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Bionic Dues is a tactical, turn-based roguelite with mech customization. Out-think wide-ranging tactical situations featuring robots with bad GPS, terrible aim, insecurity, a lack of focus, a tendency to backstab, and dozens of other maladies to exploit.
Release Date: Oct 8, 2013
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$9.99

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Bionic Dues 1.005 "Combined Customization" Released!

October 28th, 2013

This one is our first non-beta-branch update to Bionic Dues since it released, and so it comes with a plethora of goodies from 1.001 on upwards in the release notes linked above.

The biggest thing, by far, are the improvements to the customization interface. The game supports a minimum resolution of 1024x720, and so our previous customization interface basically adhered to that at the expense of using the screen space of larger resolutions. Now on resolutions that are 1280x768 or higher, you get a new and easier-to-use customization interface that combines a number of functions into one screen. If you prefer the old interface for some reason, there is a settings option that lets you re-enable that.

A number of balance improvements are also in this version. Sentry turrets are no longer OP. Groups of ClawBots are no longer death on wheels. Tuck now has an improved special ability. And the pistol has been buffed quite a bit. Among other things.

Enjoy!

This is a standard update that Steam will automatically download for you. However, if you want to force a quicker update and are currently running Steam, just restart Steam.

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Reviews

“What's wonderful about Bionic Dues is that it manages to combine meta-strategy and micro-strategy... It's like a fast-paced, mini-XCOM.”
Andrew Groen, The Penny Arcade Report

“Top game moment: Realising a momentary oversight has condemned you to almost certain doom, but then, with only a perfect set of well-thought long-contemplated moves, you pull everything out the bag, blow the rig, and get the hell out of dodge to receive a hard-earned mission successful.”
8.5/10 – Richard Nolan, Strategy Informer

“Bionic Dues delivers tough decisions, sweeping tactics and enormous mech battles; packing massive replayability and unpredictability into its budget price point. A 'Rogue-lite' to remember and to savour through numerous scorched-earth defeats and hard-won victories.”
8/10, Editor's Choice – Jonathan Lester, Dealspwn

About the Game

Robot rebellions should be quelled by the best of the best. When the best of the best are killed... it's up to you. Subdue the uprising in time, or your corporate overlords nuke the city.

Bionic Dues is a tactical, turn-based roguelite with mech customization. Guide multiple classes of Exos through a variety of missions filled with enemy robots that are as buggy as they are angry. This is at least as bad as it sounds. Explore for loot, destroy key robotic facilities, and brace yourself for the final attack by your enemies... just as soon as they can pull it together.

Features

  • Out-think wide-ranging tactical situations featuring robots with bad GPS, terrible aim, insecurity, a lack of focus, a tendency to backstab, and dozens of other maladies to exploit.
  • Over 40 unique bots, ranging from the hilariously inept-but-dangerous DumBots, BlunderBots, and BatBots to the terrifyingly effective WyvernBots, DoomBots, and MurderBots.
  • Carve your own path: choose 30 to 50 missions out of the 120 you discover as you explore the city map. Which missions you choose determines how prepared you will be for the final battle against the massing robot army.
  • Missions come in 23 different general flavors, and are entirely procedurally-generated like a floor of a traditional roguelite.
  • Mix and match your squad of four from six classes of Exos: Assault, Siege, Science, Sniper, Ninja and Brawler. Each has its own build and weaponry.
  • Choose an overall pilot from a roster of six to add a powerful perk that lasts your entire campaign.
  • Customize your four Exos with procedurally-generated loot that grants weaponry and defensive upgrades, new abilities, and more.
  • Difficulty levels ranging from quite casual to incredibly hardcore.
  • Save and reload your game with ease any time, or tough it out in ironman mode.
  • Stellar soundtrack by composer Pablo Vega, headlined by the game's title theme "The Home We Once Knew."

PC System Requirements

    Minimum:
    • OS: Windows XP SP2 or later
    • Processor: 1.6Ghz CPU
    • Memory: 2 GB RAM
    • Graphics: Screen resolution at least 720px high, and 1024px wide.
    • Hard Drive: 300 MB available space

Mac System Requirements

    Minimum:
    • OS: Mac OSX Intel CPU and "Leopard" 10.5 or later.
    • Processor: 1.6Ghz CPU
    • Memory: 2 GB RAM
    • Graphics: Screen resolution at least 720px high, and 1024px wide.

