがち。 そもそも端末や補給箱次第なのでわりと運要素も強め。武器もそこそこ破壊されるし、補充される弾薬も命中率考えたらかなり少ないです。タレントでいかにそれらを抑えていくかも大事。 あと立ち回りも結構重要です。 武器の射程を考えた釣りの位置と敵の数も大事ですが、場合によってはステルスゲーのように敵に発見されたあとに視線切りして撒くようなテクニックも必要。関連するタレント(ギアかも)もあります。 後述しますが、回復の乏しさからゴリ押しがしづらいゲームなので立ち回りは結構考える必要があります。 [h3] 良かった点 [/h3] ・シンプル。システム自体は複雑さがなく覚えることがほとんどない。チュートリアルもかなり短め。 人によってはシンプルすぎると思われるかもですが自分のステータスと武器の射程、威力、弾薬と装填数、それと武器特性。 基本的にはあまりシナジー感じられるゲームではないのでタレントとギアで必要と思われるものを取得していく感じです。 ・ヴァンサバっぽいレベルアップでの選択強化やcaiysらしい豊富なタレント、ギア。いつものcaiysだなという安心感があります。ステータスや補給物資、端末と常に選択肢に悩まされる感じです。 ・リプレイ性が高め。そもそもジャンル的にもそうですが、加えてクラスによる特徴がはっきりしているので色々試してみたくなります。 ・いつものコスチューム変更とカードゲーム。caiys好きなら嬉しい、いつものやつ。 ・安定の良BGM。毎回ハズレがない。今回も無料サントラ付き。 [h3] 気になる点 [/h3] ・フォーラムでも少し話題になっていましたが、基本的に武器の耐久度を確認できない。 体感でそろそろかなとは思いつつも実際にあと何回で壊れるかわからないです。 アイテムや修理端末で耐久を知ることが可能ですが限定的だし、そもそも回数ではないのではっきり残り何回とはわからない。当然ですが壊れる時はほぼ確実に戦闘中(あるいはトドメ)なので「壊れるまで使う」がかなりリスキー。ロードアウトの他武器も慎重に、絶対数回は壊れない武器をセットしておく必要があります。 何故ならこのゲームはメニューから装備変更しても装填数が0なので装備変更とリロードにより2ターン必要だからです。戦闘中にできることではない。というかむしろ装備変更せずにメニューを開くだけで何もしなくても1ターンなので戦闘中に手持ち武器を確認することすら危険です。 しかもただでさえ残り耐久わからないのに道中入手する武器に耐久減りやすい特性ついてることも多い。この特性もLuck値が関係してるんですかね……。 ・どれが触れられるオブジェクトなのか視覚的にわかりづらい。 一応アイテムを取得することで端末や補給箱をミニマップで確認することが出来るようにはなりますがもうちょいわかりやすくしてほしい。というか視界内に入ったやつはミニマップで色付けてわかるようにしてほしい。いかにもな建築物とかあって触れるのかなと思っても触れないので紛らわしい。 ・命中率の低さ。射程内に入って50%くらい。殴り合いになってもそこそこスカります。 それをカバーするためにミスしたらクリティカルみたいなタレントもありますが、こっちも敵もお互いミス多すぎてテンポ悪い。 ミス、ミス、ドッジ、ミス……いつ攻撃当たるんだろう近接そこまでスカる?みたいな状況よくあります。 弾薬乏しいわりに射撃ミス多すぎなのも気になる。 ・Boneraiser MinionsのスペルやVoids Vigilのアビリティみたいなものがない。 能動的に発動する起死回生の何かがない。例えばチャージに数十ターンとか使い切りでもいいから強力な何かが欲しいところ。 不要な装備の廃棄端末はスコアじゃなくガジェット作成ならよかったのになぁと思います。 ・過去作のような合成する要素がない。 もしまだ未発見なだけで存在してたらここは訂正しますが、過去作のような合成要素はないように思います。端末によるタレントや武器の性能強化はありますが、Boneraiser MinionsのミニオンやVoids Vigilの武器のように異なる2つから強力なアイテムを作り出す要素がなさそう。 というか合成とは違いますが初期デモ版はクラフトあったような気がしますが記憶違い??? ・回復の少なさ。 これも初期デモ版は消耗品として回復アイテムがあったと思います。 体力だけでなく状態異常もですが、こういう消費アイテムが全て削除されたみたいで、かわりにタレントとして「レベルアップ時に回復」や「ゾーン終了時に回復」があります。ゾーン内で回復できる手段があまりにも限られすぎな印象。 そこをやりくりする難しさを楽しむものかもしれませんが。 ・拠点がない。 今作もSpirits AbyssやBoneraiser Minionsのような拠点がないのが残念。特に今作はVoids Vigilと違い見下ろしでマップを歩くゲームなので開始前の拠点を作れたのではないかなと思います。 メニュー画面で行うクラス選択、各種図鑑の閲覧、カードゲーム、最初のフロアにあるコスチューム変更やクラスの恩恵アイテム選択とか全てBoneraiser Minionsのような拠点でも可能だったはず。 これが一番残念すぎる。 [h3] 総評 [/h3] 総じて過去作と比べると薄味感はありますが、お手頃価格なので価格分は保証されていると思います。 caiysのゲームが好きなので贔屓目に見てる部分もありますが安定の面白さです。 早期開始したばかりなので今後色々と改善されることも多いと思いますが、現時点でも未完成感はあまりないと思います。 おそらく日本人ゲーマーにとって一番のネックは日本語に対応していないこと。 caiysのゲームはどれも対応していない(boneraiser minionsのみワークショップに有志日本語化が存在します)ので、翻訳ツールなどなんらかの対応が必要です。ちなみにUnity製ではないのでXunityは使えません。個人的なおすすめはMeoWです。特に問題なく日本語で遊べています。 そもそもストーリーがあるわけではないので、何度も遊んでいるうちによく取得するタレントやギアの効果は自然と覚えていくので英語のままで遊べるようになります。
Excellent, the developer never disappoints. Runs great on Steam Deck.
