In the workbench, the first column is the item you can craft, the other columns are the ingredients. The ingredients you have a highlighted. When you have all ingredients, the craft button will activate.
I too immediately clicked wtf it was trying to say. IT really could use like an arrow or equals sign between finished and components. Those colors are like 1-2 shades from each other. VERY close to damn near the same at a glance.
Is the game turn based or played in real time but really stilted? I can't tell by the video and I feel like he would have specified before 6 minutes in if he was going to.
I loved my experience with the prologue, but my experience was basically like this: If I exchanged fire or was hit even once, there was a 60% chance I had a fracture, and a 30% I was bleeding. There are not enough inventory spaces to warrant carrying two stacks of splints and bandages (each). By the time I died, or reached the end of a run, I had nothing left to use.
The devs recently hot fixed it so that a care package is dropped on a clones first mission, but even without that, the only real way to prepare is to spend several in game weeks mass producing morphine and first aid kits from your ship to trade with some of the companies for a meager amount of gear, food, and medicine. Sure, all the medicine and food you can make is free, but when you are spending long swathes of time just waiting for what amounts to currency, only to get some gear, only for it to be no different from most of the other gear, it feels like there is no progression at all. The stat bonuses don't matter when every shotgun pellet is as deadly as a 50 BFG and the strongest armor is as useful as wet toilet paper. I'm not gonna lie, the early access kind of sucks. Stoneshard is more respecting of the player's time, and their biggest critique is the save system (though there are plenty of free beds in the game.)
I don't know how much the game changed from when this video was made, but it really depends on who you fight at what time. If you went in guns blazing against Tezctlan then you have almost no chance since early on there's barely if no cold resistances available. I recommend fighting low tech enemies like church of revelation or other which have a lot of obsessed or melee enemies early on, since they also have a high chance of having splints, bandages and smokes on them, the idea is you go into a mission and gather as much of that stuff as you can, while you go and disassemble their clothes in the process. If you want to be friends with them, the first few missions don't really matter on the factions which are neutral with you (0) because you can just do two missions for them and they would be in the green again. It's more about dividing the loot you want on each run, too many enemies with mediocre weapons? Save space for the materials their armour gives. Strong enemies? Equip that armour and save loot for 2-3 new weapons you can keep or sell.
The demo a few months back was incredible, if not a little too RNG based. Aside from that, I've been looking forward to this game since you first showcased it.
idk if you know about this splatty but you can change your movement mode, it's right beside your health, stealth movement gives you 1 AP per turn but you're harder to spot/draw aggro, walking mode gives you 2 AP per turn and running mode that gives you 3 AP per turn but you can't access your inventory or interact with the environment, you spent half the video on stealth move :p
Looks pretty interesting. I gotta say though. I hope that 3D planet and ship either a) has some sort of mechanic behind it, or, b) is just a place holder. As is it stands out like a sore thumb among all the sprite and pixel graphics. A nice splash image of the ship and interchangeable planets done up in a pixel graphic art style would fit so much better. If they're planning to do something with all of that then ignore me. But as is, a more uniform aesthetic would be so much nicer.
Went looking to buy and it saw it's still got a few days. Def picking it up soon as it releases. Been following the game on your channel for a while, and it just keeps getting better and better. Def 'Stoneshard' vibes from it also, along with Tarkov and others you mentioned. Thanks for the follow up Cat!
I feel like the rng based combat might not work well with an extraction shooter game. No matter how well you play, the rng can screw you over and end up getting you killed, losing all your loot.
Lotta gunz, lotta dacca so you KNOW Splatty gunna like it! Mentioned Stoneshard, been waitting for that to get further along, I NEEDZ MOAR majics updates. As for the Quasimorph demo, well I think they need to maybe lighten it up alittle, the injuries/infections are just too much, just too brutal.
This is one of several games I've seen that makes me think, "This shouldn't be a rogue-lite". When you're collecting lots of equipment and items, levelling up skills like Bodybuilding and exploring a large map through slow-paced turn-based combat, you don't want to lose your character and have to do it all again. Games where you're expected to die and start over a lot should have fast and simple action. I'd be more inclined to buy this if it was a normal RPG.
The skill ups seem to be by class. So those are the permanent upgrades. They also added the easy outs for unlocks! I don't know of a game that does that without large penalties. That it it's marked against you for leaving. Now if you could go back and dump stuff in the ship to 'save' some gear. At the cost of increasing the mcguffin effect.
@@brecht9322 Yes, I know what Rogue was like (no pun intended) and I really don't think I could enjoy it. I do enjoy many of the new rogue-lites such as Vampire Survivors and all its clones, so I think that kind of game is better for the format.
Survival mechanics are fine, for the most part. You can craft canned food by combining empty cans with raw food on crafting benches, which is better than eating raw food outright.
