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.
Análisis de usuarios:
Mayormente positivos (626 análisis) - El 77% de los 626 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 8 oct. 2013

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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

Acerca de este juego

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."

Requisitos del sistema

Mac OS X
SteamOS + Linux
    • SO: Windows XP SP2 or later
    • Procesador: 1.6Ghz CPU
    • Memoria: 2 GB de RAM
    • Gráficos: Screen resolution at least 720px high, and 1024px wide.
    • Almacenamiento: 300 MB de espacio disponible
    • SO: Mac OSX Intel CPU and "Leopard" 10.5 or later.
    • Procesador: 1.6Ghz CPU
    • Memoria: 2 GB de RAM
    • Gráficos: Screen resolution at least 720px high, and 1024px wide.
    • SO: Ubuntu 10.10 or later, although other unsupported distros may work
    • Procesador: 1.6Ghz CPU
    • Memoria: 2 GB de RAM
    • Gráficos: Screen resolution at least 720px high, and 1024px wide.
    • Almacenamiento: 300 MB de espacio disponible
Análisis útiles de usuarios
A 24 de 26 personas (92%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
20.2 h registradas
Publicado el 4 de diciembre de 2015
On first impressions when I started playing this game, I wasn't too impressed. The difficulty seemed all over the place, there were a lot of numbers and stats everywhere, and things were confusing. But, if you stay on and keep playing, you eventually start to get a hang of it. There is a bit of a learning curve here, but the game has a very nice tactical depth to it and can be loads of fun.

Upon starting a new game, you get to select your preferred pilot and 4 mechs/exosuits. Each pilot has a bonus perk of some sort, and each mech has its own strengths and weaknesses, some being more offensively based, others more to do with support stuff, like hacking and stealth. So it's up to you to pick your preferred team.

The campaign itself has a simple concept - a robot army is going to attack your HQ in 50 days. Do whatever you can to prepare yourself for this attack. Each mission you do in the city counts as a day. You can go for missions where you find shiny new gear for your mechs to make them stronger, or you can go for missions which weaken the enemy and slow their expansion. The best thing is, you can see on a side of a screen the details of what units currently comprise the enemy army, so you can see how it is affected after every mission you do.

The missions themselves take a form of a randomly-generated dungeon with tile-based movement. You can swap between your mechs at will, but doing so counts as a turn, so you have to be very careful in your advance. It is very easy to make a wrong move and to have several enemies on you at once. Both, your units and enemy units, might feel like glass cannons. You could kill an enemy in 1-2 shots, but so can they! So you have to utilise tactics to outsmart them - use range or perhaps area of effect weapons, or even just pull back and surprise them around the corner. You can even deploy sentry turrets to help you in firefights if you've got any available.

And in between missions you can customize your mechs with the loot found. The customization is very rich and detailed. Each mech has several slots where gear can fit in, ranging from weapons, to shields, to propulsion systems. It can feel overwhelming at first because there are a lot of things on the screen, but you do get used to it, and everything in the game has a description if you're unsure what something is.

Speaking of descriptions, they're fantastic. Everything has an edge of humour in it. When you hover over an enemy, an object, or anything else in-game, you see a bit of funny flavour text about it.

The music is also amazing. I first got interested in the game when I've heard its main theme, which is very beautiful with great vocals, but even the tracks that play during missions are also great.

I've been enjoying the game so far and started a new campaign already. I would highly suggest to play the first game on an Easy or Casual difficulty level to get familiar with the game. After that, the higher difficulty levels don't seem as bad anymore.

Great game. Highly recommended for fans of tactics-based games.
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A 15 de 15 personas (100%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
36.4 h registradas
Publicado el 2 de marzo
Arcen Games may well be tiny but they certainly can come up with some pleasantly curious ideas. These are the guys, after all, who brought us the bizarre concept of a strategy game where you fight against yourself – Skyward Collapse – and the highly-acclaimed RTS/4X/tower defence hybrid – AI War: Fleet Command . Thankfully, in addition to being quite oddly named, Bionic Dues does not at all threaten to disappoint our expectations. Instead it continues the trend of stylish and interesting roguelikes peppering the indie-scene, and it does it with all the imaginative design we would come to expect from developers like these.

You play the role of a rookie mech pilot tasked with protecting a futuristic mega-city from a sudden robot rebellion. Having four specialised mechs at your disposable, you have 50 days to perform missions which either strengthen your crew or weaken the enemy, before facing off a final massive attack wave in your HQ to end the game. A failed mission means a wasted day and the enemy grows in number and strength whilst you gain nothing. As time goes on, missions increase in difficulty due to the enemy level-ups; thus mimicking the ongoing arms race between your mechs and the belligerent AI mobs.