Pick it up if you're itching for an honest minmaxer rougelike. Pick it up if you wanna try it out but conflicted about color palette, you'll get used to it. It's sweet and relatively short. (Which means no grind, no metaprogression slop, it fits) It's a nice spin on the genre because you don't feel too overwhelmed by all the stuff you're collecting (it all kinda blends into a nice pile until you need to go check what weapon you'd like to equip). You do a couple of chill runs, maybe pop off and get the same dopamine hit without grinding for hours in similar games. Reminded me that Dungeons of Dredmor exists and the devs for that game are working on it again RIGHT NOW, I'm super excited! It's been like, 15 years
I'm a simple man. I see caiys game, I buy caiys game, I enjoy caiys game.
Only played a few runs and had a blast. I will continue to buy every caiys game.
I usually don't like to review games before playing them for a while but I am doing that now. It is a good game, I like it a lot, but it can get hard to understand what's going on on the screen. It looks good, but having, for example, a button you can press to temporarily make everything flat and simple shapes with different colors (for example, grey square for wall, red circle for enemy, etc.) for readability would be nice. Otherwise, it seems great, I have no other problems with it and I will be playing it more. It has a lot of different weapons and classes and upgrades. I'm bad at positive reviews, I'm better at pointing out flaws, but it is mostly good, don't take this review as a "this is why you shouldn't play this", it's just something that could be done better so people considering if they should buy it and hopefully also the developer are aware of that. Edit: The developer added more information to the tutorial so I removed the part about not knowing what a lot of things mean. One of the things I said was also not a real problem so I removed that.
伝統的ローグライクとしては微妙です。ヴァンサバやローグライト系の開発ノウハウを、そのままターン制に持ってきてしまったようなゲームです。せいぜい5ドルのコーヒーブレイク系、あるいは7DRLで評価されるタイプの作風で、それ以上でもそれ以下でもないです。でも製品として丁寧に作られているので、低評価にはしづらいです。低層で空振りしまくったり、絶対に勝てない敵と出会ってしまったときはクソゲーですが、アイテムやタレントの引きがいいときは夢中でプレイできると思います。
This is a perfect gateway drug to harder stuff like Quasimorph, Caves of Qud, The Doors of Trithius, Soulash, etc. — that also stands perfectly fine on its own. Basically, this is a highly condensed and simplified (in a good way) variation of a roguelike/lite "for normal people," which nonetheless teaches you the genre's most crucial basics and, most importantly, makes it much less scary, threatening, and imposing. And if you ever starting to feel like "hm, wish this had more depth and intricacies" — congratulations, you've just lost hundreds of (future) hours of your life because there's dozens of gems and more depth in the genre as a whole than any living being can handle.
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