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 (37 reviews) - 94% of the 37 user reviews in the last 30 days are positive.
Overall:
Very Positive (506 reviews) - 92% of the 506 user reviews for this game are positive.
Release Date: 18 May, 2016

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Recent updates View all (67)

7 July

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)

9 comments Read more

30 June

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 (37 reviews)
Overall:
Very Positive (506 reviews)
Recently Posted
SqueakyDolphin
( 1.7 hrs on record )
Posted: 15 August
Honestly, this is one of the coolest games I've played in a long time.

The whole goal is to move from system to system, salvaging and leeching off as many derelict ships as you can (hint: every single ship is derelict). It's a bit hard to tell from the trailer, but the entire game's actually closer to a hacking style game than anything. While you can pilot drones around manually, you can also type in commands to navigate drones from one room to another, and every single action you do (from gathering stuff to opening doors to interfacing with terminals) has to be typed out. The typing "controls" are actually very simple and straightforward, and they seem to function quite well without any major issues (except some pathfinder issues, but it's not that big of a deal).

This is the perfect game if you're looking to be the last known survivor, in space, without actually ever doing anything yourself
Helpful? Yes No Funny
SunaLova
( 3.5 hrs on record )
Posted: 15 August
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
Helpful? Yes No Funny
Royvan7
( 14.6 hrs on record )
Posted: 15 August
it is a good game, it has drones
Helpful? Yes No Funny
Goldeye
( 37.3 hrs on record )
Posted: 15 August
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.
Helpful? Yes No Funny
Frustus
( 2.0 hrs on record )
Posted: 15 August
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"
Helpful? Yes No Funny
TheOctagon
( 3.5 hrs on record )
Posted: 14 August
Been interested in this game since early access. Finally got it on sale, and I don't regret it. As the description indicates, this is a roguelike where you pilot drones around via command prompts. If you've ever wanted to simulate the feeling of being in space by yourself with nothing but a computer console and some drones (kind of like the environmental feel of Alien), get this game :-)
Helpful? Yes No Funny
VitiminV
( 14.0 hrs on record )
Posted: 14 August
Do you like command line interfaces and hard, gritty scifi?
If the answer to either of these is yes, buy this game.
Helpful? Yes No Funny
Doallyn
( 2.1 hrs on record )
Posted: 14 August
Meh - its an interesting concept but once you've done the first few ships the typing gets boring, the risks of full death are way too high. Its a nice idea but lacks any real deep gameplay to keep you going at it. Very much the RNG approach like FTL but without being FTL and having to type alot...
Helpful? Yes No Funny
VVeekends
( 9.3 hrs on record )
Posted: 14 August
Before we delve into too many details, I have to say that 2D games have never appealed to me as much as this one has. When I first looked at some of the gameplay, it looked quite bland, as in drained of color and seemed very boring. But I decided to give this game a chance and It did not disappoint.

Duskers is a control-based game that gives you real-time control over all the events occurring on your screen. Although you may only be looking at a monitored-simulation, it truly gives a feel of one being present at the scene as this is happening.

To the objective of the game: As the pilot of a small ship, you are tasked with the job of exploring and unveiling the truth behind what has happened to the other humans aboard ships that are merely drifting in space. Boarding these ships, you may find subtle clues or messages (datalogs) that may shed light to the disappearances or what might have happened. Utilizing drones and a variaty of gadgets they come equipped with (all customizable), you pilot these units aboard frigates, freighters, and numerous other ships alike in order to accumulate necessary resources to keep your own ship from failing while at the same time, uncovering the mystery behind the disapperances of the crew members of these ships.

But here's the catch: You aren't alone.
There are... these... things that are on board those ghost ships with you. And as far as I know, all of them are entirely hostile. They will attack your drones on sight and destroy them. The trick behind figuring out how to navigate around them either stealthily or to eliminate them will be up to the player to discover.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
83 of 100 people (83%) found this review helpful
2 people found this review funny
Not Recommended
7.0 hrs on record
Posted: 25 July
I want to like this game. The concept and interface are both brilliant. The core gameplay is compelling and tense, but I cannot recommend this game because of how punitive it is.

In Duskers there is no such thing as a small risk: whenever you enter a potentially risky room you could find no hostiles, a hostile you can quickly close the door on and back out, or swarmers: hostiles that will destroy your drone within 3 seconds and then hover over the body making it unrecoverable.

