The Red Knight
Erudite
- Joined
- Apr 18, 2017
- Messages
- 485
Teraurge
TL;DR you get sucked into another world by some magic portal experiment there.
Among other things, this character is nice enough to tell you how to reach the nearest town, but there's no quest compass for it and you have to find the place yourself based on the received description.
The world map is composed of differently-sized circles , and there are various hidden locations and random encounters to discover during travelling. Probably inspired by Fallout.
A few places to visit in town can be unlocked with quests/story progress. Time of the day affects what you can do.
Story-wise, the game seems to be focused on talking with aliens about them and their cultures (and if you're not careful and get too friendly with certain characters, you might end up starting a NSFW romance). There's a bit of choices & consequences, and there are some opportunities to be evil/asshole/psychopath.
Aggressive aliens tend to look like xenomorph cousins.
Combat is turn-based. You have a "deck" of attack moves out of known skills and equipped weapons (you can modify it out of battle), and each turn you get a random draw of several moves out of it. Instead of using action points for attacks, you spend attribute points that refresh each turn, and you can use as many attacks as your stats let you (so far the attacks cost STR, AGI, END, or a combination of them; not sure if the dev plans on adding some magic/psi powers later). E.g. some weapon might cost 4 STR and 3 AGI to use, and can be combined with punching the opponent a few times for 2 AGI per hit, or used twice if you draw it twice and have high enough stats. Resistances come from armor but it's rare / hard to find.
All attributes also have various out-of-battle uses in events and dialogue checks (and in some cases you can use an item to bypass or lower the check, or pass it with a combination of two attribute checks that require a bit lower value than the single check).
The peninsula currently available in the game is supposed to be a tutorial area locked from the rest of the world, so most creatures will leave you alone if you lose, though there's one or two cases where they will kill you on loss if you don't have attribute values required to make a desperate escape.
Barter is supplemented by two types of money - one for "temporary" goods like consumables or stuff that doesn't last long, and one (that is rarer) for permanent things that don't get used up (e.g. tools)
Submachine Universe
It's kind of an open-world puzzle game. I recommend not jumping blindly to locations and instead treating it as an archeology game and mapping it out relying only on hints you discover. Also it's probably best to play the rest of the series first.


TL;DR you get sucked into another world by some magic portal experiment there.

Among other things, this character is nice enough to tell you how to reach the nearest town, but there's no quest compass for it and you have to find the place yourself based on the received description.

The world map is composed of differently-sized circles , and there are various hidden locations and random encounters to discover during travelling. Probably inspired by Fallout.

A few places to visit in town can be unlocked with quests/story progress. Time of the day affects what you can do.

Story-wise, the game seems to be focused on talking with aliens about them and their cultures (and if you're not careful and get too friendly with certain characters, you might end up starting a NSFW romance). There's a bit of choices & consequences, and there are some opportunities to be evil/asshole/psychopath.

Aggressive aliens tend to look like xenomorph cousins.

Combat is turn-based. You have a "deck" of attack moves out of known skills and equipped weapons (you can modify it out of battle), and each turn you get a random draw of several moves out of it. Instead of using action points for attacks, you spend attribute points that refresh each turn, and you can use as many attacks as your stats let you (so far the attacks cost STR, AGI, END, or a combination of them; not sure if the dev plans on adding some magic/psi powers later). E.g. some weapon might cost 4 STR and 3 AGI to use, and can be combined with punching the opponent a few times for 2 AGI per hit, or used twice if you draw it twice and have high enough stats. Resistances come from armor but it's rare / hard to find.

All attributes also have various out-of-battle uses in events and dialogue checks (and in some cases you can use an item to bypass or lower the check, or pass it with a combination of two attribute checks that require a bit lower value than the single check).

The peninsula currently available in the game is supposed to be a tutorial area locked from the rest of the world, so most creatures will leave you alone if you lose, though there's one or two cases where they will kill you on loss if you don't have attribute values required to make a desperate escape.

Barter is supplemented by two types of money - one for "temporary" goods like consumables or stuff that doesn't last long, and one (that is rarer) for permanent things that don't get used up (e.g. tools)
Submachine Universe




It's kind of an open-world puzzle game. I recommend not jumping blindly to locations and instead treating it as an archeology game and mapping it out relying only on hints you discover. Also it's probably best to play the rest of the series first.