This easily became my favorite 6DoF game after Descent 1, despite having only superficial ties to that classic series. Rather than an exact successor to the Descent genre, they used that type of FPS gunship combat setting to create an early member of the roguelike field with procedural generated levels and quality gameplay where just minor flaws stick out. Anyone with experience in 6DoF combat should be able to immediately jump in and start flying through the 3 – 6 levels of a run looking for lore and parts, unlocking more crafting blueprints and starting classes and enemy info after runs. The music and movement speed and projectile dodging gives a dance-like feel, a ballet of bullets and missiles and beams where the only thing preventing you from escaping every attack is your own skill and some degree of enemy knowledge. At the easiest difficulty, I completed almost every run and had a great time, while at the hardest, any mistake could be fatal and I had to take every precaution even with an excellent build. Weapons are split into two categories, guns and launchers. The former tend to be faster and with plentiful ammo, while the latter are likely to have an area of effect and rarer ammo. Two of each can be equipped, which allows for quick swapping with toggles. Both guns and launchers have three types of ammo (for six types overall) so it's good to have a backup weapon of a different ammo type in case you run out of another. Almost every weapon feels different and satisfies various kinds of spectacle entertainment, with enough to keep runs distinct (though they could have used more launchers) but not so many that you forget which is which. Engines and hulls are a bit more basic while affecting the stats of your ship. Hulls change your total health, your ammo pools and your inventory space. Engines affect your normal speed, your boost speed and how much damage you do when ramming foes. After starting a run with standard equipment, you find parts which emphasize certain stats over others, any of which could become more or less important depending on your build for a run and special boons gained between levels. In addition to simply finding parts on a run, you can also melt certain parts together with nanites. Every part is classified by 3 tiers (you combine two lower-tier parts to get one higher tier) and most have unique stats and modifiers which can be positive, negative or mixed. When you combine parts, they keep the better stats while averaging out modifiers, which gives you a reason to find room in your limited inventory for every good item you find. I ended up making myself a quick reference sheet of part tiers and recipes so I'd know which to hold onto. The background story is dark and intriguing, featuring a shattered futuristic apocalypse universe where wormholes open up randomly across known space and steal bits of worlds. People have been reduced to scattered warring tribes, and you are one of their scouts. After being pulled into a mysterious “flux research” space station filled with angry robots, you search for the the heavily defended reactor cores which contain components you need to escape, and along the way discover clues to what happened. So overall this is a game about flying freely through a series of rooms, destroying robot guards and opening chests to gain better equipment until you reach the reactors. On the positive side, that's a very addictive loop for anyone who enjoys this kind of gameplay. But on the negative side, the experience can feel thin after a few runs as everything starts to look the same. Unlike later roguelikes which give you reasons to keep playing like permanent buffs or unlocked customization at a home base, all you get from this is the satisfaction of survival and more entries in the enemy codex. I was left wanting more rewards for successful runs, not just more challenge. Losing a run and being told that I just unlocked even more dangerous foes is rough. Higher difficulties get very tense but mostly what you bring to them is knowledge, along with some interesting starting classes with modifiers such as half hitpoints and better nanite collecting, deadly slow speed and higher accuracy, or burning plasma excellence. I would have liked a “Custom” ship class which could start runs with a basic boon kept from a previous successful run, suggesting that my wins were affecting the world. The deadly dance of combat has you constantly pulled in by rewards and pushed back by danger. Foes burst into confetti clouds of ammo and nanites, forcing you to get there quickly before the important stuff vanishes, but not so quickly that you take damage from their explosion or run into minefields. I often wished the pickup range was longer. Naturally the enemies are happy to have you come close chasing goodies rather than shooting from a safer distance. Fights boil down into four types: a few foes clearly not ready for you, or frantic flying in small spaces while managing too many all at once, then the optional mini-boss “trap chest” rooms where rewards may not be worth the risk, and finally the “boss fights” against reactors with ever-greater defenses that become stale tests where you know the answers. Nothing is bad and the procedural generated levels and enemy placement can sometimes combine for a fun room, but mostly they feel ordinary. Speaking of the procedural generated levels, they string together rooms like puzzle pieces into chaotic sequences, like a magma tube or crystal cave connected to a shiny sci-fi lab or a reactor room. Sometimes you'll get a long set of rooms with no choices to make, or you'll get splitting paths with helpful teleport spheres at the dead ends. The few locked doors and colored keys seem entirely unnecessary, more a callback to Descent and other shooters than anything else; keys work best in handcrafted levels, after all. In summary, I enjoyed my time with this great game despite feeling its procedural generated nature was limiting the upper range of fun. Be prepared for a tough challenge at the high difficulty, give every ship class and weapon a try, and try to get every achievement before dying 100 times. Too bad they never got to create the sequel which the finale hints toward.
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