Pilot drones into derelict spaceships to find the means to survive and piece together how the universe became a giant graveyard.
User reviews:
Recent:
Very Positive (52 reviews) - 94% of the 52 user reviews in the last 30 days are positive.
Overall:
Very Positive (533 reviews) - 92% of the 533 user reviews for this game are positive.
Release Date: May 18, 2016

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Recent updates View all (67)

July 7

Duskers 1.04 is LIVE!

Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.

Please let us know your thoughts/feedback on any of these things below!
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.04]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

V1.04

  • Added: Daily Challenges can now have ship upgrades to mix things up
  • Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.
  • Major Change: Daily Challenges should now be identical. We’ve gone through and made sure everything correctly and consistently builds off the seed.
  • Change: Limit number of rooms with an inconclusive motion signal to at most 50%
  • Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
  • Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
  • Removed: “Out of Fuel” message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
  • Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.
  • Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state
  • Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
  • Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.
  • Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.
  • Fixed: Don't show drone left behind on mission summary
  • Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.

-Tim (Duskers Creator Guy)

10 comments Read more

June 30

Duskers v1.04 is now in the "Future" branch

Ship Upgrades and larger derelicts on Daily Challenge, better handling of Drone overflow, collect scrap in corridors, never more than half of rooms "inconclusive", & more.

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.04]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V1.04

  • Added: Daily Challenges can now have ship upgrades to mix things up
  • Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.
  • Major Change: Daily Challenges should now be identical. We’ve gone through and made sure everything correctly and consistently builds off the seed.
  • Change: Limit number of rooms with an inconclusive motion signal to at most 50%
  • Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
  • Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
  • Removed: “Out of Fuel” message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
  • Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.
  • Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state
  • Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
  • Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.
  • Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.
  • Fixed: Don't show drone left behind on mission summary
  • Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.

-Tim (Duskers Creator Guy)

8 comments Read more

Reviews

“A better Alien game than any official Alien game... as much as Alien is essential to any lover of sci-fi movies, Duskers is just as essential to any lover of sci-fi games.”
Rock Paper Shotgun

“If this lonely, sweat-drenched science fiction romp is not left holding the same accolades as FTL come end of year discussions, there's something awfully wrong. Like my personal GOTY in 2014, Duskers does so much more with comparatively less than any other big budget science-fiction effort in recent memory, such is its subtlety in design.”
War Gamer

“Duskers is a solid lock for one of my personal games of the year.”
9/10 – Polygon

Launching 1.0 May 18th!

Duskers is Launching 1.0 May 18th! It's been an amazing 9 months getting your feedback in Early Access, and now Duskers is finally ready to launch!

About This Game

In Duskers you pilot drones into derelict spaceships to find the means to survive and piece together how the universe became a giant graveyard.

Explore

You are a drone operator, surrounded by old gritty tech that acts as your only eyes and ears to the outside world. What you hear comes through a remote microphone. What you see is how each drone sees the world. Motion sensors tell you something's out there, but not what. And when you issue commands, you do it through a command line interface.

Adapt

You have to earn everything in Duskers, scavenging drone upgrades, drones, and even ship upgrades. But dangerous creatures lurk in these derelict ships, and weapons are rare, so you may need to think of a clever way to explore a military outpost using only a motion sensor and a lure.

But even if you find a way, the sensor that you rely on may break down, or you may run out of lures, even your drone's camera feed can start to fail. A favorite strategy can't be exploited for long, so you'll have to continually adapt.

Survive

Duskers is set in a procedurally generated Universe, and when you die you lose everything. You not only need to worry about what hazards lay waiting for you in the derelicts, but also running out of fuel, or parts to modify your drones and ship.

You are alone, isolated in the dark reaches of space. Only by sifting through what ship logs remain un-corrupted can you piece together what happened.

