
Infiltrate the depths of an exoplanet mining facility to scavenge for gear and challenge a corrupt megacorporation. Utilize gadgets and equipment in high-stakes stealth, and hone your fighting skills in breakneck combat in this stylish stealth-action dungeon crawler.
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About
You are a lone scavenger on the distant, barren exoplanet Charybdis. In search of gear and supplies, you infiltrate the depths of Katabase 6, a massive mining facility run by a corrupt megacorporation known as Orpheus Tech. Sneak through the mines undetected, cleverly utilizing various gadgets and equipment to your advantage, but beware; if you're caught, you'll need to rely on your combat skills for a fighting chance to escape.
Use taser darts, noisemakers, improvised concussion grenades, and anything else you can find to slip past and isolate guards. The shadows are your domain; manipulate your environment and your enemies well enough and they'll never see you coming.

Whether it is initiated through a clever ambush or a stealth slip-up, a fight can range from a calculated risk to a desperate struggle for survival. Combat in Raw Metal is fast and punishing; the guards stationed at Katabase 6 are stronger and more heavily armored than you, so you'll need to fight dirty to come out on top. Be aggressive, relentless, and resourceful. Take every advantage you can get your hands on. Honor is for the weak.

Customize your look and playstyle with a variety of upgradeable gear pieces that shake up the gameplay and give you an edge in sketchy situations. Create the ultimate stealth build, armor up and tear through your enemies, or modify the behavior of gadgets and attacks to lean into a specific strategy. Be careful, as losing a fight gets your gear confiscated and sent to a secure location; you'll need to weigh the certainty of extracting with the gear you have against the reward of pushing deeper for better loot.

