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Hobo: Tough Life - urban survival RPG

Generic-Giant-Spider

Guest
What do you mean?

Are they gumsuckers? Bad senorita bitches? Ratchet hoes? Naive runaways? Used up and spat out pornwhores?

Best disease resistant condoms? Give me a fucking BUILD.
 

distant

Learned
Joined
May 18, 2020
Messages
181
It's like a less pretentious Pathologic with a more enjoyable gameplay loop. For some reason it reminds me of Drug Wars on the TI graphing calculators. I think it would be an easy 120+ hour game for most people.

Pathologic without the pressure, atmosphere, impactful decision making, abstract and interesting narrative. There are elements that are charming and I can see why people would enjoy it but the time investment to progress gameplay loop really isn't for me.
 

680x0

Learned
Joined
Dec 27, 2019
Messages
128
It's like a less pretentious Pathologic with a more enjoyable gameplay loop. For some reason it reminds me of Drug Wars on the TI graphing calculators. I think it would be an easy 120+ hour game for most people.

Pathologic without the pressure, atmosphere, impactful decision making, abstract and interesting narrative. There are elements that are charming and I can see why people would enjoy it but the time investment to progress gameplay loop really isn't for me.

Hobo has loads of C&C but the stakes are much lower, much, much lower. I also like to feel a sense of advancement in RPGs, in Hobo you can become an actual hobo god and eventually blast through previously challenging segments and enemies, especially after the 1st or 2nd loop. Pathologic feels more like an adventure game in the sense that you can be laid low at any time because of RNG or lack of meta knowledge. Pathologic is a very cool game, it just doesn't feel as RPG-y to me, and perhaps suffers in translation too. It's a hard thing to define, Hobo is def. more game for me and Pathologic is more art.
 

Ehrenmann

Guest
Hobo tough life tries to do too much things at once and fails at all of them to a lesser or greater degree.

Survival
Fulfilling your needs (hunger, energy, stress) is a core part of the game around which everything revolves at the beginning. Going into the game blind, the struggle for survival was pretty tough. Unfortunately, once you have the metaknowledge it all becomes too easy. Hobo relies on the player not knowing the game mechanics a bit too much. Obviously, metaknowledge gives you an advantage in every survival game, but here it takes away a great deal of challenge and doesn't replace it with anything at all. Struggle for survival becomes just an annoying grind.

Building your own shelter is quite nice. Cafting your own utility furniture really gives you a sense of pride and accomplishment. Sadly, the base becomes useless once you get a grip of the game and start to make shit ton of money. For some reason you can circumvent all of the survival mechanics by buying items for money. When you get the appropriate perks and high enough begging skill you may as well call the game Millionaire Easy Life.

Even the deadliest survival element temperature (and by extension winter) can be absolutely ignored when you make lots of money. Cold makes you ill which isn't a problem when you can buy huge amounts of medical supplies and completely ignore it.

RPG
This is certainly the most developed aspect of Hobo. There several factions that have various relations to each other and doing quests for one of them may upset another faction. Every faction can teach you different skills / perks. Criminal factions will teach you how to pick hard locks, cook drugs, steal bikes, rob cars and other things. This ties in nicely with the survival system, as your survival strategy mirrors the factions you work for. I personally chose the drug faction as my main focus which turned out to be a bad decision. The game bugged out and did not allow me learn drug recipes.

Punishment for crimes is too meek and getting caught is unfun, since you can't even run away. It's either beating the shit out of a cop (which is really hard unless you focus on combat) or getting sent to a prison for a minute or two. You lose you illegal items, but thats all. You can even buy them back from a corrupt policeman.

Chosing not to break the law is also an option. There is a faction of decent hobos that shower n shit. You can even do legal Jobs like picking up trash. I did not pursue this path so my knowledge of it is limited. There are a number of ways to play, from a dumpster diver to a robber, drug dealer, beggar etc.

Don't expect deep dialogues about philosophy. They are hobos and act as such.

Unfortunately the story and factions on their own were not interesting enough to keep me playing when surviving became easy.

The fucking map
The game looks pretty ugly, although it captures the setting of Czech cities quite well. What drove me crazy however, is that the shops and points of interest are indistinguishable from non enterable buildings. After walking hundreds of times through the same street, I discovered there was a book shop for example. I don't understand why the devs won't mark the shops on the map you can buy in a shop.

