
Strain Tactics is a real-time-with-pause tactical game, where you command a squad of soldiers to liberate earth from an alien infestation. Using your helibase, deploy your custom squad and provide air support. Remember to keep your crew sane and motivated while staying clear of alien contamination!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very punishing, but very forgiving at the same time in the right way. You'll be pitted in scenarios that can go from search and destroy to surviving the Terminator with the GAU 8 strapped to its arm. A good word for the devs, the divisions system really feels like it needs rework into specialisation. As it is, it feels unnecessary to have each class have for different models outside of aesthetic and superficial customisations. Also, more command options, because it's annoying to get the Yellowsuits or Greensuits to focus on curing or healing respectively, only for them to start shooting elsewhere. Also, the Cyber SWATs. I like the risk and reward play, but PLEASE let them tank a bit more. I hate how just a single pinprick is enough to set them off. Them being tanky doesn't amount to much with such a miserable morale. I will say, this game has immense potential for an expanded overworld, but DO NOT go the XCOM 2 route and set a timer. I can handle a crisis, but not a deadline requiring specific missions. That level of meta gaming is terrible. It'd be cool if there was an Resident Evil style of special missions where we play as essentially the black ops units that get sucked into the worse situations. Of course, we're the ones that survive.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If I had just one word to describe this game, it would be "clunky" Its not just because of the mobile-derived interface that has your mouse constantly ping-ponging between every edge of the screen just to achieve basic gameplay tasks. as many others have mentioned, rather, there is an overall feeling of discontinuity felt in several areas that makes the game feel cumbersome to play. Here are just some of the things that make the game feel just straight up unpolished and bad: Even within the first mission its clear that the game's sandbox is bloated with a number of redundant consumable items, there are at least a dozen whose only feature is healing a small amount (something which is already free in your helicopter that you can retreat to at any time), serving only to take up space. Lines of sight are utterly unclear. I honestly cant even tell if this game uses a fog of war system, room-based vision, or traditional vision cones as there is little visual distinction between visible and obscured terrain. There are zero tooltips for items on the ground, you have to pick them up to see what they are. A lot of basic information throughout the game is either completely withheld or held hostage behind obfuscating interfaces. The overall visual language of the game is cluttered and difficult to read. Some background elements serve as movement-obstructing terrain where others do not with little to no visual distinction. The real time with pause element causes problems in some areas with chopper deployment not properly updating its zones while paused. Player unit movement is unreliable, with soldiers taking random detours (even without the effects of stress) and walking into hazards. Movement speeds between player units vary DRASTICALLY, where having any reasonable amount of equipment causes them to be utterly sluggish, and being only lightly armed turns them into the flash, making unit cohesion impossible unless taking tiny bite-sized steps one at a time. Inventory management is simply painful, exfiltrating items requires manually ferrying them from the ground to your heli, often one at a time. The game will literally just spawn enemies directly on top of friendly units inside your base for some reason. Many vendors in your base just spit your items onto the ground forcing you to manually make space in a soldiers inventory to pick them up and carry them back. Others interface directly with your chopper's inventory so its clearly possible to make it convenient. Tutorialization is fragmented as hell, there are like 4 different "NPCs" and a menu button who all direct you to different amounts and versions of the same 6 pieces of information. Yet somehow none of them can answer the questions I actually have like where to spend my R-coins, or if infection is a visible status effect or invisible thus requiring preventative action. Most of the soldiers you can purchase are pretty much useless as they trade nearly all of their health and inventory space for stats that seem to have little effect. (Why would I want to have a guy who runs fast and dies in one hit in a game about where every engagement is about hunkering down and just shooting everything that approaches?) The real-time gunship support element is genuinely innovative but is made incredibly janky by the weird decision to make tree canopies block literally all munitions, and enemy movement being so erratic that you could never hit anything that isn't completely immobile. Overall this game has some interesting ideas that should have made for a much more cohesive and fascinating title, but in reality boiled down into a confusing sluggish mess that fails to deliver a meaningful strategic challenge.
Je commence par le positif: l'ambiance est intéressante, les graphismes et animations sont (très) simples, mais pourquoi pas. L'utilisation de l'hélico de soutien est fun et originale, pour moi le seul point à sauver. Enfin en promo le jeu vaut dans les 3e ce qui n'est pas la ruine. Cependant si on compare à un door kickers (1 ou 2), le côté tactique est lamentable: peu d'interactions et un nombre d'armes ridicule. Par contre il y a des objets en pagaille mais sans que leur intérêt soit évident: du style pourquoi je dois remplir un de mes slots avec un objet qui rend plus fort... et cinglé juste après? Le gameplay est clairement celui d'un portage mobile et je pense que la nullité de l'interface/inventaire vient de là. Je passerai sur le fait que les persos deviennent paniqués et inutiles (ce qui est prévu est justifié)donc on passe son temps à changer de gugus en mettant les anciens en cryo...mais le choix de création est tellement limité! Sans compté que dans un tactical avec campagne on a plutôt envie de garder ses soldats et de les suivres dans le temps, non? Quand aux cyborgs: ok, ça à l'air sympa mais j'avoue qu'au bout de 3h passées sur le jeu je n'ai plus envie de voir ce que ça donne concrètement. Bref, j'avais vu un commentaire qui parlait d'un mix entre x-com et door kickers... Je peux pas dire que ce soit faux mais pour moi ce jeu n'arrive pas à la cheville de l'un ou de l'autre. Merci pour la lecture du pavé et bon jeu...sur autre chose que Strain Tactics !
Had this game on mobile for a bit and it was great. Immediately got it for Steam once I saw it as would be great to use a mouse and keyboard for it. It is a really fun tactical shooter with tons of things to equip and mess around with.
手机上盗版通了两周目,过来补票了
This is what I was looking for
goated game
Классная тактическая игра! жаль что широкой популярности не получила
A Very Hard Game. if you don't pay attention and think before you do something your probably going lose a few people or one maps case go deep in the negative on cash. A piece of advice learn the aim/fire keys, lines of covering fire and read your squads perks or look up the wiki.
ну,вообще игра неплоха отсутствие русского перевода практически не ухудшает её,однако думаю у людей,которые не знают языка будут некоторые проблемы(даже я разик затупил,увидев внезапно незнакомое мне слово) думаю,что неплохим дополнением к ней стала мастерская,страшно представить что с ней сделают моды!
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Players by region
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