Halfway is a turn-based strategy RPG taking place a few hundred years into the future. Humanity has started colonising new worlds. Until now, they were alone ...
User reviews:
Very Positive (351 reviews) - 81% of the 351 user reviews for this game are positive.
Release Date: Jul 22, 2014

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September 24

Turn-Based Gems Strategy Set Now Available!

We're excited to announce the TURN-BASED GEMS Strategy Set!

This set brings you six critically-acclaimed strategy games created by independent studios from around the world:

Battle Brothers by Overhype Studios
Chaos Reborn by Snapshot Games Inc.
Gremlins, Inc. by Charlie Oscar
Halfway by Robotality
Mad Games Tycoon by Eggcode
Thea: The Awakening by MuHa Games

Complete your set at 20% OFF and explore these different worlds and game mechanics! Attention: additional discounts on individual games in the set will stack up with the set's discount, so don't miss it!

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“Halfway does not mess around when it comes to difficulty. This is an unashamedly hardcore turn-based experience. And that’s a good thing.”
8/10 – Calm Down Tom

“[...]if you’re wanting an enjoyable sci-fi story with your TBS/RPG elements, then Halfway is more than worth the miniscule price being asked for it. I look forward to the sequel (please).”
7.5/10 – NZGamer

“My tactics insiders' tip for this summer. (German review)”
7.5/10 – PC Games

Steam Workshop

Tell your own stories with the Halfway mod tools, the same tools we used to create the game.
Add new items, maps or complete campaigns including custom assets and share them with your friends and other players over the Steam Workshop.

About This Game

Halfway is a turn-based strategy RPG taking place a few hundred years into the future. Humanity has begun to colonise new worlds and until now, they were alone…

In Halfway you take control of a small team of survivors faced with a violent invasion onboard the colonial vessel Goliath. As their leader you will guide them through the dark and cramped corridors of the ship to slowly take back control.

If you have any hope of surviving, you’ll have to fight, face your fears and outsmart the enemy!

Key features

  • Tactical turn-based battles are at the core of Halfway. Use cover, position, equipment and skills to your advantage in your battles.

  • Unique characters: Your team is formed of unique characters you pick up along the way. Each one of them brings their own story, skills and experiences to the journey.

  • Find yourself in the middle of an engrossing story-line. Step by step you’ll uncover the mysterious events that took place and what it means for you and all of humanity.

  • Immerse yourself in 10-14 hours of gameplay in a beautiful pixel art environment with a lovely atmospheric soundtrack by Gavin Harrison

  • Modding: Map Editor and full Steam Workshop support for your own custom campaigns and missions

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7 or higher
    • Processor: 2.0 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: Intel HD3000 or higher with OpenGL 2.1 support
    • Storage: 300 MB available space
    • Sound Card: OpenAL supported sound card
    • OS: Snow Leopard or higher
    • Processor: 2.0 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: Intel HD3000 or higher with OpenGL 2.1 support
    • Storage: 300 MB available space
    • Sound Card: OpenAL supported sound card
    • OS: Ubuntu 12
    • Processor: 2.0 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: Intel HD3000 or higher with OpenGL 2.1 support
    • Storage: 300 MB available space
    • Sound Card: OpenAL supported sound card
Customer reviews
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Very Positive (351 reviews)
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265 reviews match the filters above ( Very Positive)
Most Helpful Reviews  Overall
208 of 235 people (89%) found this review helpful
4 people found this review funny
Not Recommended
5.7 hrs on record
Posted: September 25, 2014
Halfway is a pretty looking sci-fi turn-based strategy RPG, otherwise known as an instant purchase for me. The game looks, runs, and sounds great, with its pixel style retro look and low key, mood setting sci-fi soundtrack. Without even playing, I could tell this would be something I would enjoy on principle alone, but then I played it.

The game flow is par the course for the genre. You move, they move until one side is dead. However, in Halfway, the mechanics are the first stumble. People who've played in the genre can guess the nuances: there's cover bonuses for you and the enemy, certain weapon types perform better up close or far away, and each squad member even has unique statistics and abilities. Some can cover more ground, others can take more hits. Very quickly, however, I realized that while all the pieces and formulas for a great game are there, Halfway seems to have skewed the numbers diastrously. Spot an enemy out of cover down a hall, well within your weapon's given effective range? Expect a base 25-30% chance to hit: that's all. You can, fortunately, give up your squaddie's move for that turn in exchange for increased accuracy, but wait, it merely climbs to 50-55%, if that. Expect several turns where neither side will land a hit. Then you need to spend AP to reload, which makes firing without that accuracy bonus pointless. Oh, and now the enemy's shields are back up. Whoops, now you're out of ammo. Yes, in a game where you're at the mercy of 10-50% chances to hit, you are stuck with limited ammunition. In one mission, I spent fifteen minutes chasing two enemy units around a circular room. They couldn't hit me, but I had run out of ammo from missing my own attacks as well, so I had to resort to punching them to death.