Three unique bosses stand in your way, and will put you in your place if you're ill-prepared to face them. Master combos, avoid deadly attack chains, and watch your opponent closely for openings and weaknesses to get the upper hand. Investing in a solid kit of gear and gadgets will come in clutch against these formidable adversaries, but be sure to practice in the Boss Training mode before challenging them for real and risking it all.
Blend of top-down stealth and third-person beat 'em up combat
Freeform combo system that rewards aggression, improvisation, and precise timing and positioning
50+ unique gear pieces to find and upgrade
Distinct visuals for each gear piece to customize the look of your character
Risk vs. reward extraction system that grants you the choice of cashing out your loot, or pushing deeper into the facility
3 memorable and challenging boss fights, each with their own fighting styles, twists, and story development
9 hand-crafted levels to infiltrate, with a few slight variants for each to mix up your approach with every incursion
Environmental hazards and enemy variants to keep you on your toes as the game progresses
5 deployable gadgets to utilize to your advantage in stealth and combat alike
Genres
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Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Solid little game. I am playing after the most recent changes so I can't speak to how it played before but overall it's pretty fun. The game is rough around the edges in some places that it seems like most people are already aware of. The camera could use some work and boss AI can be a bit odd in some places but overall the quality of the of everything else made up for it personally. I hope that this team continues their work both on this and any other future projects. I think they have some solid bones for this or anything else they might choose to do in the future.
slaps
A stealth game in this economy??? im sold
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Languages: English**languages with full audio support
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
its kind of hard but its really cool and kind of more than the sum of its parts by the end
Bad combat, bad stealth, bad level design, bad artstyle, bad sound design. But worst of all, and most definitely the standout, absolutely atrocious camera Play the game on a high difficulty, you struggle with the mediocre design If you lower the difficulty, there's absolutely nothing of value to the game and you breeze through it and are done in a couple hours. The combat is one of those combat systems that is entirely built around being difficult. If it isn't difficult, its boring. If it is difficulty, its tedious and unfun.
TLDR: Game is fun a fun fighter with light stealth, issues relating to progression, grinding and the bosses have all been fixed in free updates, definetly worth the $20 now! Free tip: parrying can be done as a recovery cancel, letting you continually swing into an enemy only to immediately block in incoming external attack or count from your target. Like quite a few other folks, i was initially drawn into the game by the devlogs that were posted on youtube, and figured the game seemed neat. I then picked it up when it came out and to be perfectly honest, the initial launch version was kind of rough, the game is not inherently any easier with the default settings, but it is far less punishing. The game originally hard leaned into the rougelike elements, having to use the currency also used for gear upgrades to skip having to replay levels, but as others have said, this lead to the game becoming stale quickly as there was not randomisation to make replayed levels feel unique. There was also the fact that death meant gear being damaged and the retrieval box being on the level after the forge, meaning that the player would be forced to either risk their gear in the next boss fight or immediately leave just to come back and repair later.The frustration this grind could cause was compounded on by the difficulty spike between the regular enemies and the bosses. The stealth is fairly light and generally serves just serves to determine whether a fight will start with one enemy at half health, or several guards rushing you at once. Visual and audio stealth both have indicators which make it easy to understand whether you're hidden or not. Personally I didn't find much use of tazing lights and such, as i could just as easily use it on a guard and rush them for a free stealth attack. The player characters moveset in combat is fluid and impactful with a distinct weight in the heavy attacks. Dodging and parrying serve similar purposes, and while parrying has stricter timing, getting the timing down for each attack variation can allow you to steamroll a guard even through counter attacks. Certain attacks in a string can also have different effects, most distinctly that the third light kick can hit downed enemies, and the first and second heavy kicks launch left and right respectivly, while the light punch chain is good keeping an enemy stunned while up against a wall. The running slide kick is also useful for hitting grounded enemies, and counts as heavy which lets it knock out borken enemies. A 1v1 generally results in you turning whichever poor guard you into a punching bag with proper combos, and a 1v2 is similar except you'll occasionally have to parry or dodge the designated punching bags friend. Any bigger groups will usually result in drawn out fights as you whittle away at permanent health until some enemies can be taken out. The combat with regular enemies is never unfair, as the game gives a very clear indicator for attacks, which is generally passable for offscreen enemies. Most enemies only have around two attacks, with the taser and elites having an extra option. The bosses each have their own seperate gimmick and multiple attack strings, and this was almost certainly the biggest issue most people would have had. The player character only have three health at base, gaining an extra three during boss fights, but until they could figure out the bosses moveset and how to work around the gimmicks for their health bar it's likely that most would die multiple times before beating a boss. Add on how there was no way to practice besides actually reaching the boss again, and originally having to spend currency to skip levels, it's unsurprising that most negative reviews for the game can be summed up by people being annoyed by percived difficulty spikes and the grind needed to even try again after failing. Personally i got walled by the second boss originally, and dropped the game there, but the devs have since acknowledged frustrations with the original progression system was, and have changed the current system to where you may choose to start from any floor that you've already reached. Furthermore, a training mode was added which allows you to practice a boss as much as you wish. There are also settings available for the stealth, combat and progression to get an experience closer to the release version, if you want. Since they made these changes i've since picked back up and finished the game What little is available of the lore is intriuging, but there's only enough for you to piece together a vague idea of what's happening, with motives of the main characters left ambiguous. The music is all excellent, and a lot of tracks are certainly worth listening too on their own. No notes there. I will say that I'll pretty much always prefer games with an inteded artstyle over games just trying to be photorealistic, and raw metal is no exception, the game looks great. I'm not someone who knows a lot about visual design, but the way enemies always stand out, even in darker environments is great. I realise that a large chunk of this review has just been me criticizing design issues that are no longer present in the game, but I just want to point out the devs actually took the common complaints and made adjustments to fix them. Without these design issues stifling perceptions of the game, i can certainly recommend raw metal as a game to pick up, there's even a tougher new game plus if you find the base game too easy. And hey, if you're still not sure about the game, there's a free demo which lets you see if you'll like the game or not!
Базис в целом хороший. Помесь стелса и драк вообще не идут игре
Pure tedium. Without the settings to retain progress per floor it was worse but even so. Loot is pretty much meaningless and once you've beaten one enemy you've exhausted the entirety of the gameplay loop. Bosses included. Currently stuck on the ceo, I'll make sure to at least see the credits but dang, style isn't enough to drive this one home. It's a cool proof of concept that's lacking in variety. Wanted to love it but after 2 floors I was about done. Ocd is the only reason I'm continuing.
Почему мне так нравится тут пи зд иц а? Это тип рогалик но не рогалик, карты фиксированные, но предметы на них и закрытые двери нет. Бой состоит из момента стелса с внезапным нападением, который даст вам в бою преимущество. Мне тут нравится фича с тем что карты - боссов ты можешь пройти набрав перед этим предметов которые так же дадут тебе преимущество. А можешь просто пойти на них напрямую и затащить чисто на скилухе. И вот второй вариант по мне! Парирования реально учить надо, уварот даёт большее окно но не оглушает. Удары рукой быстрые, ногой тяжелые. Вроде боёвка простая, но как же она мне понравилась.
♥♥♥♥♥ ass Ai insta locks on you in combat i dodged but the ♥♥♥♥♥♥ slid and hit me still broken ass game
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