Linux System Requirements

    Minimum:
    • OS: Ubuntu 10.10 or later, although other unsupported distros may work
    • Processor: 1.6Ghz CPU
    • Memory: 2 GB RAM
    • Graphics: Screen resolution at least 720px high, and 1024px wide.
    • Hard Drive: 300 MB available space
Helpful customer reviews
94 of 99 people (95%) found this review helpful
330 products in account
17 reviews
14.9 hrs on record
Similar Games:

XCOM, Dungeons of Dredmor, and to a lesser degree Hack, Slash, Loot

The Good:

High level of strategy in gameplay
Missions require a careful monitoring of line of sight and placement, even choosing which mission types to take on can affect the player’s success
Humor is quirky and tongue-in-cheek, but always amusing
All the typical fun RPG tropes are here!
Hacking, converting an enemy, and stealth
Also some uncommon ones like turrets
A plethora of different starting bot types to suit all gaming-types
Assault (goes in first), Siege (carries the big guns), Ninja (Silent, but deadly), Science (hacking specialist), and many more
The bots have a variety of imaginative weapon types that drastically change gameplay strategy when switching them
A large amount of loot that can dramatically impact the outcome of mission, so proper inventory management and planning is key (but thankfully quite fun!)
Within the inventory management system is a power balancing mechanic that limits the amount of powerful tech that the player can have equipped on each bot, which adds another wonderful layer to the strategy
There are fun “rogue-lite” elements of random chance events that can change the outcome of a mission (a positive… honest!)
For example, when hacking an unknown terminal and watching it explode and take out my bot in a brilliant display of fire sprites
Another “rogue-lite” addition of random procedural maps, enemy types, enemy placement, and traps
Knowing which equipment to use is made easier by the easy to read comparison stat screen at the bottom of the inventory (similar system to a diablo-like)
A pretty awesomely cheesy song starts during the menu screen that shouldn’t be missed
Any options that I felt the game should have after playing it for awhile, were surprisingly available in the extensive options screen
For example, the option to navigate the game with a “grab and move” mouse function
A Gamer’s Glance at my favorite gameplay moment: Being chased by a suicidal “bomb-bot” and knowing it would take my exo out if it continued its advance, but then realizing that I had enemy conversion points left and ending up sending it back to its friends armed and ready to go!

The Bad:

Tutorial could have been much more extensive
For example, using and understanding the inventory screen took a lot of trial and error (NOTE: this has been improved greatly by the implementation of patch 1.005)
Not knowing that the player can blow up friendly terminals was an issue at first, because I favored the Siege class
Hovering over an enemy will show the player how much damage will be done with the equipped weapon
While some of these may be a “RPG” fan give-in, going through each of the numerous fun mechanics of the game at the front end would have sold me on the game that much faster
Certain mission music is repetitive and grating, but thankfully changes its “tune” after a short time
The voice over work (while well done) on the tutorial and mission end screens seems unnecessary
Jokes are hit and miss, though luckily hit more times than miss
There are repetitive canned voice over lines from the bots during battle
Heard “Why was I programmed to feel pain!” more times than it was funny
Difficult to tell visually when stealth is active, which can lead to some trouble when playing on mute
Would have loved to have seen some variation in the environments, which understandably would be difficult given the setting
Just would have been nice to see some color and “life” to the tilesets
Maybe throw in some secret areas that could be found by blowing up a wall (there are enough explosions that the chance of finding one would be relatively frequent, yet surprising)
Can you play it while the children are awake?:

Absolutely. The game is quite tame and all battles take place between robots. The strategy element is quite advanced though, so little Jimmy might not get the most enjoyment out of the game playing by himself.

Did I make time to complete it?:

I played for 15 hours and found it very enjoyable throughout. The game has so many layers that I never found myself bored. Highly recommended to the rogue-like and XCOM-like crowd!