Well, perhaps my two scrubs would grow up to be gunslinging badasses. I was wrong. I pushed on, and soon my squad jumped up to five. While they all had various, interesting specializations, the game was still taking far longer than it needed too, and not just for the mechanical failings stated above. Halfway is also lacking in several minor mechanics that, when paired with its skewed mechanics, it all build up to an annoyance I can't deal with. No auto-ending turns, no auto-switching after a squaddie uses up his turn, no access to options unless you're at the title screen, very little explanation for the statistics.

Halfway would be a spectacular addition to the genre. It almost seems silly to not recommend it solely because hit chances are too low, but while playing, this creates such a maddening environment that I cannot stomach playing for more than a mission at a time. Guns are useless, and cover and tactics doesn't matter when you're chasing mutants up and down hallways to beat them to death. Playing like that shatters the mood of the game and the point of the genre, and as far as I'm concerned, that is inexcuseable.
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191 of 228 people (84%) found this review helpful
7.2 hrs on record
Posted: July 23, 2014
I initially did not buy this game due to Friggleswitz's review. I couldn't find much data about Halfway; not from reviews online, not from videos on YouTube. After he revised his review to be more positive, I decided to buy it. I'm really glad I did.

The "complaints" about this game are doing it a grave injustice. For 11 dollars, I have zero complaints. The storyline is interesting, the characters each have their own personality and abilities, and I love the music. Thematically, it reminds me of System Shock 2 or Dead Space. What irritated me most was the complaint about characters not leveling up. Every game nowadays seems to include xp and leveling simply to have that mechanic in the game. It doesn't matter if it adds anything, gameplay-wise; it's just a matter of having numbers that get higher.

The way Halfway handles progression is by giving you better weapons -- plasma rifles and flak shotguns -- and it works well. I don't feel a lack of game without experience points.

If you're on the fence and NOT expecting an AAA title, but rather a solid and fun game from an indie developer, then I strongly recommend Halfway.
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187 of 249 people (75%) found this review helpful
1 person found this review funny
Not Recommended
5.7 hrs on record
Posted: July 27, 2014
I really wanted to like Halfway, I really did. The game has amazing pixel art and a great soundtrack - my favorite since Dustforce's! However, let me bullet point why I feel Halfway is just a "Halfway" done game.

1- The storyline starts off with a cool half-life type premise. Aliens invading from another dimension. And it happens when the ship jumps, its a cool concept. But the game does not tell you anything for 5 hours of play about why this is happening. For me this was just too much investment to learn so little.

2- Combat starts off neat with each character you control having a passive ability and a unique ability to them. The way you increase your power is by equipping better weapons and using stims to increase stats permanently. The problem is that there is a serious lack of variety in weapons...the only thing different between the guns is their range and damage output. This gets boring very quickly as you find out that sniper rifles are the best in every situation due to their long range, ultra high damage, and mid-range magazine. There is no real reason to equip any other gun you get. The same can be said about the armors as well. The game trivializes its own item choices and hampers you with a very small inventory system so that you do not want to keep any other guns around.

3- Repetition of design. This game is a linear story with static level design. There is no randomness about this. Now this is not a flaw by itself, but it becomes a flaw whenever each level is the same as the last for five hours. There is very little character interaction, story developments, and interesting combat challenges that make the levels fun. I had fun for the first two hours as I learned the game. My last three hours have been boring and repetitious. Combat is not very interesting as there is not a lot of elements to engage you to move your troops around. You basically shoot until you hit, not needing to get to better cover or use a weapon at the right time. This made me cry as a tactical gamer.

4- Itembase. After each mission you get to go to the store to buy goods but you can never buy anything worthwhile, just ammo, shield, medikit, and grenade refills. This sucks! The store gives you nothing to look forward to and should be a reward mechanism in the game. This makes the store feel like an after thought...why not just cram extra refills of stuff in each mission and skip the damn store.

