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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.
Date de parution: 8 oct 2013
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Bionic Dues Official 1.101 "PerformanceBot" Released!

17 septembre

This one includes drastically increases the graphical performance for the game.

It also has a few bugfixes, and two new conducts: Shorter Campaign and Random Exos.


Click here for the official forum discussion about this release.

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Bionic Dues Official 1.100 Released!

26 août

This one includes the real images for the new achievements (many thanks to community member nas1m for working on these!) and a single small bugfix for the shotgun.

Steam integration for the new achievements will come soon, and won't require a further client-side update.

And that will mark the end of the 1.1 cycle. Hopefully another beta cycle will start breaking things again soon, but either way 1.1 should be a good stable version for folks to enjoy until it's time for another official.


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“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

À propos du jeu

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.


  • 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."

Configuration requise (PC)

    • 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

Configuration requise (MAC)

    • 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.

Configuration requise (Linux)

    • 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
Évaluations intéressantes des utilisateurs
4 personne(s) sur 4 (100%) ont trouvé cette évaluation utile
9.7 heures en tout
Et voici le deuxième diamant dans la ludothèque d'Arcen Games. Cette fois, le studio s'est attaqué au genre du Roguelike, mais toujours avec sa patte personnelle. On contrôle donc des méchas armés jusqu'aux dents face à une horde de robots qui rassemble ses forces pour vous rétamer la tronche. Pour avoir une chance, il faut écumer une map où nous attend du loot à foison pour customiser nos méchas aux petits oignons et gérer le facteur temps, car l'IA ne cesse de progresser.
Vraiment, vraiment intéressant.
Une petite vidéo ici :
Posté le : 2 août
Cette évaluation vous a-t-elle été utile ? Oui Non
28 personne(s) sur 41 (68%) ont trouvé cette évaluation utile
24.1 heures en tout
While the basic formula for a rougelike strategy game is here, Bionic Dues ultimately falls short due to balancing issues, bad information management, and generally poor presentation.

Walls of text and disorganized information are repeated issues in Bionic Dues — a problem that begins as soon as you begin your campaign. With no introduction, you're shown a screen with the portraits of four exos (your remote-controlled mechs) and a pilot, and are asked to select your team for the rest of the game. You can only take four of six exos with you; and can only select one pilot of, again, six. Each exo is armed differently, though you're only given a small description of their capabilities on a hovering text box. The same goes for the pilots: each their own brief backstory, and a special ability that affects the performance of the team. "+50% to all propulsion stats—" "A Mark-4 part will have stats like a Mark-6—" "He was able to sneak into the Bahamut Device installations—" But you've been given no story and have no idea what the gameplay is like yet. What's a Mark-6? What does the propulsion stat do? What's a Bahamut Device? None of this has any context, so you're just guessing at what might make an effective team and hoping for the best. If you later don't like your choices — well, tough; you're stuck with it.

Upon selecting your team, you're dumped into a map screen and given a one-page briefing of the situation and your mission. It's then explained that the city is under attack by a robot rebellion, and as the sole remaining pilot, it's up to you to prevent annihilation. That's the extent of your story. No characters are introduced, your pilot is never addressed by name, and the voiceover guy doesn't even explain who he is. As no real world-building is done, and your choice of pilot has no effect on the extremely-minimal story, it makes the whole process of choosing a pilot superfluous. Who cares what their names are, what they look like, or what very brief backstory they each have when it doesn't change anything in the campaign and is never addressed again? "Choose your pilot" could have easily been "choose your buff," then addressed the player, themselves, as the pilot of the exos.

Pressing OK clears the introductory text, and then several more bulletpoints of information are thrown on screen at once, explaining several basic gameplay mechanics before they're necessary. You can go straight to a mission, but the screen is flanked by icons of your exos and enemy bots, with a big green arrow reading "Customize" pointing to your team. Clicking on that gives you another text box of info, and behind it, way more info as you're shown the stats of each exo and every item in your inventory. This was the biggest and most repeated problem encountered: just way too much disorganized information at once, often without context. Each exo has 14 base stats to keep track of, and then as many as five weapons with up to 23 more stats, determined by equipping items to a potential 30 inventory slots.