Features
- Use a Command Line Interface to control drones & ship systems
- Explore procedurally generated derelict ships and universe
- Upgrade and modify drones with the salvage you find
- Discover ship logs and piece together what happened

About Us

We previously made A Virus Named TOM and then were fortunate enough to get Indie Fund to help us fund Duskers. More about us HERE

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP+
    • Processor: SSE2 instruction set support.
    • Graphics: DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work
    • DirectX: Version 9.0
    • Storage: 200 MB available space
    Minimum:
    • OS: Mac OS X 10.8+
    • Processor: SSE2 instruction set support
    • Storage: 200 MB available space
    Minimum:
    • OS: Ubuntu 12.04+, SteamOS+
    • Processor: SSE2 instruction set support
    • Storage: 200 MB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (52 reviews)
Overall:
Very Positive (533 reviews)
Recently Posted
謬PY6ロ
6.8 hrs
Posted: August 26
FTL - Survival Horror Edition

Warning: 'mouse' input no longer responding
You are advised to get used to command lines to commÍ֙×ç՛ your drones

Do not taՙÑ⟗ëхè risks
They are using the ventßâÝؗ¬

Getðš‹øÌû¹ÎúïøížÙçÃÕúçîõΈÛ
Helpful? Yes No Funny
BlackDjinn
9.8 hrs
Posted: August 24
Like a lot of games today, this game is hard. You loose. A lot. You spend an hour exploring a ship and do it all perfectly... and get nothing from it. But as I said, being 'hard' isn't a new thing or even a bad thing.

Unlike a lot of games today, this game is fun. Dynamic puzzles, exploration of setting, great atmospherics add to it. Like a lot of great games, the complexity is emergant rather than coded in the gameplay. Control is simple, display is simple, information is easily and readily available. And it won't save you. And you'll want to go right back in.

If Mini Metro is fun but lacks a sense of immersion or a sense of dread, this game is for you.
Helpful? Yes No Funny
Steboost
10.9 hrs
Posted: August 24
A harsh but brilliant roguelite where you order drones around derelict spaceships for resources & clues to where the human race has vanished to. Derelicts are full of possible dangers that lurk in the dark.

Presented in an atmospheric old school computer style & controlled by a simple commandline it's gripping and at times terrifying.

I have seen Duskers described as FTL meets the bit from Alien where they guide Dallas through the air ducts & it's exactly that in mechanics & atmosphere.

"navigate all to shop1 and buy."
Helpful? Yes No Funny
Crushywanna
18.2 hrs
Posted: August 24
Genuinely enjoying this game so far. It's been a hectic time playing it. The gameplay is polished and feels amazing. There are jumpscares and battles happening throughout, when an infestation rushes you and you were not expecting it. I've had two total wipes so far, which is pretty good for me in these games. It's a random start, and random generated ships, galaxies, and the like so it has lots or replay value. Would recommend to just about everyone.
Helpful? Yes No Funny
ToaN
4.7 hrs
Posted: August 23
THE GOOD
Fantastic interface, control/gameplay, atmosphere. Frustrating design: cannot bring myself to keep playing.

Interface & Control - Typing to quickly get drones to perform their actions, setting aliases to combine commands. Fantastic and refreshing gameplay. Could easily do this for hours.

Atmosphere. - The sound of the droids in 1st PoV and it cutting away when you swith to ship view is fantastic. Many small details to the sound made when moving or colliding give an amazing feel.

THE BAD
Design, however, is frustrating. On the minor side is that scrap (required to upgrade and keep your parts working) is on the low side. This is workable if your skilled and careful, at least in the early game and feeds into the atmosphere. Some will prefer this style, others won't.

On the major side is when that idea is taken to far: the main view, which is critical to being able to do almost anything, degrades with your ship. Unlike droids which as they degrade you can repair (contributing to the fantastic atmosphere of trying to keep everything together) the video feed cannot be repaired and you must abandon the entire ship. Repeatedly. It works counter to the atmosphere of the game and breaks immersion all in the name of forcing players to utilize a mechanic.

OVERALL
Very interesting idea, hampered by a few questionable decisions that completely ruin the fun and atmosphere.

If you get it for free, give it a whirl to experience some unique mechanics, but I wouldn't pay money for it.
Helpful? Yes No Funny
Mumra
38.5 hrs
Posted: August 23
As the last survivor of an unknown cataclysm you have to play detective, piecing together clues that you gather drifting around a vast graveyard of space derelicts, somewhere in the universe. Did I say last survivor? Sorry, I meant last human survivor.

