To be clear, players will generally not have reason to reach over 200 hours playing this game. As to why it's that high, we'll get to that point at the bottom A lot of people that play this game are coming from Civvie's short early access review of the game during the 2021 Realms Deep Roundup, and while the game has gone through massive updates since that video, the core gameplay remains the same. This is a boomer shooter that focuses on goods guns and no-frills running to stay alive. The game is decidedly simplistic with its controls, so there's no dashing, no grappling hook, almost no gun has a scope, and your shotgun doesn't reload faster from swapping to another weapon. There are means for getting faster movement speed and even double jump, but that's it. If the movement feels sluggish, try maxing out FOV to 120 in the options menu. Max FOV really just feels like zooming out as there doesn't seem to be much of any perspective warping, and you will feel a lot faster. Also, if you're having trouble seeing if you hit the enemy, just turn on 'view damage numbers,' its consistent with the 'playing in someone's vr' setting of the game, anyway. For enemies, if its a humanoid enemy, its carrying a weapon, and if its carrying a weapon, it can be generally be picked up. Aside from very specific edge cases, whatever the enemies use against the player will make up the majority of the player's inventory. Enemy variety is separated by factions, such as punks, zombies, aliens, and so on. Each faction only uses certain guns, so after a while you'll know what kind of firepower is going to be dropped based on the first enemy you see in an area. While enemy factions have their preferred guns, all the expected types of guns from any fps are in the game, from various pistols to shotguns to rifles and rocket launchers. Practically every weapon feels nice for one fact: every weapon does good damage. While Large enemies and bosses exist that will take a good number of rounds to drop, most of the mobs go down in 2 to 4 shots depending on the difficulty level. A note on the five difficulty options, the first two are easy to mess around in and the player can eat a bunch of bullets to the face, and medium difficulty is just that. The 2nd highest difficulty, Mwrrrgh or however it's spelled, is balanced differently than the rest – everything hits harder, including the player, so if damage is still feeling too spongey, this is the way to go. The highest difficulty was tuned for veterans of the genre that don't want to cakewalk the game. Helping the player not get hurt is that there are no hitscan weapons. Different guns have different bullet speeds and you'll often see bullets coming at you midflight. The closest gun to feel like (and might actually be) a hitscan gun is the rail gun, and that's for obvious reasons. Helping give the player an edge over enemies are alt fire methods and the ability to dual wield. Every handgun has an 'akimbo mode': while holding any handgun, from pistols to revolvers, just pick up a copy of the same gun from the floor. You can't mix and match, like have a submachine gun in one hand and revolver in the other, but you can hold two revolver in each hand or two submachine guns. Most of the weapons also has some form of alt fire, from the auto shotguns performing a three-shot burst to the rocket launcher arming a nuke. Whenever you pick up a new weapon, try holding down left click or right click as most weapons have another use to them. Level design can be a love-it-or-hate-it affair because of the game's death wall gimmick. Every stage has the player being chased by a giant green scanwall that insta-kills anything it touches. The wall itself isn't very fast, its really there to prevent the player from backtracking or getting lost, and that second point is important. The levels are designed so the player never gets trapped or lost, so there's never a lagging point during the game – there can be maze-like sections, but if you see the green glowing death wall in front of you, turn around. The game is tagged as a roguelite with random level generation, and that's mostly true. Every stage is broken up between 2 things: street sections, and pre-designed set locations. The street sections may have random shops and the occasional faction fight, but its always wide, linear, and populated by rats and undead. This can sound boring on paper but in practice its pretty fun simply because of how destructible everything is. Cars are parked everywhere ready to blow up and usually have trunk you can kick open to find gas canisters that can be picked up as free bombs, and any green truck with a radioactive sign can be blown up to make gigantic explosions that will vacuum things up nearby before going boom. Enemy factions also hate each other, so occasionally you'll find faction fighting while going through the level. The pre-made locations range from parks to theaters, with their floorplan always being the same. Every location will be encountered in one run, but the order in which you encounter each location is random, along with what enemy faction is currently occupying the area. Keeping locations from feeling redundant are secrets - every location has at least 4 secret areas that have bonuses from having late game guns to having glowing toys that, when shot, let the player buy permanent stat buffs back home. Because the green death wall is always moving forward, its not expected for the player to find every secret in one run, let alone figure out an efficient path to hit every secret whenever they end up in that location again. Character progression in the game comes from going home to buy stuff with the money gained from killing enemies, breaking bags, and opening boxes and lockers during a run. Dying with money on you during a run lets you keep some of the earned cash, so the only secure methods of bringing money home is to stuff them in mailboxes that are randomly placed on the streets, or successfully finishing a run. Money can also be used to buy buffs during a run from smoking vending machines, so there's a number of money sinks if you're swimming in cash. Players can only buy stuff at home that's unlocked during a run, and different conditions gives access to new things. As said earlier, shooting hidden glowing toys gives access to buying permanent stat boosts like more health or more ammo on pickup. If you bought a weapon rack, picking up a new weapon during a run makes it purchasable back home, letting the player bring whatever gun they've found before as the starting weapon for the next run. Buying a closet lets you buy outfits and different armor that are all found randomly in bags marked 'stuff,' and these change max armor health, changing ammo capacity, as well as changing player appearance. Just to keep expectations set, this is not a porn game. Sure, its lewd and filled with kink, innuendo, and cheesecake, but don't expect to find anything here to play the game one-handed for. The developer was greatly influenced by classic 3D Realms games, so aside from a few looping animations playing on in-game tvs, don't expect anything much more sexually intense than what's found in classic Shadow Warrior or Duke Nukem 3D. What you see in the trailer is as deep as it gets. If you read this far or just skipped to the bottom, players will finish this game in about 10 hours or less depending on difficulty level. On a dollar-per-game time basis, 12 bucks isn't a bad price point. If you feel weak or stuck, mess around with the options and interact with things by kicking them. That all said, why is my playtime over 200 hours? Because the developer listens to feedback and keeps updating the game. Throughout the entire early access process and ever since Civvie's mini review, the developer had been releasing an update patch on an almost weekly basis. The game has incrementally changed with every suggestion the community keeps making, and the developer
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