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KickStarter StarCrawlers Chimera - single character cyberpunk dungeon crawler - now available on Early Access

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Kickstarter: https://www.kickstarter.com/projects/125859261/starcrawlers-chimera




https://af.gog.com/game/starcrawlers_chimera?as=1649904300



A lucrative offer. A simple job. Infiltrate Chimera.

The Client wants you to enter the Chimera BioPharma complex and find Dr. Cerberus.
Being a morally-ambiguous mercenary type with a unique skill set and a need for credits, this seems like a good idea.

Build your character from a variety of skill trees inspired by the StarCrawlers universe, grab some gear, and jump in. Grow your power and level up to unlock new abilities, gear, and secrets as you fight your way into the Chimera building.

Key Features
  • Wage tactical turn-based RPG battles against futuristic enemies.
  • Procedurally-generated floors provide new challenges and rewards.
  • Choose your own difficulty mode - with optional permadeath.
  • 100+ abilities and 25+ skill trees to customize your play style with Muscle, Guile, and Intellect skills.
  • 20+ different enemy types and rare spawns with unique abilities and loot.
  • 20+ weapons of different rarities ranging from plasma rifles to carbonite blades to scintillating donuts.
  • 30+ items of gear to stop your insides from becoming outsides.
  • More features added with each new content patch!

Coming to Early Access next year.

Why Early Access?
“As we found in our first Early Access experience with StarCrawlers : community feedback and input are invaluable. Chimera is already off to a good start with solid core systems and a large variety of content - but now we want to know what the players think! The Steam forums in Early Access are invaluable for listening to players to refine the game experience.”

Approximately how long will this game be in Early Access?
“Our goal is to launch Chimera when it is ready! During Early Access we’ll be focusing on creating and refining new content (additional abilities, events, environments, enemies and loot) to make the Chimera building even more exciting to explore.”

How is the full version planned to differ from the Early Access version?
“We want to expand upon every current system, and then add new ones. More floors, more enemies, more secrets, more loot, more abilities! Additionally, we want to hear from the community about what sorts of content and features they'd like to see in the full release.”

What is the current state of the Early Access version?
“StarCrawlers Chimera is currently in an Early Alpha state : all basic game mechanics are functional and stable, but several planned features / art / audio are still in development. For a list of currently available features, please refer to the "About This Game" section.”

Will the game be priced differently during and after Early Access?
“We do not plan to increase the price when we leave Early Access.”

How are you planning on involving the Community in your development process?
“We'll be setting up several different sub-forums on the StarCrawlers Chimera discussion boards all aimed at hearing and discussing community feedback on different features. If there's a particular aspect of the game you want to talk about, we want to hear it! As always, we'll be maintaining an active presence in the forums. Early Access is a community-driven experience and we want you to be part of it!”
 
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Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
I liked the original StarCrawlers a lot, but this is pretty disapointing. If anything I expected them to come up with more classes for your team. No hub? No random contracts? Not sure if I will even bother getting this.
 

LESS T_T

Arcane
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Codex 2014
Why single character? https://steamcommunity.com/app/1487560/discussions/0/2988665684345786351/#c2995421717748806932

Great question - with Chimera, combat takes place in the world so position and timing of ability use is more important than in SC and combat choices will largely depend on how you've built your character. If you're going for a melee stealth, you'd be trying to get in position for a quick kill and escape / melee brawler would be charging in and gathering for AoE attacks / psykers & ranged character would want to maintain distance and deal damage.

Currently there are 25 skill trees from which you pick 7 to build a character, so there's already a good bit of variety in how you can spec out, and this obviously changes how you will fight & explore.