To achieve this task you remotely control a tiny squad of crack drones, entirely through a command line interface.

Wait, what, a command line interface?

Don't worry, the commands themselves are very simple, easy to learn, and the console auto-completes as you type so you only have to type the first character or two of each command. If you're a fast and accurate typist, however, you'll certainly have a bit of an advantage here.

But the absolutely glorious thing about this (on the surface slightly bizarre-seeming) design choice is the sense of immersion it manages to create. Through static-covered camera feeds across failing communication lines you observe every bit of action at a distance, yet I felt far more connected to the world than in any game of recent times. You geniunely feel like a lone operator, sat bathed in the glow of a terminal, watching helplessly as your last drone is yet again decimated by some unseen threat. This is sci-fi horror at its best. The low-tech aesthetic evokes the classic Alien. The gameplay itself is a satisfying mixture of strategy and puzzle as you figure out how to avoid, contain or destroy threats with the limited tools available. You are forced to regularly rethink how you approach situations as your equipment breaks down requiring you to discover new ways to use the various drone abilities together. But whatever happens there is a sense of fairness; every misstep, every failure, every tear shed for a lost drone, it is always your own fault; for not planning properly, forgetting some detail in your strategy, misreading the situation, or just entering the wrong damn command.

As a big reader of science fiction I can also say that the writing is truly excellent, as you piece together the events leading up to this mysterious cataclysm entirely through slightly garbled text logs which always drop just enough hints to grow the universe a bit each time and generally keep the story moving. One of the few games I've played where the hunt for text logs actually makes total sense contextually and is expertly woven into the core experience, rather than being simply an afterthought to flesh out the exposition. My only only gripe is that the various strands of story you are uncovering never really quite tie together into a full and proper conclusion which is what I was expecting ... instead this is left as an exercise for the player to simply piece together on their own or in forum discussions. Which, in itself, may have been an entirely intentional design, and is certainly somehow in keeping with the bleak hopelessness of the situation you find yourself in.

One of the most original, gritty and genuinely tense gaming experiences I've had in a long time, absolutely terrific.
Helpful? Yes No Funny
toadlyBroodle
20.8 hrs
Posted: August 22
Becomes very boring and repetitive quickly. Might be worth it for less than $5?
Helpful? Yes No Funny
kentrak
22.4 hrs
Posted: August 22
How to describe this? Like FTL, but with more tension. Like the 80's and 90's movies that features hackers, where you use your command line to enact real change. Satisfying in its control scheme, tense in its delivery, and unforgiving of mistakes.

Check your surroundings, ladies and gentlemen, because there's monsters about.
Helpful? Yes No Funny
hovershift
4.4 hrs
Posted: August 21
very good
Helpful? Yes No Funny
Fira
8.4 hrs
Posted: August 21
Duskers is an atypical title mixing:
- Puzzle Games
- Rogue-lite Games
- Survival Games
- and even Horror to an extent
all in one package.

> open a1
Mission started.

Think FTL, except there's no live combat, and nobody to talk to.
At least, don't expect the combat to go well for you.
It's you, your schematic view, your drones, and those derelicts to explore.
What's that creaking ? Yes, there's enemies also and dynamic event--

Wait, where did the schematic view go again ? Lost Video Feed ?! Right...
> navigate all r1

Some people have been complaining in the reviews about difficulty. I can say however that after almost 30 derelicts i've yet to even see a living enemy on-screen. Sit back, relax, and play it as a Puzzle Game at first, moving slowly and carefully, leaving no option unchecked, and you won't have any trouble.

> sensor

If you prefer a more dynamic playstyle, there are modules that enable this sort of play. Mines, Lures, Teleporation modules, you name it. Sadly, they won't be able from the beginning.

> trap; teleport r1; trap boom

In the end Duskers is very interesting to play through and should keep you entertained for a few hours to a few dozens, depending how much you stick to the game concept.

> open a3
Room r4 exposed to open space
> close a3

I can definitely recommend this to any fans of :
- Space Exploration
- Careful Planning
- Tense Atmospheres
- Things going wrong... again.

