
On a distant edge of an unknown planet, an abandoned structure sits in silence. Constructed by an unmanned research vessel sent from Earth, the Lun Infinus station was designed to run simulations for a five year period, exploring possibilities of human colonization in the case that Earth became uninhabitable.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English
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Reviews
Themes across 85 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love every aspect of this game, the art style, the story, the mechanics, hell, literally everything, I had so much fun playing and beating this game, its very hard to learn at first but once you figure it out it is so fun, the story is immaculate and I genuinely didn't think a game as old as this would be as good as it was, genuinely blew me away, Scott Cawthon is the GOAT at storytelling and art style, I would definitely love to see another game like this, I have nothing but praise towards this game, 100% recommend it if you don't know any of the story because it has an insane plot twist and story, will definitely be replaying this many times.
The Desolate Hope is one of those games that feels completely different from what I expect when I first start it. I am playing as Coffee, a small robot left behind on an abandoned space station, and the whole place is built around strange computer simulations that were supposed to help work out whether humanity could survive somewhere else. There is also a virus slowly damaging the station and its five strange computer systems, so I end up moving between the station, the simulations and the different problems that need dealing with. It has a really weird story, but I like how much personality it has. The biggest thing I like is how many different types of gameplay are packed into one game. The main simulations are side scrolling platforming sections where I can shoot enemies, collect bits and find upgrades. Then I can enter smaller simulations that turn into old school overhead dungeon sections, where I can explore, fight enemies and build up resources. When I reach the virus bosses, everything changes again into a much more involved RPG battle where I control the digital versions of the different Derelicts. It sounds like it should be a complete mess, but the different parts actually have a reason to exist because the exploration and smaller games help me prepare for the harder battles. I especially like the strange boss system. Each Derelict has different abilities and I have to manage charge points to unlock stronger attacks. I can also use little games during battles to build up bonus effects, and I can eventually have several of these running while I concentrate on the actual fight. There is quite a lot going on once I understand it, and I like that the battles are not just a basic attack and heal system. I have to think about defence, charge, buffs and how I want to build up my team before using the stronger abilities. The atmosphere is probably what makes the whole thing work for me. The station is lonely and strange, while the simulations have this old computer game feeling that fits the story perfectly. The fact that I am controlling a little coffee pot robot in the middle of all this makes the game oddly funny as well. There is a lot of mystery surrounding the Derelicts and what has happened to the station, and I like slowly finding out what each of these strange computer systems has been doing. The game also has a day and night cycle, with different things becoming available depending on when I explore. The biggest problem for me is that the game does not always explain itself very well. There are plenty of mechanics, upgrades and systems that I have to work out on my own, and some of the menus and item descriptions are not particularly helpful. The time limit surrounding the station also adds pressure, although I can find energy cells that extend it. I like the idea of having a ticking clock because it fits the story, but it can make the early game feel more stressful than it needs to be when I am still learning how everything works. The platforming and exploration are enjoyable, but I think the game is at its best when all of its strange systems start connecting together. Some sections are more interesting than others, and the older presentation can make certain parts feel rough, especially compared with newer games. Still, the visuals have a very specific style and the soundtrack helps sell the lonely science fiction atmosphere. I would much rather play something this unusual and slightly awkward than a game that has polished visuals but no real identity. The fact that it is free also makes the rough edges much easier for me to accept. Overall, The Desolate Hope is a really creative game that I think deserves credit for how much it tries to do. I like the strange science fiction story, the coffee pot protagonist, the platforming, the overhead simulations and especially the unusual RPG battles. The confusing systems and dated presentation stop it from reaching the highest ratings I give, but those same strange ideas are what make it memorable. For me, this is a game that feels like somebody had a lot of bizarre ideas and somehow managed to fit most of them into one coherent adventure. It is not always easy to understand, but once I get into its rhythm, there is a lot to appreciate. Rating: 7.6/10
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Hours played at review time, across 86 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Невероятно! Оказывается, всё это время Скотт Коутон умел создавать законченные произведения с целостными сюжетами! Мне очень понравилось. Единственные проблемы - ночные сегменты быстро надоедают и в конце приходится несколько часов фармить.
You'll spend the beginning being confused, but actually getting to find out how to play on your own seems to surprisingly be a blessing. The story is very good as well. The game is free. I highly recommend that you try it
too annoying for me, but it's (maybe?) well made.