Also overall flow of the game:

Thanks! The Chimera building is planned to be about 10 main floors deep (optional side areas also planned) and each floor is randomly generated and themed differently (Offices / CorpSec security / Bio research / ?!?!?) and it gets weirder the deeper you go, so not all endless offices - learned that lesson from SC :D

There is no hub to return to, so it's going to play more like a mission that you can pick up and put down as you like. The Client will be contacting you on each floor through Bonus Contract crates to offer side jobs and planned (not yet implemented) are events that will span several floors - ex. your choices on floor 0 will affect how the event plays out on floor 2.
 

Renevent

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I really liked Star Crawlers but I second everyone's sentiment regarding only one character...kind of disappointing.
 

Brozef

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Make the Codex Great Again! Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
Damn that is sad.
Really enjoyed the first game. They even managed to make the game have a unique feel even with the horrible unity graphics. I really would have hoped they'd flesh out the hub and the game world a bit more to make the game less clinical. Maybe have some party banter. But stripping it all out to leave you alone to wander through ten floors or procedurally generated unity assets?! That's some special kind of hell
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/games/1487560/announcements/detail/5127876236493203473

Feature Preview : Character Creation & Skills
A preview of the Character Creation and Skills systems

Hey all! Periodically before launch into Early Access I'll be sharing some screenshots of different features and giving an overview of how their systems work. Please note, these are early development previews, so expect things to change. Let's start off with Character Creation and Skills!

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This is the Character Creation menu and first thing you'll see when starting a new game of Chimera.
A character is built by choosing 7 different Skill Trees to define what your abilities will be. Skill Trees belong to different Archetypes :
  • Muscle Archetype uses brute force and raw power to achieve victory.
  • Guile Archetype is favoured by roguish, roguelike, and rogue-lite types.
  • Intellect Archetype is for people who are better than everyone else.

Archetypes are a guide for how your character will play and what stats you will favour, but there are no restrictions on what combination of Skill Trees you can select. You could build a stealthy melee hacker or go full war machine and make a heavy weapons pyromaniac soldier. Or combine them. I don't judge.

Skill Trees are also informally categorised into Class / Weaponry / Utility trees :
  • Class Trees contain signature abilities (you might notice some familiar faces from StarCrawlers on the top row)
  • Weaponry Trees improve your use of different weapon types (melee, ranged, heavy melee, heavy ranged, dual wielding, etc)
  • Utility Trees let you interact with the world differently (lockpicking, bashing doors, sneaking)

Once your skills are selected, pick a difficulty and optional permadeath with Ironmode, slap a name on yourself and you're ready to play.

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In game, you'll be able to bring up the Skills Menu to add unlocked abilities to your action bar, assign Skill and Perk Points, and plot your character growth. This randomly genned character has the Soldier, Smuggler and Force Psyker class trees, Pistolier, Gunslinger (dual ranged weapons) and Smashmaster weaponry trees, and Loot Hunter utility tree. Not bad for a random character.

Most Skill Trees have a combination of active and passive abilities and all begin with the 1st ability unlocked for free. To unlock the next ability in the tree, simply assign a Skill Point which you earned by gaining a character level. Skill Trees will start Early Access with 3 - 5 abilities, with more added as we refine what each tree brings to the game.

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Perk Points are earned by accomplishing something on each floor (no spoilers on what yet) and can be assigned to certain abilities to unlock a bonus effect. In the example here, the Fan the Hammers ability (which can trigger chained bonus attacks on a target) can use a Perk Point to gain Spitfire, greatly increasing the chance of a bonus attack when the hit is critical. Perk Points are limited, but can be added or removed to abilities at will, so you can experiment with which perks you like.

All the Skill Trees shown are currently implemented and will be ready to play as soon as Early Access starts. I look forward to hearing what everyone thinks about their favourite or least favourite trees and what to add and improve!
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Some more updates from this month.

https://store.steampowered.com/news/app/1487560/view/4240669657926447357

Feature Preview : Muscle Archetype
A preview of the Muscle Archetype : Soldier, Bodybuilding and Big Guns

The Muscle Archetype is made up of Skill Trees that emphasise brute force and explosive power! If you're a fan of kicking down doors, blowing stuff up and smashing things, these trees are for you. Today I'll be previewing three of these trees and some of their signature abilities - remember these trees are still in development and are likely to change. Starting off with a classic from StarCrawlers : the Soldier.