The game embraces RPG-like mechanics and allows several levels of customisation. Firstly, you may choose from a selection of mech pilots who have varying gameplay bonuses; for example, higher quality loot or economic discounts from the item store you can access in-between missions. Secondly, you may select the four mech classes which will make up your team. These range from heavily armoured high-damage short-range tank-like units, to long-range weakly-shielded snipers, to specialised science mechs. Each mech has a different selection of weapons available of the kind you would expect to see.

Your mechs are primarily improved over time by equipping them with the items you loot, earn or buy. In traditional dungeon-crawl form, items are named according to their level and bonuses, and colour-coded according to their degree of rareness. Additionally, they come in various types which fit in the corresponding specialised slots on your mech’s load-out. These include various types of weapon-slots, shield-slots, computer-slots, etc. The system more or less mimics a Diablo-style paper-doll with some items being similar to various types of armour or weapons and other types operating more like rings or amulets.

However in Bionic Dues this system is further complicated by the fact that each item has a power requirement which limits the number of high-level items a mech can utilise. This upper-limit can only be increased by equipping a certain type of reactor item which, rather than consuming power, produces it. Your mechs don’t actually level-up, and this system replaces that standard RPG mechanic. The overall effect of all these complications in total, coupled with the abundance of loot which improves upon the items you already have, has the effect that it becomes a little hard to care about absolute min-maxing of your mechs’ load-outs.

The majority of gameplay happens within the missions. These very much take traditional roguelike form; a basic-sidebar accompanies a top-down futuristic tiled-floor dungeon map. Each mission has a simple objective such as blow up all the control-station-things, reach the exit-point, or kill all the enemies. Your limited sensor range, which varies from mech to mech and can be augmented with certain items, only allows you to see a small section of the map. This leaves much of the map unexplored at first.

The apparently randomly-generated maps are filled with item-crates, traps, obstacles, enemies, and, of course, your objective. In addition, loot is hidden behind locked doors which can only be hacked open with a special mech-skill normally best-performed by the science mech. In this busy environment line-of-sight becomes crucial, allowing for either tactical destruction of, or hiding behind, obstacles.

Although the game functions in turn-based form, it generally plays quite rapidly as most situations allow and even encourages the player to make moves hastily. This kind of attitude can later prove fatal when a deadly BombBot is accidentally allowed to get far too close for comfort. The gameplay is such that it consistently creates the beautifully ironic why-the-hell-did-I-do-that and oh-my-god-I-am-so-dead moments that roguelike players have come to know and love/hate.

In general, Bionic Dues is incredibly well put-together. Every gameplay mechanic is so openly explained in tooltips that absolutely everything can be calculated if so desired. The game’s tutorial popups are slick, well-written and comprehensive. On top of that, the game comes heavily-equipped with a fantastic sense of humour. Everything from the enemy descriptions to the mission briefings are written with the attitude of a winking-smiley and I frequently laughed-out-loud as I read through them. This only backfires in the form of the comedic enemy death-cries, which although entertaining at first soon become rather repetitive and thus somewhat irritating.

The 2D graphics are little-more than functional, nevertheless the techno-futuristic style does have a certain charm. The benefit of having this kind of setup, of course, is that Bionic Dues will run smoothly on just about every PC which is actually able to start up. The audio, on the other hand, is a definite cut above the norm. The in-mission music reminds of early-90s midi classics, and the menu music, despite being a bit amateurish, has a certain indie-band charm. The voiceover quality matches that of the music, after each mission a very cool deep-throated narrator gives a mini-rundown on how things are going.

The game offers a good selection of 6 difficulty settings which range from casual to an aptly named misery; a popup tooltip describes the exact effect of each setting in as much clinical detail anyone would ever want. As if that wasn’t enough, an additional hardcore mode checkbox sits enticingly below the difficulty slider; taunting the player by promising to overwrite your only permitted save-slot any time something really embarrassing happens.

On the negative side, I must admit that the complete lack of both endgame statistics and a decent story-line closure was pretty disappointing. I did also once manage to get the top-down camera lost deep within the fog-of-war and had some difficulty finding my way back to my mechs; providing mild frustration. Finally, it’s worth mentioning that although there is a storyline of sorts accompanying the game, it’s far too weak to be the player’s primary motivation to play on.

Putting these minor gripes aside; if you can’t tell already, I really like this game. Indie devs don’t always come up with the goods, but Arcen are doing a damn fine job of it. Bionic Due is not only a necessary purchase for all true rogue-clone fans, but it’d easily be a pride-worthy addition to the game collection of anyone with even a remote interest in this sort of thing.
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A 10 de 10 personas (100%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
135.7 h registradas
Publicado el 14 de enero
I really like this.