This may be one of my favourite games I have had the privilege of being able to experience. There is a phenomenal display of modelling ability and technical prowess on show. Disturbingly overdesigned characters (Derelicts) and environments, that take a page more from the designs of 'Bayonetta' and biblically accurate angels than they do classical sci-fi machines, lend this world a palpable eerie-ness that I did not grow tired off. Some of the backgrounds could use a little more depth, more restraint in others, but the majority of art especially in the station, night sections and simulations is nothing short of exceptional. The game combines multiple genres seamlessly. From, action RPG’s (FF7), 2D sides scroller shooters (MegaMan), top-down shooters, temporal thrillers, and even dating simulators. And whilst the game does not make all of its mechanics apparently clear, many games of the past are equally esoteric, 'Zelda' on NES, as an example is no less touted for it’s excellence simply because consulting a guide wouldn’t be disadvantageous. The battles are a stand out. Lush arrays of lights and colour. There is always something to be doing and never a dull moment. You can strategize and get very deep into a complex battle system. However there is plenty of room to discern your own ways to defeat bosses and set-up your own combos. Boss fights have an impressive amount of depth. They are even connected to exploring the over-world, for bonuses and powerups, that make battles far easier. Second to the art design, this is the strongest part of the game. The 2D side scrolling elements are serviceable enough. They provide an excellent way to explore the scale and breadth of the simulations without being overwhelmed. There is serviceable enemy variety and each one is developed nicely, balanced in keeping with the time constraints you are under. Combined with the station, in a day and night cycle, this all serves to make a compelling gameplay loop. At night you enter a relaxing section to find items to increase your affinity with the derelicts. The affinity system is uniquely tied to the levelling system. Adding a subconscious depth to the characterisation that I don’t recall any RPG or Action/Dating Sim ever exploring before. The majority of “gift giving games” just express this measure to determine what ending you’ll get (Pandora’s Tower). Fortunately, there is only one ending in this game and it was refreshing to find it devoid of obvious tropes. As far as the story is concerned, humanity’s fate is of no large importance, the twist is bizarre and intriguing, yet so nicely obviously foreshadowed. I would push that the last two minutes, post ‘The End’ card, be disregarded, it lowers the effective tone that has been building throughout and takes the imagination and agency away from the player, to discern their own resolution. I understand the need to force a happy ending, although ambiguity and subtlety are an excellent tool for a flourishing writer, but only works if you allow the audience to lean into this, too much certainty will cloud the artistry. This is all overlayed with a beautiful soundtrack composed by Wesley Devine which sets a discernible tone for this world, simple and experimental. Broad with brooding atmospheric soundscapes, to gentle melodic arrangements and rising dynamic battle themes. It isn’t a soundtrack you will be yearning to relisten like 'NieR', however should you hear those songs again in the future, you will reminisce on this game with a smile. It is on par with the wider industry in terms of quality and service. The choice of EDI’s also goes a long way to evoking a 'Space Quest VI' era of computerised sound that never begins to grate. My foremost gripe with the game on a design front is that I don’t think in all those genres it quite goes far enough in each one. I was left wanting more. I would adore to see a remaster or even just a basic re-release, with little else changed but specific mechanics expanded; The dialogue tightened to make it more impactful, change jump to the up arrow key, a greater variety of items to be found on the surface (differing rarity and effect, further dialogue options), Improvements to some background design, further upgrades and enemy variety (bosses) in the shooter sections, perhaps an optional rudimentary map system for the side scrolling simulations. In summary, a TLDR, this game has all the makings of a cult classic masterpiece, it just misses the mark ever so slightly in its perhaps fear to not go that extra step, developing what matters. Nevertheless, I thoroughly enjoyed my time with this and rank it highly as one of my favourite gaming experiences I’ve ever had.
Les graphismes sont très cool, mais par contre, c’est très compliqué de comprendre quoi faire et où aller.
Кофеварка.
I never thought Fnaf World was weird, I always adored that game and I was so sad as a kid when everyone was furious about it and bullied Scott Cawthon into practically hiding it away lol I like this kind of stuff, its really unique and has so much personality Anyways, besides the novelty, its pretty overstimulating at times and doesnt offer much gameplay wise, its pretty simple platforming and grinding and getting the hang of the fight mechanics But damn, some of these environments, the designs of the four main machines... IMMACULATE
ничего не понял но зато,,,,, хыыхыхыхыхыххы я кофеварка
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