Get used to the customization screen; with up to 50 missions in the campaign, you'll be spending a lot of time here between fights. This does allow you to specialize each exo with careful delegation of items and theory-crafting, but eventually I got tired of sinking so much time into figuring out exactly which item would be best-equipped where and on which exo, with so many possibilities and little nuances, that I skipped it unless I picked up something that was an obviously big upgrade. This may have been easier with better information management, but everything in this game comes as a wall of text in the same typeface. There's very little colour differentiation, and absolutely no graphics or icons used for quick identification. I started skipping the customization, because it wasn't fun; it felt like homework. However, you can only neglect dedicating yourself to this process so much, as the enemy forces get stronger with every mission. Do it, or eventually you will be outclassed.

See how much information is written here so far? We haven't even gotten to the first mission yet. Each mission is represented on the map by a different icon branching outwards from your headquarters. You have to complete them in succession to explore the city, until the final battle on the fiftieth day. Bionic Dues outright tells you that the final battle is on day 50, which is unsuspenseful. Your basic objective is to grind through the missions, upgrading your exos with loot and potentially weakening the enemy forces in preparation for one final and massive battle of attrition. If you mess up enough along the way, you can reach that final day, fail the battle, and lose the whole campaign.

The battles are turn-based. Your team has to explore a randomly-generated, grid-based battlefield, eliminating enemy robots and potentially destroying certain objectives along the way. All four exos move together on the same grid point, like an old RPG party. Only one of them is active at a time, and that will be the one who can fight and take damage. Moving, firing, using a special ability, or switching between exos takes one turn. Most of the enemies will remain inactive until you aggro them, and then they'll each take their turn after you make your move. They're not particularly challenging; most bots can be dispatched easily by being outranged or lead into traps. However, if you're not tactical, there are times where you can find yourself flanked, cornered, and overwhelmed. You can lose one of your exos in an instant with a poor choice of moves. So what happens then? Can you repair the exo, or is there some sort of penalty? Do you need to replace it, or go through the rest of the campaign with only three on your team? The game never explains, beyond that you'll receive one less piece of loot at the end of the mission.

The way each battle plays out varies depending on the type of mission, represented by the icon on the map screen. For example, some turn all destructable objects into powerful explosives, some have hostages that must be protected, and some power up every exo and bot to perform one-hit kills. This adds a little gameplay variety. However, the battlefields, themselves, are visually very bland and repetitive. They all take place indoors, and the scenery doesn't change from one part of the city to the other. Their dark grey floor colouring offers low contrast from the black, unnavigable negative space, sometimes making it hard to distinguish where you can and can't move your exos.

Once you complete your objective, you have to navigate to the exit of the level. While this does give a chance to explore and pick up any missed loot, this is often dull, as the main objective and the exit aren't necessarily going to be placed nearby each other. Often you'll find yourself navigating empty corridors as you search for the way out, which may not be easy to find. The exit isn't an actual physical exit from the battlespace, but a circle on one of the tiles, which may be hard to spot at times when it's in the fog-of-war shadow. Poor contrast plays an issue here again. Making it to the exit, in itself, is anticlimactic. You'll be immediately dumped back to the map screen, with no victory fanfare or continuation of a story.

Once you've done that, go spend a while calculating how to best upgrade your exos, then repeat the process 48 more times to make it to the final battle. There's no build-up to this moment — it's treated the same as every other mission. The final battle is an endurance run, pitting your four exos against the remanants of the enemy bot army, or as many as can fit in the map at once. It's not harder, just longer. And once you win, your reward? A "congratulations" text box. Then you just sit on the map screen. That's it.