To minimally build back from such a distaster requires a drone husk (you find these maybe every 5 ships), and 10 scrap (fully exploring your average ship nets you ~5 scrap), but all of your scrap goes to maintenance because your stuff is breaking at a rate roughly equal to how much scrap you get from fully exploring a ship.

This game isn't a battle of attrition, its a death lottery. No matter high how you are flying at any moment you are one dice roll away from losing your capacity either gain resources or to explore carefully, cosigning you to a slow withering dealth with no capacity for recovery.

Was this review helpful? Yes No Funny
21 of 26 people (81%) found this review helpful
Recommended
57.5 hrs on record
Posted: 26 July
Duskers has the most satisfying core gameplay loop of any game I've played this year (with the small exception of The Swindle). It's one-part survival horror, one-part puzzle, one-part luck, and 17,000 fiddly bits of tactical risk-balancing and nerve-wracking situations that develop organically and put your ingenuity to the test. It's sometimes unforgiving, and progress feels like it's eked out every step of the way, but that's part of what makes your occasional hard-won victory feel so meaningful.

... until your next misstep sucks three drones out of an airlock and you ragequit, but you keep coming back anyway because the next time you'll do better. It's that sort of game.
Was this review helpful? Yes No Funny
37 of 59 people (63%) found this review helpful
32 people found this review funny
Recommended
60.0 hrs on record
Posted: 8 August
>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)
>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 18 people (78%) found this review helpful
13 people found this review funny
Recommended
12.4 hrs on record
Posted: 4 August
-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
8 of 9 people (89%) found this review helpful
Recommended
46.5 hrs on record
Posted: 6 August
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
2 of 3 people (67%) found this review helpful
Recommended
11.6 hrs on record
Posted: 4 August
I really enjoy the exploration, survival, and puzzle aspects. Can be very tense.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
9.3 hrs on record
Posted: 14 August
Before we delve into too many details, I have to say that 2D games have never appealed to me as much as this one has. When I first looked at some of the gameplay, it looked quite bland, as in drained of color and seemed very boring. But I decided to give this game a chance and It did not disappoint.

Duskers is a control-based game that gives you real-time control over all the events occurring on your screen. Although you may only be looking at a monitored-simulation, it truly gives a feel of one being present at the scene as this is happening.

To the objective of the game: As the pilot of a small ship, you are tasked with the job of exploring and unveiling the truth behind what has happened to the other humans aboard ships that are merely drifting in space. Boarding these ships, you may find subtle clues or messages (datalogs) that may shed light to the disappearances or what might have happened. Utilizing drones and a variaty of gadgets they come equipped with (all customizable), you pilot these units aboard frigates, freighters, and numerous other ships alike in order to accumulate necessary resources to keep your own ship from failing while at the same time, uncovering the mystery behind the disapperances of the crew members of these ships.

But here's the catch: You aren't alone.
There are... these... things that are on board those ghost ships with you. And as far as I know, all of them are entirely hostile. They will attack your drones on sight and destroy them. The trick behind figuring out how to navigate around them either stealthily or to eliminate them will be up to the player to discover.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
236 of 277 people (85%) found this review helpful
7 people found this review funny
Not Recommended
42.9 hrs on record
Posted: 19 May
Conceptually, stylistically, and even mechanically, Duskers seems like a unique and fascinating game. It's tense, original and compelling. And yet, the more I played, the more the lack of progression and excessive randomness wore away at me, until eventually I gave up frustrated.

Duskers is a sort of "last man in the universe" scenario. Everything - and apparently everyone - is dead and the player is tasked with figuring out just what the heck happened. This involves exploring various derelict space ships via a squad of remote-controlled drones. It's a sort of SpaceChem meets Aliens as the player controls the drones from an overview while identifying and (hopefully) avoiding dangers. Each drone has three slots that hold upgrade modules that serve as tools to facilitate safe(?) exploration of the ship. These range from the subtle and strategic Motion Scanner and Lure, to the more directly useful Stealth and Teleport modules.

While controlling the drones directly with the cursor keys is necessary, the player can also type in commands from an overhead view of the entire ship. The need to type in commands is a neat gimmick and really helps the immersion in the game, but it can also be awkward and aggravating, as a single typo could have devastating consequences. There's no mouse or gamepad input at all.