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The Soldier is a Class Tree - these trees are primarily made up of active abilities that, in addition to weapons, will be your main way of dealing damage. Soldier abilities are cooldown-based and are all about blowing stuff up. Their abilities involve bombs. Lots of bombs.
  • Frag Out is a ranged area attack with a short cooldown that deals damage to the target and minor damage to nearby targets. All abilities improve as your character does and you can see Frag Out improves with the Savvy attribute.
  • Bomblets is a passive ability that has a chance to spawn a Bomblet whenever a Soldier ability deals damage. Bomblets deal minor area damage when stepped on or their timer expires. With a Perk Point applied, Bomblet explosions can reduce the cooldown on a random ability by 1 turn.
  • Magnetronc Bomb deals minor damage but really shines when you have lots of Bomblets laying around as it pulls them closer to the impact point. Bomblets pulled to a target explode!


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Next up the Support Tree of Bodybuilding. Support Trees are a mix of passive and active abilities that do everything from providing stat boosts, to dealing damage, to aiding in exploration of the environment. Bodybuilding is focused on Strength and Toughness - important stats for both dealing damage and surviving.
  • Pack Mule is a passive ability gained at the start of the game that increases your inventory size by 6 slots so you can horde more junk.
  • Pump Up briefly boosts your Strength based on your current Strength. With no cooldown and a small stamina cost, you can spam Pump Up several times to deliver a big hit to an enemy or a massive Bash to a locked door or container
  • Wall Puncher boosts success chances when attempting to Bash a locked object. No need to mess about with lockpicks when you can just wrench the lock off.


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Lastly we have the Weapon Tree of Big Guns. Weapon Trees improve your attacks and give extra abilities when using weapons of a certain type. Big Guns supports using Heavy Weapons such as a shotgun, assault rifle, or sniper rifle. Heavy Weapons deal high base damage, consume lots of ammo, and require a steady hand to operate.
  • Suppression is an active ability with a short cooldown that can pin down enemies by consuming extra ammo for a chance to inflict Stun. Stunned targets can take no action and miss their turn.
  • Assault is a passive ability that doubles (!) the base damage of your weapon attacks against Stunned targets. Great for mowing through lesser enemies and mitigating the increased ammo consumption of Heavy Weapons.
  • Shock and Aww Yeah! is an active ability with a short cooldown that will always Stun or Knockback (or both!) the target.


I hope you've enjoyed this preview of the Muscle Archetype and some of the Skill Trees and their abilities! There are lots more trees and abilities to be revealed... soon... :D

https://store.steampowered.com/news/app/1487560/view/3052845784528467068

Feature Preview : Guile Archetype
A preview of the Guile Archetype : Cyberninja, Security and Pistolier

I'm back with another look at upcoming abilities in StarCrawlers Chimera! Like what you see? Wishlist this bad boy and tell a friend!
steamhappy


The Guile Archetype is made up of Skill Trees that enhance stealthy play and manipulation of the environment and enemies. Why charge into a room full of enemies when you can sneak in and drop them with some well placed take downs? Here are three of these trees and some of their abilities - remember these trees are still in development and are likely to change. Starting off with another classic from StarCrawlers : the Cyberninja.

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The Cyberninja is a Class Tree - these trees are primarily made up of active abilities that, in addition to weapons, will be your main way of dealing damage. Cyberninja abilities, like most Guile abilities, are a mix of cooldown and Stamina use. Stamina is a resource that regenerates at a set rate and powers certain abilities.
  • Stealth Field consumes a small amount of Stamina each turn to boost your Stealth stat. Stealth reduces the chance an enemy will detect your movement and actions. Attacking an unaware enemy deals bonus damage, so a Cyberninja pick is a great choice if you enjoy stealthy gameplay.