While the basics are here, Bionic Dues falls short, still having massive room for improvement in its gameplay and presentation. Not recommended.
Posté le : 22 juin
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15 personne(s) sur 24 (63%) ont trouvé cette évaluation utile
23.3 heures en tout
Do you want to play with some mecs? Do you like strat games? then i have a deal for you! Come play Bionic Dues! where you will have fun the entire way, saving hostages. blowing up factories. You may think everything is easy, until you get to the final part of the game where there are thousands of enemies to kill. and there all pointing there guns are you >.<


enjoy ^-^
Posté le : 7 août
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3 personne(s) sur 3 (100%) ont trouvé cette évaluation utile
12.7 heures en tout
This game plays somewhat like a roguelike dungeon crawler. You spend a turn to either move or take an action, then all the enemies do the same.

Each mission takes place in an enviroment of connected corridors and rooms where you get aggro from nearby robots and use your abilities to either avoid them or kill them. The goal of each mission is to achieve objectives, leave the map, and get diablo style prefix-item-postfix style loot, complete with color coding for rarity.

You have a team of 4 different characters (exos, human sized robots) but they all occupy the same map tile, and you can only have one active at a time. That's the twist in the particular dungeon crawling game. It takes a turn to switch between your exos, which you'll want to do because the different exos have different abilities and limited resources like ammo and hitpoints.

After each mission you can customize your exos with all that neat loot you've been finding. The various parts you find tend to be multipurpose, so there are always choices to make, both about what exo gets what part, and where on the exo to put the part.

I found the exo equiping part of the game very satisfying and had several super tricked out exos specializing in incredible shield tanking, firepower, stealth/virus attacks, and stealth/virus attacks near the end of my first game with the default character and exo setup.

Overall, I'd say this made the medium difficulty campaign fairly easy. The final mission(s) were mostly a chore to hunt down all of the bots. I've yet to replay the game, but replayability seems high since you can pick different character bonuses and exo team composisions each game. Not to mention all the random stuff.

Having played AI War, The Last Federation and Skyward Collapse, I would say Bionic Dues is my favorite Arcen game.
Posté le : 19 juillet
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9 personne(s) sur 15 (60%) ont trouvé cette évaluation utile
21.9 heures en tout
If you take out all of the human precision and care that goes into crafting a well-balanced tactical game and replace it all with procedurally generated hocus-pocus, you have Bionic Dues, a shining example of how NOT to do a game like this.

For the sake of this review, I'm going to pretend that there aren't people on Steam who will try to act tough and say that beating a game that generates everything completely at random is based on some sort of "skill" or "good judgment". There's the power of decision making, and then there's just plain ol' being outmatched by a robot that leveled up several times more than your randomly-generated loot chest equipment can possibly hope to combat.

No, there's good decision making, and then there's numbers. Tactical games have always been about numbers. They have always been about well-crafted maps with careful enemy placement as much as they have been about intelligent team setup supported by guaranteed available items in shops (because the game knows you will need them). Bionic Dues does none of this. Bionic Dues generates all of the maps and the enemies that are placed into them with a computer algorithm. It generates which combinations of enemies will be in a map with a computer algorithm. It generates what level those enemies will be with a computer algorithm. Need to outfit your team in order to survive? Too bad. Bionic Dues also generates the items available in the shop with a computer algorithm. Basically, EVERYTHING is generated almost entirely at random. And as much as I'd like to believe that the computer procedures used in the generation of everything in this game are as intelligent and discerning as a human being... they're not.

If you like to sit at a table and roll dice over and over again until you get a certain number, this game might be for you. Yeah, sure, delude yourself into thinking that there is some kind of decision you can make that will mystically cause your severely under-equipped robot to beat a hulking level 7 DoomBot - it seems to be what "roguelike" fans tend to do so they can convince themselves that everything they accomplished in a playthrough was totally the product of their skill. Is this game possible? Sure. I'm just so not afraid to say it straight: this game is absurdly random. It is a total crapshoot what items I will get, meaning it's a total crapshoot how powerful I will be, and it's a total crapshoot how the enemies will level up, meaning it's a total crapshoot whether or not I will beat them. The game is a total crapshoot. But like I said, some people like sitting at a table rolling dice over and over again until they get a certain number. Some people like crap(s).