TL DR - The storyline, combat, items, and character interaction all suffer from a lot of repetition. I love xcom, the ufo series, jagged alliance, and a lot of other story driven/tactical based games like mass effect..and even indie games that bear a lot of repetition of combat like risk of rain...but this game never does anything interesting with the game foundation it sets up.
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60 of 62 people (97%) found this review helpful
41.7 hrs on record
Posted: May 22, 2015
Halfway is a horror/survival/tactical squad combat game that is part Aliens, part XCOM lite. The plot is simple enough... You are aboard the colony ship on a journey to another planet when you were awakened in a dark ship, signs of combat everywhere, nobody around. What is going on? What happened to the crew of thousands? As you explore the ship, you encounter / rescue other survivors, each with some special abilities, and enemies that seem to have taken over the ship. Can you figure out what is going on, and find a way to get out alive?

The game is drawn in an 2D view with a complete cover system, and the somewhat low-res look is retro-ish and rather charming without overly distracting. The game lets you walk around in "real-time" until enemies are encountered, then it becomes a turn-based game where you and enemy alternate turns, all of his units vs. all of yours. You will also have to rummage through containers looking for supplies, such as health kits, shield rechargers, better weapons, and grenades. Occasionally you'll run into hypos that will enhance your stats. Each character has 3 stats: health, agility, and aim. Health is your hitpoints, agility is how far you can move per turn, and aim is how well you aim your weapon.

Combat is simple: each character has 2 action points per turn. It can be spent on shooting, moving, or misc actions such as "use medpack", "reload weapon", and so on. If you have no visible target you can also set your guy to "retaliate", which means s/he will shoot at any enemies that fired on him/her during the enemy turn, but only once. You can mix actions, like shoot then move, move then reload, and so on, or just make a long-distance dash. There is no "reaction fire" or initiative in this game, only retaliation fire, which can be somewhat frustrating to veteran players of other turn-based tactical games. But once you get used to the mechanic it works just fine.

There are multiple types of enemies as you advance through the plot, and the difficulty starts ramping up, but you also get better weapons to compensate. The simple Mk I weapons don't do that much damage, but are adequate against the weak enemies you encounter. By endgame you have to wield Mk III weapons that do much more damage. you also encounter armor that initially provide little protection, but by endgame you'll encounter Mk V or even Mk VI armor that provides tremendous protection, but enemies can do a lot of damage as well, and is heavily protected.

Cover mechanic is very important, as a "full cover" imposes a -30% to-hit penalty on enemy shots, and that can be significant. Half cover only gives enemy a 15% penalty.

Your armor can reduce incoming damage as well as outright absorb damage with its built-in shielding. The shield automatically recharges after a few turns, and if you can't wait that long you can use a shield recharge pack to recharge it at expense of 1 action point. They come on small (5 pt), medium (10 pt) or large (20 pt) sizes. Similarly, medpacks, also comes in small / 5, medium / 10, or large /20 sizes except they heal your HP.

Each character also comes with a special ability. One guy has a "radar" that can reveal all bad guys on the map (obviously that's moot the next turn, but it's good to have an idea). One can paralyze an enemy for several turns. Another can overload an enemy's shield (i.e. no shield for X turns). Yet another can teleport. To win the battle you will need to figure how how best to deploy the assets that you have, be it grenades, armor, weapons, but also the special skills of each member of the team. Usually you can only deploy 4 members out of 8, so choosing whom to bring and how to equip them is a major consideration.

Fortunately, as mentioned before, you are welcome to search the boxes for supplies. You can also recycle anything you no longer need (like obsolete weapons and armor) so you can use the energy to synthesize stuff that you do need. Killing bad guys also yields additional energy.

The enemies in this game have different tactics. Some dance at a distance, some rush, but all are nasty.

If one of your team members had fallen in combat, don't worry just yet. If you can defeat the current batch of enemies, the member will recover (with 1 HP) at conclusion of that combat phase. However, keep in mind that each mission can have multiple combat phases.

As you explore the ship, you can go on "side missions" which will yield additional loot, and adds to the background of each character.