  • Dash is a movement skill that can quickly get you into or out of trouble. It also boosts the damage of your next weapon attack, so it can help to close the distance to a target you are sneaking on, or create some space if you're playing ranged. With a Perk point applied, Dash becomes Shadowslip - granting bonus Stealth for a short time and boosting your next attack even higher.

  • Surge is a deceptively simple ability that generates 10 Stamina (improving with character level) and makes your next ability Instant. Instant actions do not end your turn, so Surge (also Instant!) can be used to chain together abilities to create combination attacks, such as Surge -> Dash -> Assassinate for a quick burst attack.


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Next up the Support Tree of Security. You'll inevitably encounter locked objects as you explore (doors loot crates, terminals, etc.) and they'll definitely be guarded by traps that explode, summon guards, or spew acid and so on. While any character can attempt a lockpick or disarm, Security characters actually know what they're doing.
  • Lockpopper is a passive ability that improves your lockpicking skill and increases the chance you'll keep the Omnipick used in the attempt. It's smarter to lockpick a loot chest than to bash it open and risk trashing the loot, and lockpicking a door generates no noise to attract mobs.

  • Wirecutter helps make dealing with traps considerably easier. Certain traps also yield useful components when disarmed, plus it doesn't help your stealthy reputation when you're stumbling over exploding pressure plates.

  • Boobytrap let's you turn the tables on your foes and plant an explosive trap of your own! Enemies lured over the mine will take damage and have a chance to be stunned. Dropping one of these in a chokepoint can be useful, both offensively and defensively.


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Last up we have the Weapon Tree of Pistolier. Pistolier supports using lighter Ranged Weapons such as a pistol (!), SMG, or laser pistol. Ranged Weapons deal moderate base damage, generally consume less ammo, and encourage taking lots of shots.
  • Marksman is a passive ability that increases your Crit chance with each attack made with your ranged weapon, until you stop firing. This builds into the chain attack-style detailed below.

  • Deadeye grants a chance for any ranged attack to be made with considerable bonus Crit chance. When you're filling the air with bullets, Deadeye really shines.

  • Fan the Hammers make a triumphant return from StarCrawlers : your ranged weapon attacks have a chance to trigger a bonus attack (which can then trigger a bonus attack (which can then trigger a bonus attack (which can... you get the idea!))). Add a Perk point and you gain Spitfire - greatly increasing the bonus attack chance when you score a Crit. Once you've picked up Marksman, Deadeye, and FtH/Spitfire, you'll be making it rain lead with the pull of a trigger.

I hope you've enjoyed this preview of the Guile Archetype and some of the Skill Trees and their abilities! There are lots more trees and abilities to be revealed... soon... :D

https://store.steampowered.com/news/app/1487560/view/3048342819256800199

Feature Preview : Intellect Archetype
A preview of the Intellect Archetype : Void Psyker, Nanomancy and Combology

Feature Friday again with more upcoming abilities in StarCrawlers Chimera!

The Intellect Archetype is composed of Skill Trees that enhance smart play and blasting things with overpowered psyker magic. Here are three of these trees and some of their abilities - remember these trees are still in development and are likely to change. Starting off with a fan favourite from StarCrawlers : the Void Psyker.

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Psykers are individuals with the ability to channel their mental energies into the physical world. Void Psykers have an intuitive connection to the parallel dimension of the Void which grants them powerful psykonics with little or no drawbacks!*

* Exposure to eldritch horrors may cause insanity.
  • Shadowcoil consumes a small amount of Stamina to unleash a ravenous shadow that leaps between targets or assaults a single enemy. As with all psyker abilities, Shadowcoil grows in damage with your Psi Power attribute. Shadowcoil generates a small randomized amount of Void Energy each time it deals damage.

