Glad to hear I'm not the only person that wants first person non-shooters. As I've gotten older and experienced more and more tribulations, I find I've lost my taste for conflict. No more drama, no more pain, I just want something comfy that helps me imagine a world that isn't in a race with itself to fast track as many tragedies and horrors as it can fling at people unfortunate enough to inhabit it.
I spent a lot of time with this game when I just wanted to relax with something simple and chill, while still having some sense of progression. Ended up loving it a lot more than I expected
I really enjoy the game, but it's not really for thrill seekers: Hunger, thirst and oxygen meters are really dangerous and after a certain point you have to actively try to die. Don't really see the Satisfactory comparison though. Outside of drones and the autocrafter there is not much automation or interaction between the stuff you built. And the autocrafter is basically the only thing where you have to worry where it is located. (And even then, it has a really generous range).
Alright, stopping the video at 11 minutes in. I should've listened. You already piqued my interested when you mentioned this game before. I love a good terraforming game! I loved making worlds in Spore. I loved reclaiming the wasteland in Fallout 4's settlement building. I'm psyched to eventually try Wildmender and Tera Nil. I already have the demo of Planet Crafter installed. (I'll let the rest of the video quietly play out so you can still get the run-time watch-hours, though)
It's just simple enough, i played 57 hours in 7 days of this to completion when it launched out of early access. Early on i found having most of the interaction to be mouse based was odd, but it works nicely as you get used to it. I liked how you have to work for a minimap in tiers, and even then it's not a perfect one, just useful enough that you still have to learn the planet, so that you feel the planet changing as you remember going back through old areas. The only thing i would have changed about the UI, was to start with a single recipe pin, so you realise how useful it is to upgrade it. The narrative, wrecks and gameplay loop are very compelling, it does have that mid game point in a lot of games like this, where you have to go big or stagnate. I did find late game a little more boring, at the final Ti goal i just had to sit around for a few hours while it ticked up, or explored the RNG wrecks for resources i didn't really need. I did think the tech part has a case of what i call "unity sci-fi" where it's that super clean white, blue windows and colour accents. Knowing it has only 2 people making it explains a few things in some regards. I know what you mean about FPS games now. When i was a teen i played the hell out of stuff like Unreal Tournament, probably thousands of hours of multiplayer, even joining clans and fighting ranked ladders on Clan Base. I played tons of other ones in that late 90s/early 2000s era as well, so i guess these days it's a sense of "having played it all", and now when i decided to play an FPS in my backlog, it has to really do something different to get higher than a personal 6 or 7 out of 10. I've noticed that the ones i do like more aren't strict FPS, so i love the hell out of Dishonored 1 and 2 (D2 is amazing, a personal 10/10), or Half Life: Alyx, so FPS + other genre mechanics to have something more interesting than point and shoot. Saying that, i replayed Half Life 1 on Hard for the first time early this year, and loved the hell out of it, it felt like a completely different game compared to normal, managing ammo and guns, approach fights like a puzzle instead of just plowing in guns blazing.
When I did my run through the game with Randomized Ores I also decided to start in the northern ice fields. Super Alloy was extremely common as it got switched with a common ore, but you wanna know what Cobalt got switched with? It took forever to figure it out because it was freaking OBSIDIAN, which is only found in the southern lava fields, meaning oxygen was in EXTREMELY short supply! Once I had access to the Recycling Machine I could just recycle super alloy for all of the cobalt I needed but getting to that point took a lot of careful planning! :o
hi, the rover is more useful as a mobile storage and as a mobile flag where you can put it in front of the cave you are currently discovering. Therefore it can also be put in your inventory to get it tru the star gate
After livestreaming Subnautica for a while, I can safely say this game has a lot in common with that. Seems very much up my alley, so thanks for bringing it to my attention.
That's... not the version number. It's a framerate ticker which only reads multiples of 5 FPS and has a tendency to round up, thus why it was jumping between 60 FPS and 65 FPS. :P
I'd like to mention that all three endings were bad *at first*. One of them has been recently rewritten to be a little bit more hopeful. The other two are still bad, tho.
I checked all three endings again prior to writing my script. "Hopeful" is being optimistic about the writing; It still isn't what I would call a "good" ending. To be a bit more fair, the endings are very "open ended" in that, they really could go any way, it's just each of them is written in a melancholy way thus to suggest, "Yeah, you could be hopeful, but you could just as equally be screwed." :P
While enjoying this video, it inspired me to make a suggestion of a video sequence. You should consider making a guided series of videos on a beginner getting started making their own games. Almost like a course you slowly develop. I know you have done stand alone videos on this in the past, but a genuine walk through for people who want to learn. Probably would be a lot of work, but I suspect a lot of your fans would be really eager to learn the basics from you. Just a thought...maybe pick an engine that is available and walk people through the concepts and considerations.