You might not like this if you're into more proactive games. Or just hate typing commands.

> exit
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
35 of 40 people (88%) found this review helpful
25 people found this review funny
Recommended
12.4 hrs on record
Posted: August 4
-i need to investigate the outbreak of a new self replicating form of artificial life
-find A-class space station
-mission: scan every room
-dis gon b gud
-i board the station with my three valiant drones
-i lay prehentive mines in a couple of locations, just in case
-very carefully and slowly search and scan all the 20~ rooms in the space station
-almost lose a drone to infestation, but i trap it in a room.
-nice, now I can relax. wow i've been in this space station for 20 minutes!
-so much scrap, 2 salvaged drones. oh sweeet Spacesus.
-BEBEBEBEP DOOR 35 IS BEING DAMAGED.
-♥♥♥♥♥♥♥♥♥♥♥♥.jpg
-hacker mode activate
-go back to mothership, swap my Gather module with an Interface module
-backtrack and stealth past infestation
-interface with the ship and activate defense system.
-sweat running down my forehead.
-motion sensor goes green
-i did it
-time to go home and enjoy this sweet bounty
-ah wait! i'll go and pick up the mines I laid out before
-waste nothing
-dock on a different port on the other side of the space station
-open dock doors
-infestation runs inside my mothership at 1000MPH
-drones get wiped out and i can't do anything about it
-watch my hard work get destroyed in 2 milliseconds
-mfw it's all my fault


10/10 would scream in space again
Was this review helpful? Yes No Funny
50 of 76 people (66%) found this review helpful
46 people found this review funny
Recommended
60.6 hrs on record
Posted: August 8
>Open A1
>Navigate 1 r2
>Navigate 2 r2
>Generator
>Drone 2 generating... see schematic view for powered rooms.
>Status
Name: Steam
Class: Gaming Client
Age: 12 (Stable)
>Scan
Items found in room:
Generator
Interface
Scrap (19.99)
>Gather
19.99 Scrap acquired
>Navigate 3 r2
>Interface
Interface List:
Survey
Ship Scan
Defense
Store

///[JIL]: Recommended course of action:
[1] Use 19.99 scrap to purchase Duskers
[2] Praise Misfits Attic for creation of Duskers
>Purchase Duskers
Added to Steam Account
>Navigate 1 2 3 r1
>Exit
Was this review helpful? Yes No Funny
14 of 16 people (88%) found this review helpful
Recommended
46.5 hrs on record
Posted: August 6
This game is odd. There are horror games which feel entirely claustrophobic. There are horror games with a direct sense of panic. There are management games with no sense of thrill or adventure. And then there is this game.

Duskers, if you didn't figure out already, is a marriage of Horror and management game elements with a slight hint of extra typing. You're in space, you don't know what's happened and you piece the story together as you go from communications found logged on the ships you board. The story is surprisingly well written for such a gameplay focused experience, and does help to give you a sense of isolation in the rather large map you're spawned into.

The gameplay is the big part here, as there are many different individual pieces that make up the whole experience. Misreading the command log to see if the sensor in r5 became untriggered gives you this sense of sudden realisation mixed with terror. In comparison to another favourite horror game of mine, Alien Isolation, the panic in that game lies in making a break for an exit and crouch walking right into the Alien even after you checked the motion tracker. This is what is so very different about this game. You feel a horrible sense of responsibility (don't we all) over the poor drones you send into harms way, which makes it ever more unfortunate when you try to flush out a leaper and mistakenly leave the door to your generator drone open and simultaneously lose 3 drones because you locked two away behind a door you were sure you could open once the leaper was flushed out. Or when the door next to your only safe room starts being attacked and you have to rush to get all the drones back onto the ship. Surprisingly, the command typing takes nothing from the experience. As someone who takes a lot of time typing, the command system is surprisingly good as I find myself just pressing enter in a blind panic once I finish typing a door close command. There are also so many joys in this game, such as the feeling of commandeering a new ship with 3 upgrade slots or gathering the maximum amount of fuel from a station.