  • Ignite consumes a larger amount of Stamina to inflict a powerful damage-over-time effect on a single target, dealing both Void and Fire damage over a number of turns, and building Void Energy. With a Perk Point applied, Ignite also spawns a chaotic Shadowflame hazard that also deals both Void and Fire damage.

  • Tentacles! - a Void Psykers best friend. Sometimes. Your abilities have a chance to summon friendly tentacles to slap your enemies around. Tentacles are short-lived but deal high damage and can absorb attention that would otherwise be directed at you. As your Smarts increase, so does the summon chance and damage of your tentacles.

  • Void Energy All active Void Psyker abilities generate some amount of Void Energy. If you had a Void Psyker on your team in StarCrawlers, you may have experienced the joy of what happens when they accumulate too much Void Energy.
    steamfacepalm
    In StarCrawlers Chimera, Void Energy attracts... things... from the Void. The more Void Energy you accumulate, the higher chance of attracting bigger and more numerous horrors. Though you attract the horrors, they're not picky about what they try to eat, so this can be an unexpected advantage - or really, really bad.


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Next up the Support Tree of Nanomancy! As with any modern high-tech facility, the Chimera building is plagued by occasional swarms of rogue nanites. Nanite Clouds form when bugged (or hacked) nanites coalesce into a group which then behaves erratically: attacking nearby organisms one moment, then attempting to heal them the next. As a Very Smart Person, you've studied these clouds extensively and can (usually) control them.
  • Craft Nanite Jar is essential for any aspiring nanomancer. A Nanite Jar can be tossed at a Nanite Cloud to capture it for study and later release at a different location - perhaps on a group of enemies, or at a dull party. As your Smarts increase, so does your chance to immediately fill a crafted jar without the need to track down a Nanite Cloud.

  • Angry Nanites While most Nanite Clouds will do whatever takes their fancy in the moment, you've developed a technique for making them very upset. Tossing a nanite jar with this ability unleashes the cloud in an angry state that deals increased damage based on your Smarts. You can then recapture the nanites after they're done killing your foes. Brilliant!

  • Nanite Plague should never be used by novices, and even experienced nanomancers should be aware of what they're unleashing. With some complex modifications and incantations, a nanite jar can unleash a Nanite Plague that devours everything nearby, spreads, and grows in power. Warning! Nanites unleashed with this ability cannot be safely recaptured...


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Lastly, the Utility Tree of Combology. While you can certainly build a character with abilities from just one archetype, hybrids are certainly viable, and Combology is all about supporting hybrid play by granting damage bonuses for using abilities from different archetypes.
  • Combo Builder gives Combo Points each time you use an ability of a different archetype from the last ability you used. For example, first Cyberninja Dash -> then Soldier grenade toss : get a Combo Point! Combo Points boost the damage of your next attack and can stack up to 5.

  • Limit Break is a passive ability that has a chance to grant you a neutral Combo Point (can be followed up by any ability) when you take damage. As your health drops, the chance increases, and can trigger multiple times if you're taking several hits in one turn.

  • Combo Breaker rewards you when your Combo Points expire (after having racked up at least 3 with Health and Stamina regeneration. Works great with Limit Break to mitigate incoming damage or to top you up after a fight.

I hope you've enjoyed this preview of the Intellect Archetype and some of the Skill Trees and abilities. There is more to share Soon™ and don't forget to wishlist StarCrawlers Chimera - and tell a friend!
 

LESS T_T

Arcane
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Codex 2014
Regarding some discontents and questions. https://steamcommunity.com/app/1487560/discussions/0/2988665684345786351/?ctp=3#c3106889614424263430

Catching up on the AMA - been super busy getting stuff ready!

Purposefully, Chimera is going to be a very different game than StarCrawlers (it's definitely not StarCrawlers II) and so I'm trying some new stuff which is a challenge and fun for me to work on and play. Hopefully you'll enjoy it too!