A big part of Duskers is its procedural generation. The derelict ships vary greatly in size and layout, yet all feel basically the same. Each ship is essentially just a bunch of boxes. There are no force fields, elevators or teleporters, no human corpses scattered about or locked away in stasis. It all feels very dry. I would have thought the setting would allow for some really unique and varied stuff in each ship, but there's only a handful of elements randomly scattered about.

There are different ship types: a "military" ship might have more defense turrets, and a "fuel" depot might have more fuel, but these differences are so subtle I eventually stopped paying attention to what type of ship I was visiting. Worse, the layout of the ships seems completely illogical at times. You might explore a tiny ship with an airlock in every room, or a massive ship with only one airlock. A power outlet might power the rooms right next to it, or those rooms might be powered by another outlet at the far side of the map. I understand this adds to the "puzzle" aspect of the game, as you try to navigate the ship without knowing its layout, but the nonsensical ship designs really hurt my overall immersion. The risk-vs-reward formula is so random, it's usually better to just explore a few rooms of each ship, then move on. Exploring a very large ship can be much more dangerous, but probably won't yield more resources than a smaller, safer excursion. I understand procedural generation is all the rage these days, but Duskers doesn't really benefit from it. I would have much rather had a large pool of well-designed levels with a clear sense of progression than the infinite number of mediocre levels Duskers seems to be offering up.

The lack of variety affects the enemy types as well. I found the first three types of enemies within a couple of hours of starting the game, and then after playing for a dozen or so more hours I found... one more. There's no clear "late game" or "early game" in Duskers. You might find the best module for your drones in the very first ship, or you might never find it at all. Even on the easiest setting, I would often encounter enemies with one-hit-kill attacks right at the start. Why not have a few, smaller, creepier enemies at the start when the player is just learning, then escalate things to include larger, ship-devouring "boss" enemies later on? Duskers always felt like it was building up to something great, but that "something great" never seemed to happen. Most of my time was spent gathering "scrap" (the game's currency), then using that scrap only to maintain the pool of upgrades and drones I already had. I was hoping I'd eventually unlock the means to craft new upgrades or new types of drones, but that never happened.

Duskers' story plays out through a variety of text logs that are randomly uncovered when visiting the derelict ships. While intriguing and well-written, I'm not really convinced they provide a satisfactory conclusion to the game's setup. I never did find all of them, but replaying the game over and over to find the ones I missed didn't seem worthwhile.

There's a part of me that loves Duskers for its unique style and mechanics, but also a part of me that hates it for being such a missed opportunity. It's a neat idea, but the lack of variety, progression and the nagging feeling that I had "seen it all" almost right from the start left me ultimately disappointed.
Was this review helpful? Yes No Funny
107 of 115 people (93%) found this review helpful
4 people found this review funny
Recommended
13.7 hrs on record
Early Access Review
Posted: 20 August, 2015
Duskers is the most unexpectedly absorbing action-strategy game I've played in a long time. Set aside a couple of hours to learn it, then play it in the dark with headphones. Trust me.

Most people hear that Duskers is a game that forces you to type in commands to play it. It's true, but not universally. You have direct movement control over your robot drones with the arrow keys, but to get them to do anything special you'll need to remember a bunch of commands. And you'll need to keep learning new ones as you explore the universe.

Anyway. There are two discrete stages to know about in Duskers - the preparation, and the execution. The preparation is all menu-based: you choose the next derelict spaceship on the map to raid (trying to use as little fuel as possible when making each jump), convert salvaged scrap metal into useful stuff, and kit out/repair your drones.

The execution is the meat of the game. Here you remote-control your drones through a derelict spaceship to salvage essential fuel, new drones, new upgrades and scrap metal. You have some control beyond the drones too - you can open and close any door on the ship, provided you have a drone with the right skill parked on a nearby generator. If you manage to find ship upgrades, you can also do things like teleport drones around or power bits of the ship without using a drone.

Gameplay video:
https://www.youtube.com/watch?v=c0H9Hu-oN9U

You move the drones one at a time and type in commands to get them to use their skills, either alone or all at once. If you tell a drone to do something that takes a while to execute (such as gathering every pick-up in a room), you can leave the drone to it while you go and do something else. If you find yourself using the same complicated command over and over, you can programme it into a simple alias command.