P.S. Please, really don't try to say that this review is because I can't handle the game. I've beaten the game 3 times on Expert and destroyed 100 enemies in a single shot. That is so not the issue. Only somebody extremely near-sighted bases their opinions on whether or not they can beat a game. This game is not good. It is an awful representation of tactical games. The tactical game genre should be ashamed of this game, it's giving the genre a bad name.
Posté le : 18 juin
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6 personne(s) sur 6 (100%) ont trouvé cette évaluation utile
10.4 heures en tout
Les roguelikes et moi c'est une longue et douloureuse histoire d'amour.
D'amour vache, en fait.

J'aime bien me faire écarteler, éviscérer, énucléer, et toutes sortes de verbes décrivant des actions peu avenantes et commençant de préférence par un é.

En voyant Bionic Dues, j'ai hésité. Longuement. Genre euh... C'est moche, c'est illisible tant c'est fouillis, c'est en plus squad-based... Tout pour me déplaire.

Mais bon, d'un autre côté, c'est Arcen. Genre les mêmes qui pondent des trucs moches à carrément hideux, brouillons au possible, mal torchés mais toujours à tout le moins intrigants, à tout le mieux fantastiques. Y'a qu'à voir Skyward Collapse ou AI War pour s'en convaincre.

Alors je me suis dit que j'allais tout de même sauter le pas.

Et tout confirme l'AOC du jeu : c'est absolument dégueulasse artistiquement parlant - c'est un fatras inconcevable d'artworks douteux que ta petite sœur de 5 ans ferait mieux (oui, les portraits, c'est vous que je regarde) ; c'est absolument répugnant de détails inutiles qui gênent la lisibilité de l'écran - point ô combien important pour un roguelike ou apparenté ; la musique est partiellement resucée des autres titres d'Arcen et, en parlant de titre, la musique de l'écran éponyme est à tomber la mâchoire tant c'est du grand n'importe quoi ; les vannes sont sympas mais les voix des robots après la dixième partie donnent juste envie de balancer sa pauvre bécane par la fenêtre ; la voix d'écran post-mission finit par faire chier.

En d'autres termes : j'adore ce jeu.

J'adore ce jeu parce que passé outre tous ces désagréments (et mieux vaut ne pas s'y méprendre : tant la direction artistique que le theme immonde plairont forcément à certains), on touche le cœur du jeu ; et du cœur, le bouzin en a à revendre.

En fait de squad-based, c'est plutôt d'un groupe de 4 mechas qu'il s'agit, dont un seul apparaît à l'écran à tout moment donné, interchangeable à tout moment au prix d'un point d'action - d'un tour, en d'autres termes.
Les ennemis sont variés, la difficulté est bien présente pour peu qu'on ne joue pas dans les modes les plus faciles, les surprises sont nombreuses et la plupart des poncifs du genre sont respectés d'une manière ou d'une autre. Ainsi, à défaut de parchemins et de potions, l'on disposera de terminaux hackables à tout moment et réservant - paraît-il - autant de bonnes que de mauvaises surprises (même si ça me paraît grandement surfait, je n'ai pas encore croisé le moindre terminal à effet bénéfique... Mais avec ma chance, je ne jurerais pas qu'on nous a menti).

C'est fluide, c'est prise de tête, les mechas sont customisables à l'envi avec le loot récolté en mission (missions dont la variété est tout à fait convenable).

En d'autres termes, si les amateurs de mechas ne trouveront pas forcément leur bonheur par ici, les amoureux de Rogue et autres punitions anales vidéoludiques devraient se voir comblés.

Si l'on devait donner une note à cette chose, ce serait probablement un 7 oursins sur 4 endives. Ce qui n'est pas mal du tout, tout bien considéré.
Posté le : 24 novembre 2013
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