Grid-based movement is a big part of Chimera and has more of a purpose than in SC. There's a focus on turn-based play, positioning, ability ranges & enemy configurations, etc. In short, the grid matters more to gameplay than it did in SC. Could it be free movement? Sure - but I like my gridders :D

Question:
Are enemies hand placed? Like in the Gothic games/Classic-WoW? Or do enemies scale? like in Oblivion?

Personally, I do not wish to play the first StarCrawlers on Hard-mode, because I know there is a sense of level-scaling, which is why I play on normal-mode. Why couldn't Hard-mode instead mean ''enemies will be more clever and organized than normal-mode''?

Enemies are both hand placed and scaling. Enemy power is based on the floor they're spawned on, so as you level up you'll become stronger than the enemies on the floor and have that sense of character growth and power progression. When you advance floors, the enemies will be stronger again. I loved Oblivion, but I know what you mean about scaling enemies preventing a sense of progression (at first there was a wolf here, now it's always a troll) and I'd like to avoid that.
 

LESS T_T

Arcane
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Codex 2014
https://store.steampowered.com/news/app/1487560/view/3068616627211331315

StarCrawlers Chimera Steam Playtest
Play Chimera before it enters Early Access!

I'm excited to announce StarCrawlers Chimera is ready for a Steam Playtest!

Here are the details :
  1. The Playtest will run the weekend of Friday 30 April (9am PST) to Monday 3 May (9am PST).

  2. The Playtest will be freely open to anyone who wants to check out StarCrawlers Chimera in a pre-release state. Signups are open now and you can opt-in for a reminder when the event begins.

  3. As the game is in a pre-release state : expect bugs! There will be in-game reporting support through the Feedback menu and I'll be active on the forums to take reports (and thank bug slayers) the old-fashioned way.

  4. The purpose of the Playtest is to identify issues and act as a "smoke" test for performance on different machines. As such, content will be locked to the 1st floor with a set seed for map gen.

  5. If you're interested in Chimera, please consider wishlisting and / or joining the Playtest - both of these are free and help in development!
Questions? Comments? Excitement? Let me know in the comments below!

- Thunderflux

You can apply for beta test on the store page.

 

Fishy

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Not sure I can be bothered testing, I'd rather leave that to people paid to do it, but I'd be curious to read impressions if anyone here joins this. Add me to the list of people disappointed by the single character. I still mourn what Dungeon Hack could have been had it been designed for a party.
 

Infinitron

I post news
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1487560/view/3068617261266946580

StarCrawlers Chimera Playtest is Live

Play before it enters Early Access!
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The StarCrawlers Chimera Playtest is now live!

Want to check it out? Visit the store page and scroll down to the Playtest section and mash that Play Now button.

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The Playtest has it's own sub forums and you can follow our socials for the latest updates :
Twitter : @Juggernaut_News
Facebook : @JuggernautGamesStudio
* NEW * Discord : StarCrawlers Chimera

If you signed up previously and Steam attempted to pre-download the playtest, please ensure you have the latest version before playing (Playtest #1 v1.0 (30 April 2021) on the title screen.

See you inside!
steamhappy

- Thunderflux
 
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Fishy

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Location
Ireland
That trailer really looks bad. And apparently it's still using that nausea-inducing free camera aiming with grid movement. It's a pity, I feel like the original game could have been expanded into a better direction than single player action.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/games/1487560/announcements/detail/3050604765758618803

Surprise - Demo Is Live!
Kickstarter Demo starts NOW

Hey everyone! We decided to go ahead and unleash the demo early for the weekend - you can download and play it RIGHT NOW.

We've got a fresh demo map that reveals some new enemies and new weapons, alongside a bunch of improvements and features requested by players after the 1st playtest. You ask, we deliver.