Verdict
Hobo Tough Life can be pretty tough at times, but has some very exploitable mechanics (ie. begging). I recommend the game only to those who like both RPGs and survival games. Playing in coop also adds much to the game. Devs said there probably won't be any additional content updates which is a shame. Few tweaks and updates could make the game much more enjoyable.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,735
https://store.steampowered.com/news...nFWD_TqrduiTCyc87x4Ru_ycMxFw0wimnP-amWSobF_Ew
Experimental Beta, New Languages, and More!
Hi, everyone!
steamhappy


As promised in the ancient times of 2 months ago by a different guy, I’m bringing you the anticipated news from our studio. Peter, our previous community manager, has been assigned to our new project and decided to focus more on design and project management. That’s where I come in. So, let me introduce myself.

I’m David, or Ireas as my friends and co-players knows me. I am the new community manager at Perun Creative. If I should mention a few things that describe me I’d say hectoliters of black coffee, an obsession with renaissance Venetian schiavona swords and an unhealthy relationship with the Warhammer 40k lore.

You can reach me every day on Hobo: Tough Life discord server and I will be responding to you in our other communication channels as well.

But enough about me and let’s see what our dev team has prepared for you. Before I start, please accept our apology for not reaching out to you sooner. Our making of the console ports in-house, while also learning on the job, makes it difficult to set specific time frames, as some possibly unforeseen problems can easily lead into delays.

Anyways, good news is that the console ports are basically done by now and we are dealing mainly with stability checks and improvements for the Steam version of the game.
Hi, everyone!
steamhappy


As promised in the ancient times of 2 months ago by a different guy, I’m bringing you the anticipated news from our studio. Peter, our previous community manager, has been assigned to our new project and decided to focus more on design and project management. That’s where I come in. So, let me introduce myself.

I’m David, or Ireas as my friends and co-players knows me. I am the new community manager at Perun Creative. If I should mention a few things that describe me I’d say hectoliters of black coffee, an obsession with renaissance Venetian schiavona swords and an unhealthy relationship with the Warhammer 40k lore.

You can reach me every day on Hobo: Tough Life discord server and I will be responding to you in our other communication channels as well.

But enough about me and let’s see what our dev team has prepared for you. Before I start, please accept our apology for not reaching out to you sooner. Our making of the console ports in-house, while also learning on the job, makes it difficult to set specific time frames, as some possibly unforeseen problems can easily lead into delays.

Anyways, good news is that the console ports are basically done by now and we are dealing mainly with stability checks and improvements for the Steam version of the game.

Experimental Beta
The experimental beta should be ready in the second half of March, likely closer to the end of the month. The best case scenario for the public update release is the end of April, but that’s only if absolutely everything goes according to plan. A release in the first half of May is more likely.

That said, we all know how plans go, so take these dates as my personal qualified guess based on my knowledge of the internal procedures. The final date of the release depends on testing results and validation from platform holders (Sony, Microsoft and Nintendo).

The release can be postponed by a week or two if the dev team finds any major issues during testing. We would like to deliver the best possible version of the game we can. Thank you for your understanding and patience in this. It won’t be much longer.

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Localization
You can expect updates for Chinese, German, Russian and Polish translations. We would also like to announce that we will add Japanese, Spanish and French languages into the game.

We’d be very thankful if native speakers of any of the newly added languages decided to check out the game and let us know about any issues they find!

The new translations probably won’t be complete in the experimental build, as their deadline is at the end of March, but we’ll make sure to update them during the beta test.

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Networking
To ensure cross-platform support as well as availability on other gaming platforms we had to move from Steam backend to Epic Online Services. Through this technology we can deliver to you the possibility to play on all major consoles (Xbox One, Xbox Series, PS4, PS5, Nintendo Switch) as well as on the PC together.

If you’d rather stick to your own platform, there will be a cross-platform filtering function, which will allow you to block any of these platforms in your matchmaking.

Another big improvement we are going to add to the game is a ban/kick/mute system for the multiplayer. Thanks to this tool the host will have more control over their game.

We’ve also been hard at work fixing loads of synchronization issues and problems reported post-launch. Clients should no longer see their fires burning out in seconds, and items should no longer disappear into the void during trades, among other things.

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Steam Deck Support
If you are one of the happy owners of the new Steam Deck, we have some great news for you! The experimental update will include Steam Deck support, so make sure to check it out and let us know how it is.

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Other Improvements and Better Optimization
As usual for almost any update in any game ever we will bring you more performance improvements, bug fixes, and optimizations, including faster load times, better memory management, more frames-per-second, and fixes to various graphics issues. To top all of that off we’ve also added some quality-of-life improvements and some new features to the game.


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And that’s all for this update. We are looking forward to your feedback if you decide to test the upcoming experimental build. Stay safe and healthy in these trying times.

You will hear more from us soon!

David Ireas Kubíček
 

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