From the turn based tactics of the cerebral combat, to the loot grind of the meta game, the game just keeps me coming back for more. Perhaps my favourite Arcen title to date (toss up with AI War). Play slowly on a difficult game or just blast through on a more forgiving level; all play styles are accounted for. Go with stealth, science, sniping, traps, or just blow the ♥♥♥♥ out of everything. Great stuff.

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A 8 de 10 personas (80%) les ha sido útil este análisis
12.0 h registradas
Publicado el 29 de noviembre de 2015
Sci-fi roguelike, but more accessible than some of the more hardcore ones. Quite dense at the start, but becomes easier as you play more. There is a save option (which can be turned off), so it is possible to load after a really bad run. Pretty fun for a while, but end game gets repetative.

- Very clear tutorial and tooltips making it easy to learn
- Save option
- Sci-fi setting

- graphics are a bit dull, different units all look too similar
- soundtrack can get repetative
- Lack of veriety
- Endgame

Fun for a few hours, but don't expect to spend 100s on this one. Recommended.
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A 5 de 5 personas (100%) les ha sido útil este análisis
66.9 h registradas
Publicado el 27 de enero
Bionic Dues is one of Arcen's many cross-genere forays into the gaming market, this time coming up with a rather compelling turn based roguelike hybrid. Bionic Dues is what you'd get if you crossed a traditional Roguelike with FTL and then baked in the theme of Mechwarrior. What comes out is a mixture of RPG-like progression and turnbased tactics layered ontop of a strategy meta-game that provides a high level of replayability between campaigns.

In Bionic Dues you command a 'team' of four Exos (mechs), each with their own weaponry systems and specializations that can be further customized by acquiring loot from winning missions or finding/hacking chests. The caveat to this 'team' is that you can only pilot one of your Exos at a time, but can switch between them at any time during the missions.

Before the game starts you choose up to 4 Exos from a pool of 6 types, and then pick your commander who will provide a unique tactical advantage which will drastically change how you play the game. All of this is wrapped up into an FTL style mission selector which will give you some choice as to how your path through the game progresses, and ultimately help you stave off defeat. Losing a mission or a unit does not necessarily mean the end of the game either as traditional roguelike permadeath is optional, which is what really allows the campaign metagame to shine.

Each mission you embark on has its own objectives and unique attributes, your goals range from kill all the enemies to destroy certain targets, to simply just evade and escape in time. In one mission type, all of the cover is rigged to explode when destroyed, knowing this and using it to your advantage to take down enemies you couldnt easily kill otherwise is just one useful strategy to employ against an overwhelming force. There are roughly 20+ different mission varieties as well, and choosing which ones to embark on between re-fitting your Exos is critical to your success.

If you try going head to head with the enemy in this game without realizing their weaknesses, or your own strengths, you're almost certain to be in for a rough time. Understanding the quirks of each of the 45+ different enemies, how they move, shoot, and affect other enemy units; all of that is necessary for survival. Once you understand a few of the game's less well-explained quirks, you begin to realize just how much depth there is to the combat. The sheer amount of unique enemies can be a little daunting at first and some combinations can lead to complicated and outright unfair or impossible situations.

One example of this is that early on in the game there are enemy bots which will one-shot you with their explosive missile weapons. After a few missions into the game they will probably begin to out-range you too and can kill you in a single shot. Ontop of that they have shields that would deplete a sizeable chunk of your ammo supply to destroy, if you could survive that many turns to kill them. Thankfully they have very little ammunition (unless an ammo bot is nearby) but are not always the best shot. This type of enemy can be dealt with in multiple ways: a long range Exo, a stealth unit thats immune to splash damage (but not direct hits such as the Ninja), one capable of shooting around corners with splash damage, even detonating obstacles or certain enemy bots nearby. Thats not to mention mines, sentries, or simply just stealthing past it.

- Procedurally generated map and mission layouts.
- Huge variety of enemies (Changes with each new game)
- Wide variety tactics to use, if you're creative enough.
- 6 different Exos, 6 commanders, and 6 difficulty levels.
- Loot system allows you to customize aspects of your units.
- Large number of mission types with different rewards.

- Too many enemies can make missions drag on a little sometimes.
- Inconsistent difficulty based on starting choice and random factors.
- Randomized enemy deployment can lead to unfair combinations.
- Can easily spend too much time on the Exo customization screen.
- Level design and aesthetic feels a bit bland and samey after awhile.

Arcen has done a good job with Bionic Dues, but its not without a few pitfalls; the sheer variety of enemies, interactions, and range of difficulty levels can lead to inconsistent experiences between games. New players have a lot to learn and will need to pay attention to enemy sensor and weapon ranges as well as learn to use the environment, mission types, and ground-targeting to their advantage. Using sensors to provoke enemies and lure them to you in the right order, and employing the Science Exo's EMP pistol (which does not use up a turn) to disable enemy movement and block hallways can be the difference between success and failure.
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