Kamaz
Pahris Entertainment
What's this game like? What are its strengths compared to other isometric RPGs such as Fallout, Arcanum or Underrail? Is there some particular direction you're going into, or a set of feature that hasn't yet been tried? I saw multiple updates dealing with vacuum and inertia. Is it safe to extrapolate that the game will allow a wide range of interaction with scenery objects and constructions of Rube Goldberg-esque sequences, like an unholy hybrid of Fallout, Hitman and Minecraft?
I know, could always play the demo. But why bother playing a video game when I can instead annoy strangers with inane questions?
I do hope for some impartial reviews eventually but, sure, I can pitch it for you.
Space Wreck is a lightweight hardcore role-playing game. It is intentionally short and [superficially] simple (I've got what, 6 skills?), it's sort of like an uncompromising one-shot table-top RPG session. Uncompromising in the sense that - yes - it's short but the world, the plot has more than you can get out of it in a single playthrough. I think that is sort of strength, compared to others - including very good! - RPGs on the market.
Another important part - combat is completely optional. A lot of RPGs have diplomatic routes but we take it one step further - you have to intentionally get yourself in the trouble because there are always multiple ways around it, even if you fail every skill check and your character is not built for dialogs or computers, or stealth. And because of that, we don't care if you can win the combat encounter - the combat does not have to be balanced or adjusted to the player's level, it's not fair and we don't care. And I think it's sort of refreshing.
So, combat is optional but - there's the thing, everything is optional. Yes, combat is optional but so are the dialogs. Or interaction with computers. Or engineering. Or stealth. Yet, if you want to indulge, every one of these gameplay styles has something to offer. I think that also is a stand-out feature.
In the end, the gameplay is about finding a route to your objective - whatever limitations you have imposed upon yourself while creating a character. If the door is closed, the gameplay is finding that window. Or drugging the guy with a key. Or maybe realizing that you did not need that door in the first place.
Is there some particular direction you're going into, or a set of feature that hasn't yet been tried? I saw multiple updates dealing with vacuum and inertia. Is it safe to extrapolate that the game will allow a wide range of interaction with scenery objects and constructions of Rube Goldberg-esque sequences, like an unholy hybrid of Fallout, Hitman and Minecraft?
Not sure. It's not 100% imsim (yet?). Not sure if building the sequences is the gameplay - I think it's more of an RPG with some bonus systemic options.
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