However, a few flaws lie in the gameplay, it's not just full of the outstanding elements of this great game. Once you've collected 10-20 scrap in a single mission, you will realise that it cannot repair the schematic view once you have repaired vital modules, leaving you with a chance of being blind. 20 scrap cannot give you the insurance of all of your drones' health back once you've fixed a couple of ship modules. Whilst this can be seen as a vital element, and I would agree, everything decays at an incredibly fast rate which can make module breaks feel a little bit cheap. This is avoidable somewhat by fiddling around with the options menu, which means it's only a minor flaw.

One other flaw I have with the game is that once you find a way to deal with the leapers, goo, drones and swarms, you tend to become unstoppable in your pillaging of ships for scrap. Another similar flaw is that the enemy types start to get a bit boring after you've been through a few galaxies. Both of these issues could be fixed with more enemy types. For example, an enemy that doesn't move or show up on sensors/motion, and only attacks drones that have their back to it but destroys any drone with less than 200 health points in one hit then becomes inactive for a set amount of time. That's just one example off the top of my head.

Overall, this game is brilliantly done. The atmosphere is surprisingly present despite the retro-digital aesthetic that I enjoy so much. The gameplay whilst a little dull after you've gotten everything is challenging and requires concentrated effort. The fear this game produces is unrivaled purely because it's a different kind of fear. I got this full price, no sale, and feel I got much more than my money's worth. Try it out.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Recommended
84.7 hrs on record
Posted: August 15
Duskers is outstanding!
The post-interstellar-apocalypse atmosphere and storyline is very enticing, and the way they blend falling-apart technology between aesthetics and gameplay is very convincing without being frustrating. The occasional glitch (or recurring crash on macs -- search "rainbow glitch" on the forums for workarounds) can even like a natural occurance.

Most importantly, the gameplay is very well balanced, giving the intensity of real challenges and permanent results . Efficiency and cleverness can get you into a situation where ships seem easy, your fleet and inventory grows, and the storyline rolls along. Yet a lack of caution or a careless mistake can leave your team of drones decimated and all but destroy your hope to succeed against difficult enemies. The resulting in difficulty keeps things fresh.

In healthy rogue-lite fashion, if you do get defeated, you "Reset" your ship, starting again with less challenging opposition and less equipment, but continuing the story line where you left off. The result is a challenging and long-lived game, without overwhelmingly frustrating scenarios.
Was this review helpful? Yes No Funny
5 of 6 people (83%) found this review helpful
Recommended
3.3 hrs on record
Posted: August 16
brilliant game, however theres not enough content for the price, a ratio almost as bad as kag, if the price permanently halved then maybe, but as it stands it's just not money for value

- i do enjoy what there is though.
Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
Recommended
8.7 hrs on record
Posted: August 15
All I remember is:

"Wait 2 yellow rooms, which door is open"

Drone 1 is taking damage, Probe destroyed

navigate all r1

"Fall back, ... Fall back... No no r2's too narrow"

Drone 3 destroyed, Drone 2 taking substantial damage

"They're cut off! I can't do something"

close a1 ; exit

This game, Duskers...... Only what 7 min......
the flipping drama of keeping all your drones, then everything hits the fan ducts. You can't type in the console fast enough to get serial commands through.. - So you jettison your ship from the derelict airlock leaving the wreckage of what you knew was the closest thing to search party.
You can't see what hits you. You can't save them. You can't lose the ship. You can not advance....
It was just 7 mins... It was just one derelict... It was just one unseen shadow....

Given that I've played my share of survival horrors and strategy - what a shellshock. The horror of making a decision in helplessness and surprise. In the very first minutes of getting the game. Stunning in the most crawl-into-your-ship-room-and-shiver-over-the-wreckage.

However experience does kick in, when you notice the random play and bleak scenario that can make turns and runs more a crapshoot than a fitting risk and reward. My very play is proof as I got a very moviesque run right from the jump. If Misfit can stratify the randoms and generation - this will make Dusker very good the long run as player's detective sense will start wanting to kick in and unravel the "world". Moments of relief should be too hard to fight for when you always playing in hostile territory.

I'm curious what balances will come next. As this is an core review, Duskers fits very well in the sci-fi library of players and I hope the it will get the key additions to further age this title into even more of great play.