So why bother automate the drones? Mainly because you don't have all the time in the world. The ship you're boarding will slowly degrade, forcing you to make the most of every second. There will be threats trapped in rooms that may eventually break out. You may even come up with clever strategies for dealing with those threats that require several drones to work together at once.

You start with precious little equipment - three droids with (fairly) random skills. To be able to deal with every room of some derelicts, you will need to find new skills to upgrade the droids. So if you're unlucky enough not to start with (say) the interface skill, you won't be able to remote-activate the derelict's weapon system to kill baddies. This randomness does mean some games will be less fair than others, especially near the start. But this is a roguelike, so tough.

There are so many emergent things that come out of the way this game is set up, I can't begin to scratch the surface. It really rewards improvisation using the tools you have earned. And it fully immerses you in the experience - from the eerie, quiet background sfx to the way the control system promotes the idea that you're sat on a ship in front of clapped-out, low-tech equipment remote-controlling drones by the seat of your pants in a dangerous universe.

Be patient with Duskers - it'll take a while to get into, but it's worth every gritty second.
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178 of 225 people (79%) found this review helpful
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Not Recommended
27.9 hrs on record
Posted: 10 June
I hate that I can't recommend this game. It's not really that the game is bad at all because it's good. It's quite good actually in making itself out to be a futuristic universe where everything's dead and gone(save the enemies). But perhaps it's too good at that. The game initially feels very forboding and downright terrifying since you've only got a limited number of drones and losing even one can mean game over, but the sense of fear you get fades to frustration as you have no way of knowing how the enemies in the game function unless you die to them over and over again while experimenting, or you google how they work. (looking at you slime)

I don't like how fighting enemies works on this game at all. There is a difference between having a threatening enemy that you cannot fight directly and an enemy that will kill you before you have more than a second to react to it being there. The horror of seeing a swarm jump on you is immediately met with frustration because you wonder what you could have done differently upon seeing the swarm and realize that there is literally nothing barring a shield or some other kind of defense that is equipped on the drone. And even then the shield wouldn't help.

Let me make an example here so that hopefully you can understand why I'm upset. Lets compare 'finding an enemy' to 'getting infested' in alien swarm. What happens in alien swarm is that you are essentially sentenced to death and there are only a few ways out of it. Number 1 is being healed until the infestation is gone and number 2 is using electric armor. Both methods expend resources making you weaker as a whole, but not outright killing you. In duskers the response to meeting an enemy is the equivilant of instantaneous death. Reaction in Duskers is waaaaaaay to reliant on planning putting you into the position of performing IMMENSE setup with very little reward.

In fact I think that is my primary complaint about the game is that I don't feel rewarded at all when I perform the duties expected of me. I am simply like 'alright, one guy down, now to spend another 10 to 15 minutes setting up for the next guy'. This is only made worse by the fact everything in the game breaks and it breaks at ridiculous speeds. I can use a motion sensor in one mission like 3 times and it will barely increment and then I use it once in another and the damn thing is ready to break. How the hell am I expected to progress in the game when I can barely maintain it without performing such tedious tasks tantamount to filing paperwork or examining spreadsheets. Any fun in this game is lost on the random generative manner of the game because it's almost like a puzzle game that is generated randomly and to make up for the random nature the baddies are so incredibly powerful that one ♥♥♥♥ up and yer dead.

This game would be a lot better as a non randomly generated experience where puzzles were carefully crafted to test your ability to think and be creative, not request that you spend several hours examining a ship for minimal quanities of scrap materials so you can examine more ships for more scrap materials and hopefully piece together some story that may or may not even be worth it. The mysterious nature of why everyone disappeared isn't really excited when it's presented in text that is literally people going about their day to day god damned business. The little bits and pieces are not worth the effort. The game is so bland when it gets right down to it. There's so few enemy types, ships just blend together after a while and the differences of drone parts and functionality is so minimal. Beyond the great aesthetic there is so little to the game. In the end, the game itself isn't bad at all, but the asking price is WAY WAY TOO MUCH. I do not feel like I got my moneys worth.

Also one last complaint, not being able to clear doorways is annoying. Also the game has some annoying bugs like scrap being dropped in between doorways and not being able to be picked up.


TL;DR: Game gets stale fast. Not worth 20 bucks. Wait for big sale.
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