OttoQuitmarck
Educated
- Joined
- Aug 1, 2023
- Messages
- 436
Of course I'm hearing 0 about this game outside of the codex. People truly have no taste.
yes. in terms of comparison I think of aod. I loved aod and I like this one more.So, is it good?
Captain puts his space suit on.
It doesnt seem that Ive gotten any ending for disabling pirate ship and escaping
C:\Users\<user>\AppData\Roaming\Space Wreck Saves\<Steam ID number>
. Send them to
.Bridge console not being usable is sort of a bug. But I don't think taking over would help you much, I have been considering this, but decided against it.Kamaz just had random thought, whats the deal with pirate ship? Why cant I take over?
Oddly enough captain doesnt have fob, bridge console is not usable.
Lets say I gas the bridge, initiate lockdown, then if I could fly away then everyone outside would just fall of the ship right?
only ship in the game that you cant take overI have been considering this, but decided against it.
That's actually an oversight, there was a guaranteed spawn missing. Try 1.3.29, there should be some now inI want to build a crane in turbads but i cannot, for the love of god find the last metal pipe. I found 2 searching for random junks, but the last one eludes me
so... how do you become a pirate?
What exactly does focus do? Does it affect sneaking?
And could you do R for reload?
Kamaz I've been wondering if you have any plans to do a "post-mortem" post about the game here (or any other place).
You know, the usual post-mortem that some devs do talking about production, how things were handled, expectations and results. I always like to read those.
Depends how thorough are you with exploration.How long is the game? Just started it up and I'm more likely to finish it the shorter it is, and I heard one playthrough should be short.
Max 10-11 hours but that is if you are a slow reader and/or player.How long is the game? Just started it up and I'm more likely to finish it the shorter it is, and I heard one playthrough should be short.
That's pretty anti-Fallout!I woke up, came to RPG Codex and browsed this thread about a Fallout inspired game, reading stuff like: 'the game has 0 response outside RPG Codex' or 'I want to build a crane in turbads'
Then, I went to Steam and the first sentence I heard from the trailer was, "Captain, you are not SPECIAL."
Man, I'm sold.
I meant reloading a gunTry Ctrl + R for the whole game reload. Or Ctrl + L to reload with an auto-save (usually - latest).
Thanks! That was a good surprise. But no, we are not mainstream now.congrats on the ars technica review Kamaz , your exposure to the normie "i'm a nerd!!!" crowd is massively increased.
Ah. Sorry, there's no shortcut for that. Would you find that useful in a turn-based game?I meant reloading a gun
Copy-paste or it never happened: https://arstechnica.com/gaming/2023...essor-we-never-got-just-shorter-and-stronger/congrats on the ars technica review Kamaz , your exposure to the normie "i'm a nerd!!!" crowd is massively increased.
seen a sales bump?
Space Wreck is a hardcore, combat-optional, break-the-game RPG that clicks
It's a deep simulation, a retro throwback, and a funny few hours at a time.
"You can sequence break the game," the developers of Space Wreck suggest on its Steam page. The game is "Inch wide, miles deep," with "Combat 100% optional." There is so little artifice to Space Wreck's presentation as a "Hardcore role-playing game," no real sense of wider-audience marketing. Perhaps that's because, after playing it, you get the sense the developers saved all their creativity for the possibilities inside.
The easiest point of comparison for the just-released Space Wreck are the first two Fallout games, the isometric, click-to-move kind from the late 1990s. That's because Space Wreck's developers, two folks from Latvia, directly point to those games wherever they can. Having sunk hundreds of hours into those games, I see the homage. It's a game with a post-apocalyptic, used-future aesthetic, intentionally clunky graphics, a wicked sense of humor, turn-based combat, and room for lots of builds and strategies.
But Space Wreck offers a whole lot more role-playing than gaming, and that's a good, refreshing thing. There's no deep mythology here, very little voice acting, and combat is not all that complicated. Instead, you get, according to the developer, three to eight ways to complete every quest. To get into a room guarded by a gun-toting security guard, you could, of course, win a shootout with the guard. You could persuade him to step aside. You could disguise yourself. You could, if small enough, climb into a nearby vent and sneak into the room. You could reprogram some nearby security bots to take out the guard for you. Nearly every situation in Space Wreck has this kind of flexibility, and some of them far more.
The plot is that you, a worker for an exploitative space mining corp in the not-too-distant future, have barely survived crashing on an installation. You need fuel and a fuel chip for your shuttle. A bunch of people, robots, doors, and puzzles stand in your way. Your build and your strategies determine how you will go through it all: sneaking, computer hacking, crafting and mechanical trickery, melee fighting, shooting, charming, perceptive, or some combination. To a large extent, all of them can work, and all of them are rich options for repeat playthroughs.
The earlier Fallout games were famous for their low-intelligence moments, when there were real consequences, or just funny dialogue, if you min-maxed your character into a dummy. Given my own fresh shot at this, I crafted a real "Executive's Son Was a Former High School Football Star" dude, one with absolutely no personality, knowledge, or skills and a likely misplaced sense of work ethic.
Here are some things that have happened to me during my run:
Space Wreck feels like a game in which every run is a challenge run. Like Baldur's Gate 3, the game shows you the dice rolls at big moments, like when you're trying to convince someone to join you or trying to craft something outside your skill. Things can go terribly wrong, but you should not, must not reload, because trying to get past with a different tactic is the fun.
- I have failed to craft a hairpin out of wire multiple times
- I have crashed nearly every computer I've tried to use simply by trying to turn them on
- I was so intimidated trying to speak to someone that I needed alcohol for the fake self-assurance
- I failed to loot several robots I destroyed, because they simply seemed like a pile of wires
- I cannot fit through any vents because I'm too big
- I kicked a guy out of orbital gravity, like a Marvel superhero
- I keep waiting for long-term effects from the painkillers I'm quaffing because I'm constantly fighting.
Early player reviews of the game have noted a few quest-blocking bugs but also a mind-boggling amount of reactivity to the world, the NPCs, and the quest design. For its current price of $17, and knowing that each run-through is not likely to be more than five hours (at the far end), it's easy to recommend to anybody who wants to feel that Fallout freedom again. It's only one map location, the graphics are almost prankishly simple, and the combat is far more utilitarian, but you're once more on the inside of an overwrought, yet still funny, joke about our busted future.