Honestly if this had a barotrauma style co-op with friendly fire, team healing etc. It would be a game i have dreamed about for at least 10 years. But even without co-op it looks really interested. Added it to my wishlist.
Hooray! Another game for the radar! I love that Splat had just talked about loving games with the AA-12 the other day only to reference it here absolutely housing him in an earlier run lol.
This looks like it would scratch the old Amiga Tower Assault itch. Same visual style, similar but more advanced inventory system and equally as deadly.
I've played 50+ hrs on their prologue, lol! Excited for the release. I like how the old map looks ( simple looking ) not too much on the new thou as long as the game is fun, I probably can just ignore ☺
Dang, the premise and mechanics sound awesome. I'm not done with the video yet, but if they had a HQ building/enhancement system that would be nuts. Looking forward to seeing what comes out with the game.
I tried the demo, and it has potential, but I think I much prefer Zero Sievert. RNG is so swingy in this game, and dying basically means you have to restart. I was really psyched for it, but I don't think this one is for me.
I think that's fair. There is a tremendous amount of risk management involved that I think some people who aren't into that sorta thing find distasteful!
The only thing that stopped me from really vibing with the game was the pretty static sprites, especially with the main character. Now the game is perfect. Wishlisted!
It's really interesting. It reminds me of Diablo 1. This is how that game originally was designed, as a short (single click) turn based rpg. It looks kind of like a game boy game, quite graphic though.
I'm sad for Stoneshard. The devs are Russian, so despite continuing to work on the game, because of the international sanctions, they aren't making any money from the game. Their sales have been withheld with every other Russian developer's payment processors and storefronts. People still expecting it to be finished on time despite the having mouths to feed and bills to pay is just beyond me.
Splat just not looting the three bodies stack with the second demon because he doesn't notice the tabs to switch is driving me wild*. *Unless I'm mistaken about what the tabs mean, lol.
played the demo and thought it was pretty cool, but I find the infection mechanic too much at times. But otherwise I'll keep an eye on it, really liking most of what I'm seeing
Mechanically, is floating a reasonably high quasimorphosis level actually a bad thing? I wasn't able to tell how the demon stats compared to the humans they were replacing; but 100% of the basic demon pops seemed to be aztec-themed melee guys rather than a mixture of humans with improvised weapons and humans with guns. Are the demons tougher or otherwise undesireable in some way; or is that process actually taking some gunmen off the field and replacing them with creepy-but-melee guys?
I defo think the quasi mechanic is a balancing act depending on your comfort each run. Like you said, it can actually be beneficial to float an amount of quasi for a while in order to get some specific resources. Add to that the items that allow you to lower the value, you get to, to a certain degree, extend your run as you see fit. I see it as just another risk/reward layer on top of the many others in the game.
> "I'm not a big shotgun guy in video games." You are now dead to me. But like an active dead, perhaps some sort of undead who still plays video games I watch and listen to.
I get the feeling that this is the kind of game that would drag on a bit, the movement is slow, you can't carry a lot, the maps are kind of big. It just feels like a lot of things put in place to make the experience take a long time, maybe past the point where it is fun since you need to wait until the end of the mission to get rewards (evac). I feel like the missions should be shorter - less navigable areas, even if they end up slightly denser with enemies. Also, I don't understand what the point is of having that quasimorph mechanic. It seems like it goes up 1 pt no matter what you do, so it doesn't add anything to the game play other than having a timer for a bad guy showing up. I think I was expecting there to be some sort of strategy here on how you complete the mission in order to manage this meter, but it appears there isn't really and I guess it doesn't matter anyway. At least Splat never seemed to care about it when playing. I mean, conceptually I think the game is solid on a lot of levels - I just think the balance and QoL is not there right now. It frankly seems like the annoyance of inventory management and hunting through huge maps would outweigh any fun I would have with this title, at least in it's current state.
I mean this with all due respect but it seems like this might not be the kind of game for you. I think this will defo be a game that rubs some people the wrong way, but it's intended audience are salivating for games of this nature!
OK I'm a little confused. I thought this game (prior to a name change) was meant to be a doom ripoff where you go into a monster infested space hulk and fight zombies/monsters. When did it turn into a game where you fight corporations and murder their civilians?
The space hulk version was Quasimorphosis: Exordium which was essentially just a storyless tech demo. The developers went and built on those systems and gave it the current story that it has of you being a cloned merc who runs contracts for various corps.
@@hakuslayer7918 Seems like a bit of a jarring change... I gather whatever the origin of the monsters was is still a plot point but I'm not sure what the overall plot in the new version is.
my steam demo is very different from yours, splattercat.. its like a combination of the older demo and end of dreams. anybody know anything about this? the game is joyfully brutal otherwise
Went to wishlist it, it was already wishlisted. But then they LOST me with the quasimorph mechanic - this is just one of those timer mechanics to keep the player moving and active, and that is just not fun.