So, I'm not the best choice for this because I too am learning to use modern game engines still. I could show how to make retro stuff, sure, but there's not a lot of practicality behind that anymore, and if anyone WANTED to learn those things they're better off doing it for hobbyist sake. Maybe someday in the future I might do such a video series but for the moment I'm not the right person to tackle it. :P
@@Pixelmusement I disagree. The concepts are the important part, not the engine. Your knowledge of game design is staggering, as long as the engine is available for your fans it doesn't matter if it's old....just that they can use it to learn. We would not be fans of your channel, if we cared about Unreal Engine or Unity...you could teach the Sierra game engines, RPG maker...I dunno, it's the concepts that matter. That's my two cents.
@@ADarkandStormyNight I understand that, but if I'm gonna do such a series it needs to be practical so that I can actually show/teach anything useful. When I tried to do my "Gemini Makes Games" series it interested very few people and a lot of the comments were asking for me to move on to things other than the design process. Besides, my time is better spent at the moment doing proper game development work; Trying to document the process at the same time as doing it doubles the workload and I don't want my current project to take 4+ years to finish. :P
After being spoiled by Subnautica - and its sequel, it was really hard for me to go into that game. I dropped it after a couple of hours. Snagged it very cheaply this summer sale, but still even for that price it's really really rough around the edges. Every mechanic/animation/object in it is really primitive. I wouldn't even call the gameplay simplistic. To me it's also primitive. If you haven't tried Subnautica yet, I highly recommend it. It's simple yet immersive to the point of creating a sense of realism. That's clearly the game those two guys were inspired with. Pardon me if I missed that you mentioned Subnautica in your video. It was playing in the background :)
I did not. I actually do own a copy but haven't really had a chance to try it out yet. That said, I'm not swayed by "polish" in games. I just want a game to be fun and sometimes having too many mechanics to micro-manage can actually detract from that. I play games to escape reality, not mire myself deeper into it, thus why games which have a heavy emphasis on realism don't really appeal to me. A big reason why I like Planet Crafter is because it's simple yet you can do a lot with that simplicity... and because it's surprisingly non-threatening; even the asteroid strikes aren't all that dangerous really. :P
@@Pixelmusement haha, I see your point. TBF, it's pretty close to mine, especially this notion about skipping the killing-shooting part in an FPS game. Still, what I mean is that it's like planet crafter on steroids. It still has this indie jank and it's not an AAA title. Yet, there's way more love poured into Subnautica (and way more manpower). In other words, if you had a blast in Planet Crafter, you'll definitely like Subnautica and it's way more immersive - starting with the soundtrack and overall presentation and then all those details. The story itself is somewhat quirky though. If the first game is more like Martian, the second one is, well, it tries to expand it and in my opinion it strays somewhat into weird (sleazy?) direction.
I've done a few play-throughs of this game when it was in early access, but I have yet to "finish" it since leaving early access. Need to do that at some point. Project AB looks like it would be of interest to me, especially if you could easily export or convert creations into some 3d format you could do other things with.
The Project AB stuff shown so far is JUST the level editing stuff, and it's only about 1% of it. This is probably something I should clarify a bit better in the video description as a lot of people who've seen it so far are getting the wrong impression that what's shown there is part of the core gameplay itself, but that's not actually the case. The best analogy is that what you've seen so far is like seeing the Build Editor used to make the Duke Nukem 3D levels, except without any Duke Nukem 3D content, so you have no idea what the actual gameplay is yet. :B
I mean I had fun just messing around with SCURK back in the day. I think what got my attention was the brush-style editing you showed, which is unusual for "creation" games, but could open up some cool possibilities.
One of the things I detest about modern creation tools for games is that they have an extreme barrier to entry. My goal with Project AB is to make the built-in level editing tools so easy to use that you could essentially build a rough analogue to your own house/apartment in about an hour! ...and then add lasers controlled by giant levers, one-way force fields, and trapdoors which randomly open and close, if you were so inclined! :B
A kid builds a sand castle, another kid comes over and tears it down. As a artist this analogy for FPS games is why I don't play them. Looking forward to your game.
I think the thing I really like about Project AB is it will have a level of appeal to BOTH sides: The kids who build the sand castles and the kids who smash 'em. Again, it kinda ties into the core theme of the game which I'm not going to be revealing for quite some time yet as I want to make sure a lot of the main mechanics are ready to go before I do. :B
This does look very interesting and I'm not watching the rest of the video to not spoil things for me, but I do have two big question I always have with games like this is. 1 How realistic is the crafting system (yes I know it's simplified, but I don't like systems that might as well be magic or that are so simpel it might as well be wrong (case in point, making a bow in The Forest. No it's just just a stick with a rope attached). 2 Are the basics of the game well programmed. Are there no major flaws or many tiny ones. Plenty of games often let them in in favour of working on more content to satisfy the community members that rushed through the basic release and just want more more content. (Infraspace is a good example for many many tiny flaws and Hydroneer for major game braking ones.)
1. The crafting is nowhere close to realistic, but since nothing you craft is realistic itself that's not really a fair measure. There's a little bit of logic mind you, for instance, "Explosive Powder" is one unit or iridium plus two units of sulphur, but then why do you use it to make Optimizers? Some late game recipes are kinda dumb, but within the logic of the game it all makes at least a little sense. 2. There are no game-breaking bugs, though a handful of minor things which can be annoying but don't come up often. For instance, occasionally when trying to link-build things together your own position may indicate an invalid build position, even though if you move around it may suddenly become valid even though the build position is identical due to it linking to something else. Or another thing is that sometimes when environment transitions happen in an odd way there will be remnants of prior environment variables sticking around, thus you may have a yellow/green or purple hue over things in areas where that shouldn't be the case. Things can also get wacky if you manage to jetpack onto things you were never intended to get up onto. Basically, it feels like a solo/small-team first-person indie game through and through, just with a lot more polish and fewer bugs than you might expect. :B
@@Pixelmusement Think I'll just wait half a year. I got enough other games to play in the little spare time I have. See how it progressed and in which direction.
@@hadeishadeis7462 I don't think there'll be any major changes in half a year given that they're currently working on the DLC. A full year would be more likely to have major changes. :B
@@Pixelmusement Seeing as they've already started on DLC I've presumed the base game is as good as it's going to get. So I downloaded a free version and after 8 hours of play paid for the official version. Yes the crafting system is very simplified, but there is some logic in it. I don't get the feeling you might as well be playing a wizard. It looks nice, runs perfectly smooth and only a few minor glitches. Mainly jet packing to high against cliffs makes me think it wasn't originally going to have a yet pack. A few unlogical things, why can't I make oxygen from ice? I know cobalt contains some but it's not a lot. Guess the biggest issue I ran into was the animation where the character pets his tool getting stuck in a loop while exploring a ship. It made it more interesting then I was planning on. Other then that really enjoying watching the planet change... I do think its happening a bit to quickly seeing as I barely build any terra forming stuff and I've already got man deep lakes at 10M, so I hope it goes to 1 Billion at least.
This game's system requirements are pretty low actually. The only trick is it's a Unity Engine game, thus you pretty much have to be on Windows 10 or 11 and may need to turn the graphics settings way down, especially since Unity Engine games LOVE to go overboard with anti-aliasing which can be a big performance bottleneck in and of itself if you don't manually override and disable/lower it in your graphics driver settings.
@@Pixelmusement Yeah I was amazed this runs pretty well, and it even supports multi GPU AMD CrossfireX when using exclusive fullscreen on my ancient PC.
The budget doesn't matter; what matters is if you enjoy it and want to play it and feel it's worth the asking price. Plus, there's a free demo version you can try first meaning you don't have to pay a dime in the event you don't enjoy it. Also, it has an "Overwhelmingly Positive" rating on Steam with over 38,000 reviews; Pretty good for an "extremely low budget" game I would say, especially given how ruthless people can be with their reviews on Steam. :B
Glad to hear I'm not the only person that wants first person non-shooters. As I've gotten older and experienced more and more tribulations, I find I've lost my taste for conflict. No more drama, no more pain, I just want something comfy that helps me imagine a world that isn't in a race with itself to fast track as many tragedies and horrors as it can fling at people unfortunate enough to inhabit it.
I never thought of it that way... I wonder if that's part of why my own tastes have been changing? :o
I spent a lot of time with this game when I just wanted to relax with something simple and chill, while still having some sense of progression. Ended up loving it a lot more than I expected
I really enjoy the game, but it's not really for thrill seekers: Hunger, thirst and oxygen meters are really dangerous and after a certain point you have to actively try to die.
Don't really see the Satisfactory comparison though. Outside of drones and the autocrafter there is not much automation or interaction between the stuff you built. And the autocrafter is basically the only thing where you have to worry where it is located. (And even then, it has a really generous range).
The comparison is that there's a lot of exploration and base building without a focus on combat. :B
Alright, stopping the video at 11 minutes in. I should've listened. You already piqued my interested when you mentioned this game before. I love a good terraforming game! I loved making worlds in Spore. I loved reclaiming the wasteland in Fallout 4's settlement building. I'm psyched to eventually try Wildmender and Tera Nil. I already have the demo of Planet Crafter installed.
(I'll let the rest of the video quietly play out so you can still get the run-time watch-hours, though)
That Project AB mentioned in the video to me resembles some of the old games like Outpost and Sid Meier's Alpha Centauri.
Give it a year and it won't even come close to reminding you of those games. ;)
It's just simple enough, i played 57 hours in 7 days of this to completion when it launched out of early access. Early on i found having most of the interaction to be mouse based was odd, but it works nicely as you get used to it. I liked how you have to work for a minimap in tiers, and even then it's not a perfect one, just useful enough that you still have to learn the planet, so that you feel the planet changing as you remember going back through old areas. The only thing i would have changed about the UI, was to start with a single recipe pin, so you realise how useful it is to upgrade it.
The narrative, wrecks and gameplay loop are very compelling, it does have that mid game point in a lot of games like this, where you have to go big or stagnate. I did find late game a little more boring, at the final Ti goal i just had to sit around for a few hours while it ticked up, or explored the RNG wrecks for resources i didn't really need. I did think the tech part has a case of what i call "unity sci-fi" where it's that super clean white, blue windows and colour accents. Knowing it has only 2 people making it explains a few things in some regards.
I know what you mean about FPS games now. When i was a teen i played the hell out of stuff like Unreal Tournament, probably thousands of hours of multiplayer, even joining clans and fighting ranked ladders on Clan Base. I played tons of other ones in that late 90s/early 2000s era as well, so i guess these days it's a sense of "having played it all", and now when i decided to play an FPS in my backlog, it has to really do something different to get higher than a personal 6 or 7 out of 10. I've noticed that the ones i do like more aren't strict FPS, so i love the hell out of Dishonored 1 and 2 (D2 is amazing, a personal 10/10), or Half Life: Alyx, so FPS + other genre mechanics to have something more interesting than point and shoot.
Saying that, i replayed Half Life 1 on Hard for the first time early this year, and loved the hell out of it, it felt like a completely different game compared to normal, managing ammo and guns, approach fights like a puzzle instead of just plowing in guns blazing.
When I did my run through the game with Randomized Ores I also decided to start in the northern ice fields. Super Alloy was extremely common as it got switched with a common ore, but you wanna know what Cobalt got switched with? It took forever to figure it out because it was freaking OBSIDIAN, which is only found in the southern lava fields, meaning oxygen was in EXTREMELY short supply! Once I had access to the Recycling Machine I could just recycle super alloy for all of the cobalt I needed but getting to that point took a lot of careful planning! :o
hi, the rover is more useful as a mobile storage and as a mobile flag where you can put it in front of the cave you are currently discovering. Therefore it can also be put in your inventory to get it tru the star gate
After livestreaming Subnautica for a while, I can safely say this game has a lot in common with that. Seems very much up my alley, so thanks for bringing it to my attention.
I like that the version number in the lower right corner switches between 601 and 651. Thats a sign of quality programing right there.
That's... not the version number. It's a framerate ticker which only reads multiples of 5 FPS and has a tendency to round up, thus why it was jumping between 60 FPS and 65 FPS. :P
I'd like to mention that all three endings were bad *at first*. One of them has been recently rewritten to be a little bit more hopeful. The other two are still bad, tho.
I checked all three endings again prior to writing my script. "Hopeful" is being optimistic about the writing; It still isn't what I would call a "good" ending. To be a bit more fair, the endings are very "open ended" in that, they really could go any way, it's just each of them is written in a melancholy way thus to suggest, "Yeah, you could be hopeful, but you could just as equally be screwed." :P
While enjoying this video, it inspired me to make a suggestion of a video sequence. You should consider making a guided series of videos on a beginner getting started making their own games. Almost like a course you slowly develop. I know you have done stand alone videos on this in the past, but a genuine walk through for people who want to learn. Probably would be a lot of work, but I suspect a lot of your fans would be really eager to learn the basics from you. Just a thought...maybe pick an engine that is available and walk people through the concepts and considerations.
So, I'm not the best choice for this because I too am learning to use modern game engines still. I could show how to make retro stuff, sure, but there's not a lot of practicality behind that anymore, and if anyone WANTED to learn those things they're better off doing it for hobbyist sake. Maybe someday in the future I might do such a video series but for the moment I'm not the right person to tackle it. :P
@@Pixelmusement I disagree. The concepts are the important part, not the engine. Your knowledge of game design is staggering, as long as the engine is available for your fans it doesn't matter if it's old....just that they can use it to learn. We would not be fans of your channel, if we cared about Unreal Engine or Unity...you could teach the Sierra game engines, RPG maker...I dunno, it's the concepts that matter. That's my two cents.
@@ADarkandStormyNight I understand that, but if I'm gonna do such a series it needs to be practical so that I can actually show/teach anything useful. When I tried to do my "Gemini Makes Games" series it interested very few people and a lot of the comments were asking for me to move on to things other than the design process. Besides, my time is better spent at the moment doing proper game development work; Trying to document the process at the same time as doing it doubles the workload and I don't want my current project to take 4+ years to finish. :P
@@Pixelmusement Yeah that's fair, I get that. I just think you have a lot of insight to share.
After being spoiled by Subnautica - and its sequel, it was really hard for me to go into that game. I dropped it after a couple of hours.
Snagged it very cheaply this summer sale, but still even for that price it's really really rough around the edges.
Every mechanic/animation/object in it is really primitive. I wouldn't even call the gameplay simplistic. To me it's also primitive.
If you haven't tried Subnautica yet, I highly recommend it. It's simple yet immersive to the point of creating a sense of realism. That's clearly the game those two guys were inspired with.
Pardon me if I missed that you mentioned Subnautica in your video. It was playing in the background :)
I did not. I actually do own a copy but haven't really had a chance to try it out yet. That said, I'm not swayed by "polish" in games. I just want a game to be fun and sometimes having too many mechanics to micro-manage can actually detract from that. I play games to escape reality, not mire myself deeper into it, thus why games which have a heavy emphasis on realism don't really appeal to me. A big reason why I like Planet Crafter is because it's simple yet you can do a lot with that simplicity... and because it's surprisingly non-threatening; even the asteroid strikes aren't all that dangerous really. :P
@@Pixelmusement haha, I see your point. TBF, it's pretty close to mine, especially this notion about skipping the killing-shooting part in an FPS game.
Still, what I mean is that it's like planet crafter on steroids. It still has this indie jank and it's not an AAA title. Yet, there's way more love poured into Subnautica (and way more manpower).
In other words, if you had a blast in Planet Crafter, you'll definitely like Subnautica and it's way more immersive - starting with the soundtrack and overall presentation and then all those details.
The story itself is somewhat quirky though. If the first game is more like Martian, the second one is, well, it tries to expand it and in my opinion it strays somewhat into weird (sleazy?) direction.
I've done a few play-throughs of this game when it was in early access, but I have yet to "finish" it since leaving early access. Need to do that at some point. Project AB looks like it would be of interest to me, especially if you could easily export or convert creations into some 3d format you could do other things with.
The Project AB stuff shown so far is JUST the level editing stuff, and it's only about 1% of it. This is probably something I should clarify a bit better in the video description as a lot of people who've seen it so far are getting the wrong impression that what's shown there is part of the core gameplay itself, but that's not actually the case. The best analogy is that what you've seen so far is like seeing the Build Editor used to make the Duke Nukem 3D levels, except without any Duke Nukem 3D content, so you have no idea what the actual gameplay is yet. :B
I mean I had fun just messing around with SCURK back in the day. I think what got my attention was the brush-style editing you showed, which is unusual for "creation" games, but could open up some cool possibilities.
One of the things I detest about modern creation tools for games is that they have an extreme barrier to entry. My goal with Project AB is to make the built-in level editing tools so easy to use that you could essentially build a rough analogue to your own house/apartment in about an hour! ...and then add lasers controlled by giant levers, one-way force fields, and trapdoors which randomly open and close, if you were so inclined! :B
A kid builds a sand castle, another kid comes over and tears it down. As a artist this analogy for FPS games is why I don't play them. Looking forward to your game.
I think the thing I really like about Project AB is it will have a level of appeal to BOTH sides: The kids who build the sand castles and the kids who smash 'em. Again, it kinda ties into the core theme of the game which I'm not going to be revealing for quite some time yet as I want to make sure a lot of the main mechanics are ready to go before I do. :B
Three endings, and all are bad? Was this developed by Russians?
French, actually. :B
Has Astroneer vibes, eh. But without the terrain mechanics.
This does look very interesting and I'm not watching the rest of the video to not spoil things for me, but I do have two big question I always have with games like this is. 1 How realistic is the crafting system (yes I know it's simplified, but I don't like systems that might as well be magic or that are so simpel it might as well be wrong (case in point, making a bow in The Forest. No it's just just a stick with a rope attached). 2 Are the basics of the game well programmed. Are there no major flaws or many tiny ones. Plenty of games often let them in in favour of working on more content to satisfy the community members that rushed through the basic release and just want more more content. (Infraspace is a good example for many many tiny flaws and Hydroneer for major game braking ones.)
1. The crafting is nowhere close to realistic, but since nothing you craft is realistic itself that's not really a fair measure. There's a little bit of logic mind you, for instance, "Explosive Powder" is one unit or iridium plus two units of sulphur, but then why do you use it to make Optimizers? Some late game recipes are kinda dumb, but within the logic of the game it all makes at least a little sense. 2. There are no game-breaking bugs, though a handful of minor things which can be annoying but don't come up often. For instance, occasionally when trying to link-build things together your own position may indicate an invalid build position, even though if you move around it may suddenly become valid even though the build position is identical due to it linking to something else. Or another thing is that sometimes when environment transitions happen in an odd way there will be remnants of prior environment variables sticking around, thus you may have a yellow/green or purple hue over things in areas where that shouldn't be the case. Things can also get wacky if you manage to jetpack onto things you were never intended to get up onto. Basically, it feels like a solo/small-team first-person indie game through and through, just with a lot more polish and fewer bugs than you might expect. :B
@@Pixelmusement Think I'll just wait half a year. I got enough other games to play in the little spare time I have. See how it progressed and in which direction.
@@hadeishadeis7462 I don't think there'll be any major changes in half a year given that they're currently working on the DLC. A full year would be more likely to have major changes. :B
@@Pixelmusement Seeing as they've already started on DLC I've presumed the base game is as good as it's going to get. So I downloaded a free version and after 8 hours of play paid for the official version. Yes the crafting system is very simplified, but there is some logic in it. I don't get the feeling you might as well be playing a wizard. It looks nice, runs perfectly smooth and only a few minor glitches. Mainly jet packing to high against cliffs makes me think it wasn't originally going to have a yet pack. A few unlogical things, why can't I make oxygen from ice? I know cobalt contains some but it's not a lot. Guess the biggest issue I ran into was the animation where the character pets his tool getting stuck in a loop while exploring a ship. It made it more interesting then I was planning on. Other then that really enjoying watching the planet change... I do think its happening a bit to quickly seeing as I barely build any terra forming stuff and I've already got man deep lakes at 10M, so I hope it goes to 1 Billion at least.
@@hadeishadeis7462 1,000,000,000 is not enough zeroes. ;)
Looks like simplified Subnautica...
...on land. :B
@@Pixelmusement Simplified :P
Supernautica?
@@brennyn No, that would be in the sky... I think it would just be "Nautica". ;D
@@Pixelmusement 😂
looks like subnautica
looks like a very cool game
Nothing gets you to realise your PC is old more than not being able to run 2024 games :(
This game's system requirements are pretty low actually. The only trick is it's a Unity Engine game, thus you pretty much have to be on Windows 10 or 11 and may need to turn the graphics settings way down, especially since Unity Engine games LOVE to go overboard with anti-aliasing which can be a big performance bottleneck in and of itself if you don't manually override and disable/lower it in your graphics driver settings.
@@Pixelmusement Yeah I was amazed this runs pretty well, and it even supports multi GPU AMD CrossfireX when using exclusive fullscreen on my ancient PC.
Not ancient, not DOS. But a fun game.
That's why it's a filler video; The entire reason I do filler videos is to be able to talk about whatever I want to! ;)
they want 23,99€ on Steam for this extremely low budget game...
The budget doesn't matter; what matters is if you enjoy it and want to play it and feel it's worth the asking price. Plus, there's a free demo version you can try first meaning you don't have to pay a dime in the event you don't enjoy it. Also, it has an "Overwhelmingly Positive" rating on Steam with over 38,000 reviews; Pretty good for an "extremely low budget" game I would say, especially given how ruthless people can be with their reviews on Steam. :B