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 (48 reviews) - 95% of the 48 user reviews in the last 30 days are positive.
Overall:
Very Positive (519 reviews) - 93% of the 519 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 (48 reviews)
Overall:
Very Positive (519 reviews)
Recently Posted
roots
9.7 hrs on record
Posted: 20 August
This game is amazing. So tense. So strategic. 10/10.
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Ithaldir
15.3 hrs on record
Posted: 20 August
An interesting deep space strategy game, though a bit pricey for $20 in my opinion. You control a team of up to four drones with a variety of upgrades into ships, space stations, and outposts. You have to salvage these places in order to repair/upgrade your drones as well as repair/upgrade/refuel your ship. Only problem is that there are always enemies on board that you need to take care of.

The above doesn’t sound too hard in principle until you take into account that you almost exclusively control your drones through a command line, typing in commands. If you are playing this game you might as well just unplug your mouse because you can’t use it. You have to be carful about what you type and you need to be accurate because a simple typo can destroy all of your drones. That is why things should be taken slow and carful, because if you make a mistake and one of your drones is in trouble panic will make it even harder to type.

If you like enjoying yourself please, take all the difficulty settings and turn them to zero. By large request the developers eventually added difficulty settings as before ‘normal mode’ meant perma-death, if you make a mistake you either have to cut your losses or restart from scratch. Even on easy mode I’ve never had enough resources to waste on anything. Since the universes, galaxies, and systems you explore are procedurally generated, you are always at the mercy of RN-jesus.

I enjoy the game a bit, though I play it in bursts because it tends to get tedious, which is why I recommend you wait for a sale.
Helpful? Yes No Funny
Krazy Bomb
21.0 hrs on record
Posted: 20 August
So. I tried this game despite some of the negative reviews and I think you should give it a shot if you have the money for it and you want a unique experience, and definitely try it if you like Aliens and Lo-Fi Sci-Fi


Like Most rogue-lites its rather punishing and you should be very careful when investigating rooms

The story is very slowly revealed through exploring new ships and getting upgrades to scan rooms, capture specimins and access space bases and quarentined areas.

The ability to make shortcuts for commands is really handy and helps when you need to type in a 3 word command in about half a second. Be warned that some of the hazards such as radiation leaks and the monsters suddenly deciding to break down a door into a safe room can easily screw you over. 21 hours in, I still have not completeed the story, but I'm getting much closer, as the story progress is culmulative. I'm not sure if there is an "end game" yet but the story continues to unfold.

Pros:
Good atmosphere
Solid controls
Interesting if convoluted story
Challenging
Fun way to increase typing speed
Command line interface and keyboard only controls add greatly to atmosphere
Extremely adjustable difficulty for those having a tough time
Fantastic help menu and help funciton

Cons:
Some hazards are a bit unfair (but you can turn individual hazards off and have a lot of difficulty options which is good)
If you quit a mission partway through, then you go back to the part just before then, but you now can no longer access the ship (I understand why this is a feature, so you can't prepare ahead of time, but why not just generate a new ship instead?)
Seems excessively punishing if you lose your drone with tow and you don't have any scrap left.



Even with the excessively punishing gameplay at times, it can be avoided by playing carefully.





Think ahead before you do things, have the commands to close the door ready when you enter a room, and don't worry about getting ALL of the scrap. getting a drone and 3 pieces of scrap is more than enough.

At the very least, if you like rogue-lites and Lo-fi Sci-fi then you should try this game.

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FromHell2k
15.7 hrs on record
Posted: 20 August
This game is mindblowing. While looking pretty simple, it will force tension on you. It's creepy atmossphere, the stress of malfuncioning modules and the run for supplies is intense a.f. If you like a mixture of stress and enjoyment, that is the game for you.
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TV's Russ
50.1 hrs on record
Posted: 20 August
What an absolutely pheomenal game. This is a game that I have a hard time pulling myself away from. It is absolutely brutal in it's absolute simplicity. A well crafted blend of understanding when you can take your time, or race against impending failure. I thoroughly love the concept of puting my mouse down and simply using my keyboard. Lean back, relax, and type away. However there is a catch. A glaring one at that. Once your Drones start getting attacked, it's a race to figure out how and why...and to juggle in your mind is it best to manually navigate them? Or is it best to tell them to navigate 1 r3?

The brutal part in the simplicity of the game is that it does not warn you about your actions. It warns you to enviromental happenings, but it doesn't ask you if you are sure you want to do a specific action.