Recommended Purchase Price:

$9.99

or

100% of current retail value of $9.99

Reviewer:

MisterS42

http://www.gamersglance.com
Posted: December 3rd, 2013
Was this review helpful? Yes No
38 of 40 people (95%) found this review helpful
386 products in account
24 reviews
112.6 hrs on record
Another gem from Arcen, highly recommended if this genre is up your alley! Bionic Dues is a turn-based strategic roguelike where you control four exos (remotely piloted mechs, basically), only one at a time but hot swappable, through a variety of missions towards a final showdown with the enemy robot force. It shines in all the right areas: intelligent randomization, loot, equipment options, a variety of different mission types, lots of different weapon types, exo specializations and commander perks, plus a bunch of achievements. Individual missions are typically pretty short (5-10 minutes tops), so it can be played in short bursts if desired. I've already sunk a ton of time into this, with much more on the horizon. It can be challenging, but good strategy will usually bring you out on top. A demo is also available at Arcen's site. http://arcengames.com/
Posted: November 11th, 2013
Was this review helpful? Yes No
5 of 5 people (100%) found this review helpful
145 products in account
1 review
12.1 hrs on record
Bionic dues is a roguelike, and plays pretty similar to standard rogue games. You take an action, then everything else does, repeat untill enemies are dead or an objective is complete. You get four party members that you can switch between at any point (costs an action) but only one of them can be on the field at a time, so you're really always controlling a single hero, not a squad.

First it should be said that, like most arcen games, Bionic Dues has amazingly good music. Although they are merely adequate as a game developer, they have the amazing Pablo Vega on staff doing all their music. This is especially noticeable in the hauntingly beautiful title track, The Home That We Once Knew. A song so brilliant i'd recommend buying this game JUST to hear it, despite its other flaws. It really sets the scene and is a truly amazing first impression, sadly it's mostly downhill from there.

This game has an unfortunate problem shared by other Arcen titles, in that the game bombards you with information right from the beginning, telling you in pointlessly explicit detail about the final battle you'll eventually have and how to win it. Aside from being overwhelming and working very poorly as a tutorial, this also instantly takes away any sense of novelty or mystery from the game, and you're never really in doubt about what will eventually happen. The final battle is hyped and foreshadowed repeatedly, and warnings about it are shoved in your face constantly.

At the beginning you choose four of the six classes, and one of the six available leaders. this is probably intended to encourage replayability, but i didn't really feel any desire to play it again.

After every mission your'e rewarded with a tide of loot with witty descriptions that modify lots of stats, and you can equip your party between missions using these parts. Each squad member has 20-30 equipment slots, so you'll spend a lot of time in there tweaking with equipment loadouts, which is kind of fun at first. However after a while of playing, the system starts to feel shallow, as there's a pretty small range of values that can actually be adjusted, and thusly not much room for "builds" or any real modding strategy. You basicalyl want everyone to be reasonably tanky, and all their weapons to be strong enough to 1-shot enemies, with reasonable amounts of range and ammo. this isn't hard to accomplish.

Eventually you'll stop caring about most of the loot you get, and just briefly scan the inventory for unusually high values, there's too much of it, and once you've seen one +50% damage mod, you've seen them all. There's no unusual combinations or interesting unique equipment, just ever-increasing generic values, the novelty fades quickly.

Each squad member has a small (preset, non-changeable) selection of weapons, and with certain missions they can get a permanant upgrade which gives them additional weapons and equipment slots (again, preset). These upgrades are nice and add an interesting power spike to things, but there's exactly one for each squad member, and they're no-brainers you'll want to grab asap.


***** SPOILERS AHEAD *****
***** SPOILERS AHEAD *****
***** SPOILERS AHEAD *****


Despite the constant warnings and foreshadowing, and especially the warning that i'd have to hold off a massive assault from hundreds of enemies, the final mission was a colossal letdown. It threw a grand total of 80-ish enemies at me (there's a counter) in a single, boring mazelike interior environment, much like any other mission. There was no colossal assault, it was literally a hunt-and-destroy mission like hundreds of others. I had to go and find THEM hiding in tiny pockets of resistance, and just nuke them with aoe weapons.