Having completed the campaign, I'd say I enjoyed this game quite a bit. It is occasionally frustrating, but usually due to my poor tactical sense or lack of preparation (bringing the wrong team members or wrong equipment). If you like the tactical turn-based combat genre, you should give this game a try.
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44 of 46 people (96%) found this review helpful
1 person found this review funny
20.2 hrs on record
Posted: July 15, 2015
This is a fairly slick tactical game in the vein of X-COM. I'll keep this short:

- Nice graphics in a pixel-style with a lot of complexity if you stop to take it all in.
- Great soundtrack.
- Satisfying gameplay.
- Interesting armor options with stat boosts.
- A few secrets here and there.
- Decent cover system.
- Perk system (each teammate has their own active & passive perk).

- The "retaliate" feature is interesting yet flawed and could really use an "overwatch" to round out the tactical options.
- The UI and controls can be touchy/janky at times and it's never quite clear how best to exit out of screens such as container looting.
- The ending is a bit more anti-climactic than I would hope for, and the story hints at much bigger things than are ever fully revealed.
- You enemies often seem like they have much better accuracy that even your most upgraded teammates, which can make the game feel unfair at times (somewhere around the last 1/3 of the game especially).
- Once you start getting upgraded sniper rifles, there is almost no reason to use anything else.
- Occasionally a piece of cover seems to not really give much cover at all (the angle at which frontal cover becomes negated is not clear).

My playtime was approx 15-18 hours on the first playthrough.

Overall I definitely recommend the game to anyone looking for a tactical game with a medium length, if you can overlook some jank and less-than optimal design decisions in terms of rounding out your tactical options.
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45 of 50 people (90%) found this review helpful
1 person found this review funny
9.8 hrs on record
Posted: January 13
I was surprised Halfway hasn't gotten more attention, what with XCOM and other turn-based squad games being so popular in recent years. The promised sci-fi stylings and tactical combat made it an easy sale purchase for me, despite the lack of buzz around it. Now that I'm nearing the end of the game I think I can understand why it flew under the radar, but I also think it deserves a little more attention for what it accomplishes.

Halfway starts you off in control of Morten Lannis, a space marine-looking dude aboard a junky colony ship called the Goliath. He's come out of cryosleep way too early only to find the ship overrun with some very unfriendly types, and it's up to you to help him survive. The way you do this is very similar to how XCOM or the recent Shadowrun games operate. Outside of combat you can move around freely, talk with people, and loot containers. Combat is turn-based, with each of your characters having two (and only two) action points per turn. These points can move them around the grid maps (distance dependent on their agility stat) to find cover, attack enemies, reload weapons, use items, and so on.

It's a very familiar system with only two real stand-outs, the aiming system and the Retaliate option. Veterans of XCOM will notice that the hit percentages in Halfway are really, really low. Starting out, you're going to see a lot of 40-60% shots even from just a few squares away. The reason for this is that you can add action points to your attack to boost its accuracy. A one-point assault rifle shot may only sit at 50%, but adding your other point might kick it up to 75%. This is less important for shotguns but vitally important for sniper rifles, which have very low base percents but get a huge jump from the second point, simulating the need to set up and aim. As for Retaliate, it replaces the familiar Overwatch response with a sort of revenge, where your character returns fire only if attacked. It's not a bad idea but has very limited functionality in practice, and you're usually better off healing up or reloading if you have an extra action point to spend.

Additional characters will join you as you progress, each with their own stats and special abilities. There's plenty of gear to find, including armor (which uses Halo-style recharging shields), grenades, and stimpaks which can permanently raise character stats. You'll need to use everything you find because enemies in this game do not screw around. The campaign spans about two dozen missions, some optional, some multi-part, and all pretty harrowing. Enemies follow the same rules you do, terrible hit percentages and all, but very quickly the game starts stacking the numerical odds against you. By the mid-game you'll be facing up to a dozen foes at once, with the potential to lose a character in a single turn if you're not careful (dead characters revive at the end of combat).

This is where the game starts to grate, because not only is it a long haul through tons of enemies, there's not much variety to the enemies or the combat. For the first 5-6 hours, you're going to be blasting melee dudes and ranged dudes. Only after the halfway point of the game will you start seeing things other than dudes, but this includes things like heavily-armored turrets that only really add to the frustration. Failing a long mission after a bunch of samey combat is incredibly discouraging, and there are some missions in the middle where this is very likely. Missing three 80% shots in a row is very much a thing that can happen, and I definitely went back and forth between enjoying and raging at Halfway for a few nights, I'll admit.