Don't forget to Follow & Wishlist and watch for launch of the Kickstarter campaign at 9am PDT on 25 May. Have a great weekend!

f7c987debc4b52d50eee72ef5e2b6e55678ad61a.png
 

Infinitron

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Kickstarter live: https://www.kickstarter.com/projects/125859261/starcrawlers-chimera

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You’re a lone crawler on a deadly mission: infiltrate the Chimera megacorp and find your target - the elusive Dr. Cerberus. StarCrawlers Chimera is a first-person, turn-based, cyberpunk dungeon crawl set in the universe of StarCrawlers. Explore the twisting depths of the Chimera complex, fight hordes of vicious enemies, and grab as much loot as possible!

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Play a demo of StarCrawlers Chimera right now on Steam. Click the link below to check out some of the content on the 1st floor of the Chimera building.


Why wait? Click this to play the demo on Steam now - don't forget to Follow and Wishlist!

Customize your skills to suit your playstyle. Are you a stealthy cyberninja? A crazed pyromaniac soldier? Mind-bending void psyker? Or… a bit of each? Design your character by selecting from 25+ skill trees with unique abilities in each tree. Skill trees are a mix of fan favorite classes from StarCrawlers, weapon specialist trees, utility sets, and more - with extra skill trees in the works!

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Explore levels that feature hand-crafted maps with procedurally generated elements. The mysterious complex is operated by a ruthless megacorp and each successive level will bring new challenges, new enemies, and greater rewards.

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The Client wants you to find Dr. Cerberus and she's willing to pay.

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  • Grid-based cyberpunk dungeon crawling with turn-based combat and exploration : you act, then enemies act
  • Handcrafted maps with procedurally generated elements : events, hidden secrets, bonus quests and plenty of loot
  • Legions of enemies, boss fights, and rare foes with unique abilities
  • Customize your character as you level to unlock new abilities and perks
  • 4 difficulty modes and optional permadeath

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Chimera BioPharma takes corporate security seriously, and they think you should too. Between you and Dr. Cerberus stands a private army including inept CorpSec guards, robotic defense drones, experimental monstrosities, and other unspeakable horrors.

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Void Oozes, CorpSec Guards and Gigaworms stand between you and victory.
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The Cleanerbots, Tarantula SPDR and Armorer are a few of your robotic enemies.

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To overcome these foes, you're going to need a specialized skillset. Select 7 skill trees from a field of 25+ to define your playstyle : each skill tree is part of a larger archetype that covers what sort of abilities you'll unlock as you level up and grow in power. Archetypes are just guides - you're free to specialize or mix skill trees as you like.

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Shadowcoil (Void Psyker) - Command Override (Hacker) - Frag Out! (Soldier)

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Sneak, slash and cheap shot your way through a swathe of enemies with the help of skills from the Guile archetype. Because sometimes you just want to shoot first and avoid questions later - and you’ll need plenty of tricks up your sleeve when navigating environments full of traps and hidden hazards.

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Dash is a Guile archetype ability from the Cyberninja skill tree
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From charged fists to thermal grenades, the Muscle archetype is all about applying raw power and getting the job done. With these skills backing you up, you’ll be taking down a room full of enemies without breaking a sweat. Who needs subtlety when you’ve got this much power?

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Whirlwind Strike is a Muscle archetype ability from the Barbarian skill tree
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Whether unleashing psykonic power or tinkering with robots, the Intellect archetype is attuned to the deeper mysteries of the universe and is never afraid to exploit that knowledge to gain an advantage. Humans and machines alike will bow to your will.

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Deploy Spidermine is an Intellect archetype ability from the Engineer skill tree

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Beta at $18, alpha at $37, modest $15,000 goal.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
You know a franchise is going down the drain when they add Chimera to the title.

Here, it was already a mess before...

Edit Infinitron
Cf. my "short review" of starcrawlers in its thread.
TLDR proc. gen. dungeons/missions, little enemy variety and retarded 'vertical' exploration makes it extremely painful.
 

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