Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Stellar Terminus (scifi, far-far-far-future tb, party-based blobber)

Grauken

Arcane
Joined
Mar 22, 2013
Messages
13,325
So I've been playing around with the demo of Stellar Terminus that was released at the end of last month. It's a turn-based, party-based blobber where you collect enemies into your party, explore sci-fi dungeons in the very far future (suns have gone out, relicts of old civilizations orbit black holes and you can enter those, explore them, strip mine parts into components, research stuff to upgrade both your spaceship, your equipment and the enemies that are willing to join your party.



The demo starts weirdly enough in the recent past, 80ies or so, where you're hired on a one-way mission into the future. The first level annoyingly is pure fluff where you go around and read descriptions of stuff. Once you make your way to the launch pad you're off to the real gameplay parts.

You arrive in the far future, orbiting a block hole with a few options where to go. Each of the relics orbiting the black hole represent a dungeon. I had only enough fuel to go to one place, a 3-level dungeon, but you can later research how to upgrade your ship drives and get more fuel in the dungeon.

hgN1HDE.png


This is how the dungeons look like. Very minimalistic but also very stylish that doesn't really comes across screenshots well.

tX2EyEV.png


You initially only start with two party members, yourself in your suit and a helper robot, but occasionally enemies ask to join your party, which you should and then you can increase your numbers. Currently I have only enough potential for 4 but as you can see there are 5 slots so likely that will get filled eventually. Spare part members can used in other ways later.

Combat looks like this. It's turn-based, with initially single enemies, then groups. I expect sooner or later I will also meet enemies that take up more than just one square of the grid. For each of your party members when they are up you can chose attacks, debuffs and other stuff. Attacks usually have different attack patterns, sometimes just a single square, sometimes a line like the Laser Shock here (quite useful), sometimes more exotic. Attacks come in three different types, and enemies and your party members have also attack and defense values based on those types.

dgUPHvi.png


What's really neat is how you can equip your party members with a variety of parts you find all over the dungeons.

5p9aYpK.png


Lots of different parts to find with different effects on them, or you can disassemble them into components, if you need some specific components for research.

zoPw5B8.png


The research screen. Only one project at a time, and research happens while you explore the dungeon. Usually requires some components and adds lots of different things.

pHrKurY.png


This is one of the things you can explore, where you use spare robot friendlies to expand your capabilities.

9VvqTah.png


So far the demo has been quite addictive. The gameplay loop is pretty simple, go into the dungeon, explore, fight, collect and mine components, and occasionally trade parts with some of the NPCs in the dungeon (simple interactions, there is no NPC dialogue or anything). It hasn't been difficult, I didn't have a party wipe yet and even if any of your party members is destroyed they get back to 100% once you reach the ship again. You're limited by oxygen which drains while you're out exploring, so you have to look for that. The game might become more difficult later, but so far if that's something you're interesting in it might not be your cup of tea.

The game is also pretty overwhelming sometimes, in terms of GUI. It's mouse + keyboard, but some stuff requires the keyboard, some the mouse and it's not always intuitive what is needed when. You figure it out with a bit of patience but it can be annoying sometimes. There's also a lot of text with lovely descriptions of the backsground of enemies and whatever happens in the dungeon. But reading lots of information initially is rather necessary to get the hang of things.

On the steam page the description says: Multifaceted procedural generation algorithms extend their logic and randomness across sectors, locations, and encounters. I honestly have no idea what exactly it means. The first dungeon I have explored has been persistent and never changed, but whether the dungeons are hand-crafted or just generated upon a run, I can't say. The dungeons themselves look rather simple, so I wouldn't expect super-complex ones and my guess is they are procedurally generated and not hand-crafted.

UkydMu4.png
 
Last edited:

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,622
I was reading thinking "wow, the word roguelike/lite or procedural generation has not appeared yet". I was hoping until the end.
 

Grauken

Arcane
Joined
Mar 22, 2013
Messages
13,325
The core gameplay loop is fun but the dungeons themselves, its where you feel the negative impact of procedural generation the most, they feel arbitrary and become repetitive fast. :negative:
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,487
Dungeon crawlers need hand-crafted dungeons. It's one of the most important aspects of the genre. That someone could put so much time into making a DRPG and not grasp this very simple truth about these games blows my mind.
 

Grauken

Arcane
Joined
Mar 22, 2013
Messages
13,325
I put around 8 hours into the demo and it was fun, but I've reached the point where the repetitive dungeon design makes it all feel kinda empty. There's still a lot to love here, but without proper dungeons it's just not the same as a good crawler with handcrafted dungeons. Shame.
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
11,005
Location
Free City of Warsaw
Came to the threat thinking Stellar Terminus is a game with some gorgeous female butts.

I am dissapointed.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom