Nowhere Prophet (Early Access Review)

Source: Review Copy
Price: $19.99 First Access (With further donation options)
Where To Get It: Itch.IO
Other Reviews: Early Access 2, Release

The Scions of the Dreaming Dark surround my people. Their eldritch machines drain their blood, only to make them more violent, more willing to die for their leader. Their people may fall rapidly, but each time one falls, so do many of mine. And their leader… Their leader feeds off their hate, their rage, their death. He takes blows that would slay a normal human like rain off my jacket, shrugging, laughing.

My people are falling. We may never reach the Promised Land. And the longer this fight goes on… The harder it becomes.

Well… This is… Awkward. The combat plays *somewhat* like Hearthstone with the Momentum. But, y’know, without the monetisation. Sweet.

It’s intriguing, isn’t it, how games imply a world with mechanics. And Nowhere Prophet, by Sharkbomb Studio, does this so very well. Even for a game that currently has two areas playable.

The basic idea, storywise, is that you are a latter day Moses, except, of course, I really do mean “Latter” day, as the world has kind of gone to ruin, with some technology still being known, and used, but others, such as the satellite that crash lands near our titular Prophet, mystified and referred to in the simple terms of the day. It talks of safety, and knowledge. Isn’t that enough to make a grand journey for, and to share with others?

But here’s the thing: It’s all very well to promise a Promised Land. But how, in the end, will you lead your people? Praise knowledge? Kindness? How will you keep their hope up, when you aren’t there yet, and the journey seems so long… How will you defend them, in these hostile lands?

Hrm… Possibility of painful death, or Possibility of painfu… New followers? Sold!

While it’s not perfect, the game has this: How do you return hope? Well, the birth of a child can happen, that helps. But mostly, you’re passing round shinies, in the hope that it will distract them. It sounds cynical as hell, but it can’t be denied that yeah, a little luxury makes a journey go faster. Lose hope, and problems arise. Similarly, food. You sort of need that to live, last I checked. And so, tough decisions are made. Do you take that nastier route because it has food, even knowing that it’s going to cost food to get the food, and that said food is probably already claimed by animals, ancient and malfunctioning robots using it as bait, bandits, or an end-times cult? Or do you take the easier route in the hope that something comes along?

Combat, similarly, has options, due to the deckbuilding system. You start with 23 followers, and the clothes on your back, and, no matter how much you want to preserve these people you promised, if you die, everybody loses. Take out the enemy leader, or make them run away. Even here, there’s decisions to be made. Do you keep a lot of weaker followers that synergise well, but might die in droves if the fight doesn’t go the way you want it to? Maybe bigger folks, buying time with your followers. Use them too harshly, and… Well, you don’t have followers anymore.

As you might tell, I like and enjoy this game. That isn’t to say it’s perfect, but what imperfections it has? Well, it’s early days. But the writing is good, the art style really sets the tone for each faction, and my main criticisms right now can be fixed with time. Basically… More. A little more music, to break things up. Obviously, the areas that are already coming. For some of the events with options that require 50 followers or 26 Altruism to maaaaybe not proc in the first area where I don’t see reasonable ways of achieving this? That last one, honestly, is mostly a grump, these events can happen anywhere down the line, but… Yes, I’ve had a lot of enjoyment with Nowhere Prophet so far, and foresee more, because it makes interesting choices, has a cool art style, tutorialises well, and its mechanics sync well with its narrative. So, all in all? Thumbs up.

It’s important to note that not all paths are pre-mapped. There’s nearly always a way forward, even if it’s… Uncomfortable.

The Mad Welshman is a quiet Prophet. Mostly a prophet of interesting design choices that people seem to miss. Ah well, it’s a niche.

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Stars In Shadow + Legacy DLC (Review)

Source: Review Copy
Price: £18.99 Base Game, Legacy DLC £3.99
Where To Get It: Steam

I’d missed Stars In Shadow the first time around, sadly, but, thanks to a nice, cheap DLC introducing a new race, hey, I get to review it! Isn’t that nice? Wait, a cyborg race worshipping a computer that comprises most of their planet? Even better!

Awww, wookitdawiddle religious murderbots!

So, for those who, like me, missed Stars In Shadow, the basic idea is that it’s a relatively simple, very friendly to play turn based strategy game in space, where you raise an alien species (or, y’know, humans) with differing specialities and flaws to the stars in a micro-universe. Usually, it must be said, through building lots of ships and tanks, murderising the heck out of everyone else, while researching ways to keep your economy going and build better, murderier tanks and ships.

Okay, so there’s maybe other victory conditions too, like allied victory and winning the galactic presidency… But blowing ships up is, honestly, a skill you’ll need throughout. Also it involves building your very own Dread Star, and how many can turn that down?

Because this is mainly to do with the DLC, however, let us note that the majority of my playtime has been with the Tinkers, the cybernetic race who possess the upside of not needing food, and the downside of… Well, tying up an entire planet’s resources every time they want to increase their otherwise slow to grow population. Dagnabbit, game abstractions! They also convert population by, effectively, borging them, which is a shame, because they otherwise seem like very nice theocrats who worship a planet computer.

The Herald, who, sadly, had to make bank off someone else… Who got the sweet, sweet technologies I didn’t.

Which is a sentence I never thought I’d say. In any case, even if the Legacy DLC just involved a playable faction, it would be reasonably priced, but there’s also an added NPC race (The Arda Seed, who are treefolk), and… The Herald. The Herald’s an interesting one, as he flies about the galaxy, visiting pretty much every race, and offering them a leg up, research wise, in exchange for materials. It adds a bit of much needed spice.

There’s actually a fair bit added for the price, and that’s somewhat nice, because, as is, Stars In Shadow is very streamlined. It’s friendly enough that I would certainly recommend it as an entry point into Space 4X games, and the turn based combat is pleasant, as is the ship design system, but… I freely admit I have a little trouble saying much because I’m rather used to different fare by now. Is Stars In Shadow good? Alas, not for me personally. But, as mentioned, it’s a friendly and mostly accessible entry point into the 4X genre, and games are relatively quick. A 50 star game can be finished in a couple of hours, either to victory or defeat, and when it does end in defeat, it’s usually pretty clear what you had problems with. And the Legacy DLC? Well, it adds a bit more depth, a bit more challenge, and an entirely new race to play with for a very reasonable price.

A good example of an early game mistake: Taking on space pirates with only starting weaponry. So consider this “1 turn before Bad Things Happen.”

The Mad Welshman likes robot factions. It’s one of the easier ways to his heart.

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Auto Age: Standoff (Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam

Auto Age Standoff is a game I foresee playing quite a few bot-matches with. Not because it’s a bad game, but due to the simple (and sad) fact that not every multiplayer game gets a playerbase. And, for all that Auto Age Standoff is, at the time of writing the review, a fun multiplayer game, and one with the much needed feature of playing against bots (and challenging ones too) when, say, nobody’s around to play, it is also a game that needs more players. Also, it’s a game that nails the aesthetic it’s going for.

Oh, yes. Puns. Those too.

What aesthetic is that? Saturday Morning Cartoons. Cheesy theme song? Yup. Bright and clearly cel shaded? Yup. Colour coded factions? Yup. Villain who possesses not just one name that makes you question their life choices, but two? Oh, hi, Bonecrusher who is now Dark Jaw, leader of the evil Jawlings!

So yes… In the far future, SAIGE, an AI who helped preserve the civilisations of the wastes, is being hunted by Dark Jaw, so he can RUUULE THE WORLD AHAHAHAHAAA!

Er… Sorry, villainous side showing a bit there. Anyway, she recruits a courier called Val Vega, and… Well, there’s more implied in the world, like the missing (in universe, but playable in game) S-Force, the Jawlings, and the like, but beyond the tutorial… Well, that’s your reason for fighting in arenas in bright, team colour coded vehicles. This, by the way, is the part where I get a bit sad more people aren’t playing this. Why?

Combat is quick and chaotic, but most of that is movement. Targeting is automatic at the right ranges.

Honestly, it’s fun. Vehicles each come with one special ability according to their type, such as Medium vehicles having self-repair, and Heavy vehicles coming with a ram damage booster auto-equipped, different secondary special abilities can be added (like auto-tracking turrets or drunk missiles), the handling is different enough that you feel it, but not enough to make anything but a tower feel like a brick riding on other bricks, and you can be really, really mobile.

Okay. Consider this for a second. Boosting into an enemy car. They get knocked back, you back up a sec, power forward, then… Jump and shoot them from above. Yes, these cars have jumps, boosts, and, with a good run up, can basically flip. Even if you do end up on your roof, flipping is quick and easy. So yeah, it’s pretty fluid, and the AI is fun.

Essentially, if you want something cool and multiplayer that you can play with friends, and practice with bots, Auto-Age Standoff is pretty fun. Sure, it could do with more SatAm cheese than the tutorial provides, but honestly? The developers are adding new maps with each update so far, the 8 maps currently in provide a fair amount of variety, and I’m okay with that.

Jawling Towers. On the one hand, very easy to topple. On the other, they have some *serious* weaponry.

JAWLING RECRUITMENT DRIVE.DOC [SAVE… UPLOAD COMPLETE]

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MAIA (Early Access Review 2)

Source: Cashmoneys
Price: £17.98
Where To Get It: Steam
Version: 0.64
Other Reviews: Early Access

“Mr. Johnson, Aldis isn’t moving.”

“I say, not moving? Isn’t he perfectly fine with an 18 hour workday and sleeping on cold tile?”

“Er… I think he might be dead, Mr. Johnson.”

Well, that’s a crap work ethic!”

Pictured: A Crap Work Ethic

MAIA remains a Very British Game. What do we do when we have to concentrate on power, oxygen and food generation, and our colonists collapse? Why, we call down another one, every ten minutes, until the bally problem’s solved! Hurricanes? Oh, we’ll bunker down, we’ve done this before, and it’s not like we need all that oxygen right now. Or cooking. Or light. Twelve earthquakes in a row? Anybody dead or anything damaged? No? Well, carry on then.

It’s interesting just how dystopic it all is, from the improvements to the solar stills (Oh, we’ll just add this drug that helps keep colonists cool… Yes, it has nasty side effects if we use it too much, but naaaaah, that’d never happen!) to minor descriptions (The Body Storage, on mouse over, reveals that it is, in fact, the Snuff Box. Care for a pinch?)

But it works. There are, as you might expect from early access, still some bugs, and it’s a game that takes a while to get going, but nothing is insurmountable, and that’s nice. Yes, there will be things that seriously screw it up (If a megabeast decides your Geothermal Generator is the perfect place to scratch their back, well… Scratch one Generator), there will be obstacles, but everything has at least palliative solutions, if not always actual solutions. Air and heat, for example, are pretty quick to solve, and, even without beginning research, there are basic food solutions, you can meet your power needs (Especially if you happen to find some Geothermal vents near enough to build with), and your colonists…

Since animal-proof locks were considered surplus to budget requirements, yes, the native flora can and will invade your base. Thankfully, *nobody* is truly defenseless.

…Well, they can be helpful. You’ll quickly spot the middle manager types, because not only don’t they do much, they have this tendency of calling for meetings or wanting to suggest plans. Meanwhile, others will try to make the IMPs (Your friendly mining droids) sentient, work on improving heat insulation, offer to set your crops on fire to solve a crop infection… And some of this, among other offers they make, are legitimately helpful. They even write nice little haikus and strange ambient tunes, when they feel like it.

Despite a sometimes slow pace to the game, I legitimately enjoy MAIA. It’s got a clear aesthetic, and due to the fact that, barring something that wipes out all your colonists within a 10 minute window, you can come back from disasters, it’s also a fairly pleasant ride.

It is the far future. Space can be colonised, but nobody particularly wants to build a toilet. In spite of this, life has become good…

Welsh and villainous
I control your lives now
Dance gaily for me.

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Cogmind (Early Access Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam, Official Site
Version: Beta 3

It’s one heck of a thing, to see a robotic hive in action. A wall gets blown up, along with some hostile bots, and a small army of utility robots arrives on the scene quite quickly, to pick up parts and rubble for recycling, to rebuild the walls, and, before you know it, everything’s pristine again.

The mines, where I found a wonderful sensor that I thought would keep me safe. Oh boy, was I wrong.

Not that you’ll be spending too much time watching this, since hostile robots are also quite quick to the scene, repair is hard to come by, and, being a sentient robot that is quite fragile once all the bits it’s accumulated have blown off, you generally don’t want to be hanging around. But it is interesting to see. Such is Cogmind, the Roguelike by GridSage Games.

Now, one thing to definitely get out of the way first is that Cogmind is hard. Thankfully, there are two factors that make this game more accessible (Beyond being turn-based.) Firstly, there’s two flavours of “Easier Mode” in the options (Yes and EXTRA YES) , and secondly, the controls are fairly simple. Left clicking on things interacts with them (and is fairly context sensitive: Left clicking an enemy fires at it, for example), right clicking examines them (Useful information wise, and the ASCII art for various items is kind of cool), numpad keys moves, G gets things, and escape opens up the menu.

Core to the game is the fact that you are reliant on parts to become less vulnerable… But those parts come from other robots, and the longer you stay in one area, the more you fight or blow shit up or hack things, the bigger the response is. Leaving for another area lowers the alert a little, but you’re always a patrol or two away from death, even with high powered machinery. So… Do you try to find sensors, so you can see them before they see you? Bigger bangtubes so you can kill them before they have much of a chance to react? Smarter weaponry that lets you murder from afar? Maybe hacking tools, so you can make all these lovely, deadly creations your best friends in the whole world? All of these require different strategies, and, of course, finding the right parts. Which, generally speaking, will not be parted so easily from the robots that are currently using them. Everything else, from finding materials forges to murdering scavenger droids for anything they’ve picked up, is pretty much a gamble. And, since the parts double as your armour, getting into fights means you have to replace parts, changing your strategy on the fly.

On the one hand, I got tantalising information, and hints as to how get more. On the other, the alert level just got raised, and they know roughly where I am. Crap.

As such, the main killler of my runs so far aren’t the rare boss encounters, or the melee only Bruiser Bots… No, it’s the humble S-10 “Pest.” They’re not armed with much… They’re not tough… But they’re fast, and come in groups, outpacing even your speedily rolling exposed core. And if something can keep up with, and keep firing on, your core… Well, it’s game over, and back to the trash-heap you go.

If you can get into it, however, and get somewhere, there’s an interesting world out there. A world of robots, some sentient, some not-so-sentient, and clues as to the true nature of your core. It helps that, once you’ve got the hang of things, you can do some serious damage, and get around a fair bit. But, most often, you’ll end your runs a small, desperately rolling ball, chased and reduced to scrap, seemingly for the crime of being just that little bit different.

If you’re okay with that, then give Cogmind a go. Perhaps you’ll find more about the world than I have.

I’d managed to blow quite a few up before they got me, but, as you can see… There were a lot more coming, and I had no options left. Time to die…

The Mad Welshman sympathises with the plight of his robot overlo- er, friends. Yes, definitely friends.

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