I spent a long time building up a perfectly engineered sniper and engineer-scientist combo, and created a huge fort of sentry guns expecting to have to fight off thousands of bots, and maybe some colossal monster. What i got was a pathetic skirmish with only slightly more enemies than an average mission. it was a dismal and hollow end to the game. There's no real reward or sense of closure either, after the battle you jsut get a "congratulations you won, now go and relax" textbox, and the game just stops on the main map screen with nothing being clickable. No ending cutscene, no conclusion to the story, just nothing.

I spent £1.74 on this game, and my initial thoughts after buying it were that i'd gotten an amazing deal. But as the novelty wore off, that seemed like a pretty reasonable price. It's great fun for an hour or two, and mildly entertaining for a few more after that, but there's no real reason to replay it.

You should probably quit before you finish the game, and just imagine that it had a good ending.
Posted: March 21st, 2014
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4 of 4 people (100%) found this review helpful
140 products in account
10 reviews
3.6 hrs on record
What's this?This is Hardcore(well,that depends on difficulty settings)Roguelike about mechs.

Tactical gameplay-not much of a random factor in battles here,so you can see an outcome before it even started.But,of course,it wouldn't be a roguelike if there'd be no occasional surprises from time to time.Mostly,utilizing special abilities like stealth,immunity to splash damage,doing splash-damage shoots around the corners,luring the enemies into traps,using narrow spaces to get baddies in line before an ultra kill-shot and many more-is a key to winning here.

-there's a little intermission part,where you can choose,which mission to take next-depending on a type(around 10 of them)you have different objective and rewards.

-The main objective of the game is to fight off a large robot invasion with only four mechs of yours.You control one at a time,but can transform into any of your squad,using one turn.There are Assault,Siege,Ninja,Scientist,Sniper and Brawler.You can compose your team as you wish,but you can't change your mech types after starting the game.Then you'll have 50 days(50 missions)to power-up your mechs and hinder your enemies' forces(for ex. killing one of the bosses prior to final stage,or decreasing an overall number of enemies in the final battle)

-Customisation-before starting the game you can choose a pilot.Each of them has an unique ability-be it discounts in the shop(between missions),using upgrade modules for your mechs more effectively,having an upgraded sensors and so on.
mechs itself have a few types of weaponry,reactor,computer,and shield.You can install modules into those to upgrade mechs.Depending on the type,they have different starting specs and number of module-slots in each part.

Visuals&sound-simple,but not bad.At least you won't be hurting your eyes looking at the screen.Explosions are quite flashy(and loud!-louder than other sounds,so I advise against turning sound effects too loud especially if you use headphones).Music-well,I liked it,doesn't distract you from the game and blends in well with it.Oh,and the Song playing in the main menu Rocks^^

CONCLUSION
Humble game,yet good at what it does.
If you like mechs,roguelikes and tactical strategies-you'll enjoy this one a lot.For only two dollars(as it is now)-well worth it,especially if content updates will be released in the future(and if to believe the developers-they will).
Posted: January 21st, 2014
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3 of 3 people (100%) found this review helpful
230 products in account
1 review
20.4 hrs on record
Favorite game from Arcen yet. Great indie devs with a positive development philosophy - DRM free, plenty of updates, expansions that don't price-gouge you.

Bionic Dues (mostly on harder levels of difficulty) demands that you make good decisions on all strategic/tactical levels from the lowest level of how you are going to clear a room of bots, to the next level of how you are going to conserve ammo in order to complete the mission, to the next level of mission selection balancing short-term and long-term goals. And finally, deciding on how to outfit your Exos to tie all of the above together. Plenty of decisions to make before you can even start the game - make a party of 4 mechs out of a selection of 6 (including duplicates), choose 1 of 6 pilots with very unique traits, and finally a wide range of difficulty settings make for an absurd amount of replayability value.

My biggest nitpicks are really those that are fairly intrinsic to the rogue-like genre.
1) After the nth play through, some levels can just feel tedious and long and present little original challenge to the player.
2) The documenation is slightly lacking. The ingame help and tooltips are great for the basics, and even the intermediates, but a few advanced topics get unmentioned. The lack of a well developed wiki doesn't help, either. As rogue-like players should already be plenty used to, trial and erroring some things out is to be expected.
Posted: December 22nd, 2013
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