
Build a grand totalitarian colony and personally storm roguelite battlefields with your soldiers. Shape citizens fears, loyalties, bonds, and feuds. Capture enemies, convert them into true believers. Sacrifice the weak. Feed the strong. Wield absolute power and make every life bend to your will.
Most likely between $2.7M and $7.7M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 92% | approximately $4.5M |
| Epic | Free | — | #90 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1788 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
hell yeah
挺好玩的,不过后期似乎不需要队友,一个人就能杀穿所有副本,目前最高刷完21级强度~
If Palworld and Deadzone Rogue had a baby. With the Warhammer, Helldivers flair.
Отличная игра! Только очень ждем русского языка!
This game is insane in the best possible way. Palworld and Helldivers had a baby, and somehow it's also a really good roguelike boomer shooter.
好玩,催更第四星系啊啊啊啊啊啊啊啊
Very solid start for an early access game. I am excited to see what's in store for future updates!
通关后的感受总结如下。 总体评价:6.5/10。 优点:什么都缝了一点;缺点:什么都缝了一点。 对一些细节的评价: 1. 建造系统。存在感最低的部分之一。基本上只要是能找个空地,放在哪里根本没有任何区别。资源建筑更是扯淡,随便找个地方往那一方,喊啥来啥。唯一的影响可能就是士兵去干活的时候路上多花了几秒钟罢了。制作组在美术上下了功夫,建筑的贴图很精致,但是仅限于此,因为绝大部分的建筑都只是立体气球,根本没有必要做的这么大,比如那个什么贸易港。更关键的是,作为领袖,我要做点什么事不能够在自己办公室里做,还必须跑到对应的建筑前面才行,导致当建筑比较分散的时候,就必须要花很多时间在之间来回折腾,忙的一批。这个办公室的意义是什么? 2. 烹饪系统。制作组试图搞出一套塞尔达式的丰富菜谱,但是我的士兵们啃着苦菜根就征服了整个星系。而且,每个厨房只能做一道菜?我不理解这个设定的意义是什么,搞个大点的食堂多放几个锅不行吗?另外,许多的菜谱都带各种负面效果,这个的意义又是什么,苦菜根不香吗?我倒是理解人类的烹饪天赋是最高的,毕竟比鲁斯大人认证过的。配套这个烹饪的还有养殖和种植系统,依然是很无聊,因为每次收获后还需要去手动添加虫卵和植物种子,我一个总督活的像个老农民。 3. 武器系统。还不错,有足够丰富的武器可以选择,并且高等级武器的获取途径和爆率都正常,成长梯度良好。但有个问题是,每当前一个星系的橙色武器终于爆出来了,这也意味着下一个星系也开启了,而下一个星系的蓝色甚至白板武器都要比上一个的橙色还要高,那我辛辛苦苦打出来的是为什么呢?当然,这个问题在不少存在地图转换的游戏里普遍存在。 4. 宝可梦系统。我本来对这个能抓人的系统抱有很大的期待,但是这个新鲜感消退的很快,无非就是机械的抓人,关监狱,变身杨永信,重复这个循环。制作组给宝可梦们加入了类似环世界一样的交互系统,但是这个交互除了在左下角刷屏之外没有什么意义。建议可以增加一些要素,比如说,存在朋友关系的两个宝可梦共同上战场可以有加成一类的。另外,性别系统马上要上线了,这个挺好的,但是依然没有等级系统。我总觉得一个跟我上了很多次战场的兵应该比其他的新兵蛋子更强一些,更贵一些;当然,提升级别时可以有随机词条或技能刷出,防止一个兵用到底的情况出现。还有,这个恐惧和忠诚度的控制应该是游戏的一个亮点,但是目前的存在感太低了,或者说我其实不用在乎这两个数值也照样能通过;恐惧值目前在战斗中还有所体现,但是忠诚度完全没有。如果能想办法把两个数值更多的转化为战斗力,也许会好一些。 5. 战斗系统。 这个不好评价,爽还是很爽的,FPS游戏该有的一些操作也都在,但是,(1)战场指挥稀碎,让我想起了骑砍的F1F3.虽然说可以控制士兵聚集方向,但是没有其他的操作,就让这个行为看起来很鸡肋,最多就是最后决战时躲躲核弹。(2)核心系统不平衡。飞弹打一切,刷出来就砍瓜切菜,刷不出来就刮痧到死。(3)难度系统没有反馈。能理解搜刮时间越长难度越高的设计,但是后边难度提升后,奖励一模一样,那我为啥还要打高难度的副本,为啥不直接回家然后再出来一次呢?
So I think for the game itself, it’s actually a really fun game. It has all my favorite aspects of different games in it, like Helldivers, base building, mechs, and having vehicles and stuff. The gunplay is really good, and the colony system is also really good. One thing I’d say that needs to be improved is the commanding system. Also, when you’re in the colony, I wish there would be a skip button for the day so you don’t have to wait, or like a speed-up option for the day where it speeds it up, or you can end the day if you want to. Also, more on your army when they’re working, you could set them to be able to stay in certain expedition areas. And then their AI system in the gunplay should also be able to be really realistic. The boss fights are really good. Oh, and the system for going on expeditions. I think I’m on the second sector after the first one, and I just wish that the meter for, I think, advancing enemies for the levels—or the increasing levels of enemies every time you get exposure from it—I think you should decrease the gradual exposure increase just by a bit every time you move. Because sometimes all you want to do is just get the resources and get more troops, or you trade, and you don’t want to—like maybe after a bit, you want to mine, or you get resources from an enemy base and you go to fight it. I just wish it would be less affected by that. So, you know how you just want to get the resources and go to the thing? For me, going into battle at an enemy base and then having the exposure make it go high means you’re basically fighting above your level really quickly. It’s just too quick of an increase. And also, I think I saw in the notes that the designs are going to be different depending on the characters. But also, maybe I’ve missed it, but if you were to wear different armor, it would actually show the armor that you’re wearing. Kind of like how you would change helmets and armor in Helldivers or, you know, in general, like ARK: Survival or something like that. And I wish the AI for your army could be more complex in terms of what specific things you can tell them to do. Plus, I think, personally, after a certain amount of days, instead of upgrading the Victory Square so you can get more troops, I think after certain days you should get, like, a time span where you’re going to get additional units for the army. Just that it won’t be based only on your level. Based on your level, that’s the amount of units you’re going to get after a certain amount of days, or like every certain amount of days, you know? So overall, I rate this game, for an Early Access game, an 8.5 out of 10. And also, oh, one last thing: managing storage should be a lot clearer.
Pax Autocratica is a game where, unlike so many base builder/colony sims/rts/actopm games, outright calls it like it is...you are am Autocrat. Judging from the state of the Galaxy, at least my first look into it, this might be out of necessity...but that's just my thought on the matter. The Good: The music is very appropriate to theme, the graphics work well with the scale of the game, the base building is very intuitive..actually, pretty much everything is very intuitive. And the combat really lets you feel like a badass, at least early game. The Bad: Right now, as it stands, I can see the game becoming very repititious. The 'tutorial' wiki in the game should be complete, with entries highlighting as you shoud learn them, with others being available to peruse so you can plan. I would -love- to feed my people something other than bitteroot salad, and I keep seeing greenhouses mentioned but no understanding of when I'll be able to build them. The Ugly: The occasional voice glitches, although I suspect this will enventually be fixed. All in all: This game is worthwhile, the roadmap is promising, and honestly you have a good choice of city planning or simple blast 'em up, depending on what your mood is. Solid game, and I'm actually glad they went this direction.