After my last bout of frustration, though, I soon found myself eager to get back to the story. For all the flaws of the combat, the story and atmosphere of Halfway is fantastic. Each of the characters is unique and they all have important relationships that play out through the plot. The banter between them is excellent, with plenty of genuinely funny moments. Even the basic "ship under siege" plot has some interesting twists to explore. All of this is told against a surprisingly deep backdrop of dystopian future society, where people are separated by classes and basic human rights have been reduced to an alarming degree.

The pixel art is top-notch, with smooth animations, cool visual effects, and fantastic little details to find on every map. Sound is up to the task as well, with some really meaty weapon and hit sounds and a somber soundtrack reminiscent of FTL or Risk of Rain. The interface suffers from some bugs, however, making it hard to click on certain option or map elements, and it's bad enough to be distracting. Between that and the combat frustrations I did consider giving up on Halfway a few times, but I'm glad I stuck it out. For the price it's a rich and engaging strategy game that'll last you 15-20 hours, provided you have the patience to push through the rough parts.
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72 of 95 people (76%) found this review helpful
17 people found this review funny
Not Recommended
14.3 hrs on record
Posted: June 5, 2015
I was late to playing this game, so I didn't have any of the bug problems other people seem to be complaining about. That said, it's a really well done game about 50% the way through, and then the whole system falls apart at the end. Really poor balance of gear and stat buffs vs. the enemies, so the only way to get through to the end is to kinda put everyone on overwatch until you can create a hallway of death your enemies will blindly charge into. There are also several characters you have the option of bringing with you that are just huge liabilities to your team, while others are quite overpowered. Overall "Halfway" was a really appropriate title.
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34 of 39 people (87%) found this review helpful
1 person found this review funny
20.2 hrs on record
Posted: October 13, 2014
Having just finished Halfway, I can say this is an incredible game. From the soundtrack, to the unique enemies and battlefields, this game always leaves me guessing. I soon choose favorites among my squad, which was a mistake. The new types of enemies made it very difficult to roll out with the same squad every battle and expect to come out ahead. Although this 8-bit game doesn't reinvent the turn-based strategy wheel, it does change things i feel are for the better. Unlike X-com, your squad doesn't level up based on combat experience. There are stims which increase attributes and weapons to be found on almost every map. No one dies, they are rendered unconscious until combat ends, (which doesn't always mean ending the level)

Recently there was the addition of a map editor, which i have yet to try, but I'm very excited to dive into. I've been told that there will be a place where you can upload your own maps, and be able to play on other's.

All in all, this game was exciting (and freakin difficult) until the very end. If a second Halfway happens, you can be sure I'll be picking it up.

Hell yeah I recommend it.
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66 of 95 people (69%) found this review helpful
1 person found this review funny
Not Recommended
11.6 hrs on record
Posted: December 27, 2014
The story is interesting but ultimately the game fails because the design is BAD. The game labels itself as an RPG, but there are very few, if any RPG elements. All encounters only have one flavor: Combat. And even in combat, most of the levels have very few solutions. In other words: Try to find out what the designer intended, and if you don't, restart the level. This becomes especially true later on in the game where when your team is very underpowered and enemies become abhorrently hard and come in large numbers.

The game features a save system that only allows you to save at your "home base", meaning that if you missclick and cause one of your characters to walk somewhere in combat you didn't mean to, you'll have a great chance of failing the encounter and you'll have to start over. I DO NOT RECOMMEND THIS GAME, it is unfortunately abysmal in its execution. There are many better games out there if you want turn based combat, like Shadowrun (the RPG, not the FPS). Do not get this game, you will be disappointed.
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38 of 51 people (75%) found this review helpful
Not Recommended
8.2 hrs on record
Posted: August 2, 2014
Halfway starts with a lot of potential but in the end fails by about 1/3 of the way into the game.

The game relies on too many enemies and a lack of supplies to make the game "challenging". Before the halfway point of the game I found that the combats were simply too unbalanced to make the game enjoyable. You are often found needing to use half your team or more to kill one base level opponent when the team is typically out-numbered 3 to 1 while the opponents inflict an equal or greater amount of damge to your team.

The designers probably intended creative use of terrain to be an equalizer except the cleverly programed AI uses the exact same tactics and seems to have much better "luck" when it comes to hitting their targets. I lost track of the number of times that the heroes missed with a 70-80% to hit chance.