P.S. Players, please don't burn out trying to get that good play, this game IS harsh - take your time
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
20.3 hrs on record
Posted: August 16
The name Duskers is meant to reflect the bleakness of "a tale set at the possible sunset of humanity". The last bit in quotes was written by Misfits Attic when asked on the forums what the name of the game meant and where it came from, and it is all too appropriate.

You feel it every time you hear your ship dock to another wreck.
Every time your drone's mic crackles.
Every groan a ruptured pipe makes.
Every warning that an asteroid is headed your way.
Every notice that a door is being broken through.
Every awful roar that you hear before losing your camera feed.

Every move you make must be calculated.
You can not get sloppy with your drone commands.
One mistake can mean game over.
THIS. GAME. IS. RUTHLESS.

>Duskers 8.5/10

Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
2.0 hrs on record
Posted: August 15
Excellent game, I enjoy every second of it so far, I love audiobooks, and this game make my dream came partially truth, (cuz its a video game and not real life, and you are alone rather than a thriving with life universe) (although the mystery element its very nice too) of becoming a neuro network operator on a starship. Just like Andrew Grayson in "Terms of Enlistment: Frontlines, Book 1"
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
38.5 hrs on record
Posted: August 23
As the last survivor of an unknown cataclysm you have to play detective, piecing together clues that you gather drifting around a vast graveyard of space derelicts, somewhere in the universe. Did I say last survivor? Sorry, I meant last human survivor.

To achieve this task you remotely control a tiny squad of crack drones, entirely through a command line interface.

Wait, what, a command line interface?

Don't worry, the commands themselves are very simple, easy to learn, and the console auto-completes as you type so you only have to type the first character or two of each command. If you're a fast and accurate typist, however, you'll certainly have a bit of an advantage here.

But the absolutely glorious thing about this (on the surface slightly bizarre-seeming) design choice is the sense of immersion it manages to create. Through static-covered camera feeds across failing communication lines you observe every bit of action at a distance, yet I felt far more connected to the world than in any game of recent times. You geniunely feel like a lone operator, sat bathed in the glow of a terminal, watching helplessly as your last drone is yet again decimated by some unseen threat. This is sci-fi horror at its best. The low-tech aesthetic evokes the classic Alien. The gameplay itself is a satisfying mixture of strategy and puzzle as you figure out how to avoid, contain or destroy threats with the limited tools available. You are forced to regularly rethink how you approach situations as your equipment breaks down requiring you to discover new ways to use the various drone abilities together. But whatever happens there is a sense of fairness; every misstep, every failure, every tear shed for a lost drone, it is always your own fault; for not planning properly, forgetting some detail in your strategy, misreading the situation, or just entering the wrong damn command.

As a big reader of science fiction I can also say that the writing is truly excellent, as you piece together the events leading up to this mysterious cataclysm entirely through slightly garbled text logs which always drop just enough hints to grow the universe a bit each time and generally keep the story moving. One of the few games I've played where the hunt for text logs actually makes total sense contextually and is expertly woven into the core experience, rather than being simply an afterthought to flesh out the exposition. My only only gripe is that the various strands of story you are uncovering never really quite tie together into a full and proper conclusion which is what I was expecting ... instead this is left as an exercise for the player to simply piece together on their own or in forum discussions. Which, in itself, may have been an entirely intentional design, and is certainly somehow in keeping with the bleak hopelessness of the situation you find yourself in.

One of the most original, gritty and genuinely tense gaming experiences I've had in a long time, absolutely terrific.
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2 of 2 people (100%) found this review helpful
Recommended
10.9 hrs on record
Posted: August 24
A harsh but brilliant roguelite where you order drones around derelict spaceships for resources & clues to where the human race has vanished to. Derelicts are full of possible dangers that lurk in the dark.

Presented in an atmospheric old school computer style & controlled by a simple commandline it's gripping and at times terrifying.

I have seen Duskers described as FTL meets the bit from Alien where they guide Dallas through the air ducts & it's exactly that in mechanics & atmosphere.

"navigate all to shop1 and buy."
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