In the end the game ends up a series of combats that degrade into cycle of constant take damage-heal-take damge without the ability to inflict sufficient injury on your opponents in return before being overwhelmed.
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Recently Posted
25.3 hrs
Posted: October 15
Halfway really worked for me. After a slow start, this gem of a Turn-based SRPG really settled into an awesome sci-fi groove. I like the pixel art, the combat is fine, and the ambiance is well above par.

The advancement is loot based, but fairly deliberate. The inventory management is the closest thing to a complaint I might have. Overall, it's an amazing effort for such a small team. If I had made this, I'd be proud.

If you enjoyed Xcom, give this a try. It's not as deep, but the value is there. Give these folks a budget like Firaxis has, and I bet you they'd deliver. Zero regrets; would buy again.
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Pugglevania Bloodlines
21.8 hrs
Posted: October 11
You know how in D&D, there are certain spells or skills that automatically hit and don't require a dice roll? Imagine if the DM said "uhhh that misses actually."

That's how playing Halfway feels like.

I've never felt less confident about a shot having a 90% chance to hit than I had while playing this game. You will spend half of your playtime watching both heroes and enemies missing each other, again and again, again and again, again and again. Over and over. Even with the sniper rifles!

Actually I should clarify that. YOU continue to miss enemies over and over. The enemies' accuracy implausibly grows over the length of the campaign to the point where enemies have a coin flip chance of hitting you from 20+ tiles away if not better than that. You can spend more AP to give your shot a higher % chance of hitting, but that % chance feels so meaningless in this game. An 80% chance to hit may as well be 25% based on my anecdotal experience.

It's not insurmountable as I completed the campaign, it's just TIRING. I'd rather everyone good & evil hit 100% than just watch a bunch of nothing happening with an occasional hit every single turn.
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14.0 hrs
Posted: October 3
Fun game but the mechanics got tired really fast. There were more than a few levels where you could tell what was going to happen next before it did and many more where the enemy spawns were far more heavy handed than made sense. Still fun to play, but a bit too frustrating for me to finish.
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19.3 hrs
Posted: October 1
Simple and good turn-based strategy game.

On board the Goliath, you gather the remaining crew members and figure out what is happening on the ship. Once you gather enough members of the ships crew, you pick out which ones to take with you on a mission, each offering unique skills. It is important to stock up on supplies, which can be purchased at a kiosk. To earn credits, you will need to "recycle" items you collect from missions. Basically, you turn in armor, weapons, or items for credits.

Although unique in the beginning, the enemies begin to run dry on the unique skills. Most either charge at you to attack melee or will keep at a distance to fire at you. This was one problem I had with the game, it stays like this until toward the end. However, I do feel that this gave the game a bit more realism, as the creatures you fight were human members on board the ship, not four arm, five legged beasts.

Enemies also have a bad habit of appearing in random places when the ship goes through a jump. Only in a few instances can this be a problem because you may have set your crew to physically attack one enemy, kill it, and suddenly have four more appear right where your crew are, placing them in a tight spot because it would be ideal if they were further away and behind cover.

Some other small issues I had was the occasional 82% chance to successfully hit only to miss, twice in a row. This is rare and not something that breaks the game. The other issue is the text is difficult to read when selecting missions on the right side of the ship map. Again, not game breaking, just slightly annoying.

Overall, I would recommend this game. It is simple that you can play a mission or two if you have 30 minutes to an hour to spare. Not many lengthy game conversations. Each character provides a unique skill to be of use in combat. And the story is interesting.
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27.4 hrs
Posted: September 20
Really enjoyed this game. Would like to have more of it.
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0.3 hrs
Posted: August 20
Clunky combat and movement, seems to be designed specifically for consoles. It's shoddy at best. refunded.

Much like the story in the game, it was a good idea, gone bad :/
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Count Baltar
5.7 hrs
Posted: August 20
Not really an RPG. A good game though. Very underrated.
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30.4 hrs
Posted: August 20
I linear tactical turn-based combat game with a simple but working story and some solid gameplay mechanics.

A sort of XCOM lite.

I feel that this game fully delivered what I would expect from a game of this genre without really being ground-breaking. So if you fancy a bit of fun turn-based combat, then you will probably not go wrong with this game.
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13.1 hrs
Posted: August 17
Awesome turn based tactics indie rpg.
Light difficulty spikes.
Great work by a skeleton crew.
Highly recommended if you enjoy xcom/fftactics/well crafted work.
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8.3 hrs
Posted: August 10
Awesome. if you are huge fan of Sci-fi
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