For example: on one starbase I was trying to rescue my drones from a room with Airlock 3. My ship was at Airlock 1 so the very simple command would be: Dock A3. Well in my mind I typed it coorectly, but somehow when I reviewed the aftermath I had typed: Dock; A3. I sat their stunned as what I had in advertently done was have a brief explanation of how to use the dock command, and airlock 3 opened. Poof, there went my 1 and 3 drones into the emptiness of space. No rescue. No spares to make up for it. Just gone. I was crushed. Reset, and go again.

This game is such a marvelous treat. I have gone from extreme highs, to the depths of low in a matter of one derelict. It is absolutely and entirely amazing and I would be doing this game an injustice if I gave it less than a 9.5 out of 10. It should be a 10, however my bumbling fingers in the middle of a crisis wants me to blame the game, so here I am...displacing my anger and my own ineptitude of quick thinking and typing on this fantastic game!
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Linx2131
41.9 hrs on record
Posted: 19 August
This game is the bees-knees, the cat-meow, the chickens-ankles!!! Using exclusively the keyboard as a controller, I've never played any game like it. The immersion is flawless to me; I dont feel like I'm playing a game, it feels exactly like I'm operating these drones to do my bidding so I can continue adventuing through space searching for the best ship, the best mods, and the truth behind the plot. The monsters aboard any infested derelict ship force me to play tactically, and thus involves a great deal of strategy (except when you get unlucky RNG). There are only a few different kinds of monsters I've found, but each type uniquely synergizes with one another, so pairing any two types of monsters on one level drastically changes and/or narrows the types of tactics you can execute and enforce. The variety in upgrades, or mods, offer a playstyle unique/exclusive for each individual mod. The scarcity of mods avaiable forces you to adapt with what you have, and evolved based on what you find. I love the RNG because if mixes things up with such subtleness that you'll never play the same level twice, but every level is familiar. The only complaint I have about this game is one specific mob, the swarm, and through that, the broken difficulty curve. The only way to deal with this mob is to avoid confrontation entirely and blowing it out an airlock or interfacing a ships defences against it. These buggers will shred you to pieces the moment they notice a drone, even if it's stealthed. With any other mob, you can generally kite them to where you want them to go with stealth: the swarm is the exception because they're fast, and no matter your greatest effort you'll be hard pressed to escape a room and close the door behind you, leaving certain doom safely behind. You'll be able to hear them somewhat in an adjacent room (all mobs have a unique sound que when moving about a room), and this is the only warning you'll ever have before opening a door or validating their pressence with a motion tracker or sensor. Should you brave a confrontation, your only hope of besting them is to gun them down with a turret, forcing you to activate the turret itsself twice. This leads me to inform the reader about my first playthrough- I first began easily enough, and as I advanced the difficulty increased rather naturally. After my first wipe and reset, I noticed the difficulty never reset, so I started with less to work with through the ever scaling difficulty. It got to a point where when I reset again, I literally crossed my fingers that I'd begin with a stealth module or a turret, and if I got neither I would quite literally wipe if I ever had to face these swarms, which at this point in difficulty was every other level (ship/base/etc), and these two modules are perhaps the best, if only way to deal with the swarms manually. I learned on my own that I could reset all local data, and when starting again I found I was back to the beginning, and I was able to keep pace once again with the difficulty scale, making for a far more fair experience. Basically what I'm saying is, the only problem I find in the game is that if you ever reset, you'll have to play even safer, and have to rely on RNG to get the things you NEED to continue venturing and having successful missions. Let me express this feeling through RPG terms. Lets say you start level 1, grind to 20, and die to a boss. If this RPG played in difficulty the same way, you'd start again, level 20, with the same gear as at level 1, and have to face the same boss in the same level 20 area with worse gear than you had before. Should you miraculously attain this feat, you're still 20 levels behind for the rest of the game unless you pick up an item that gives you those missing 20 levels worth of stats. Does this make sense? If so, is it fair that I feel frustrated that unless I have a perfect game, I'm doomed to get shafted by swarms when I have to reset? This can easily be fixed by just setting a base difficulty for the first system after reset, then every level after that system can start gaining difficulty, instead of confiscating all defences then dropping you in the projects. (Essentially like a training ground to allow you to gear up before taking on the universe, instead of jacking your clothes and deporting you to Greenland.) This complaint itsself is probly the only argument I have to say this game is mean, because it's a miniscule issue and the only issue at hand, therefore no one (in my opinion) has any right to call this game bad. Despite this game playing slower than any game I've ever played, it's tense! I found myself holding my breath on a few occassions, knowing the decision I was to make next left everything I'd achieved on the line to try and find success in exploring this one pivitol room. Does this room have baddies? Motion scans are inconclusive. Can I redirect any potential baddies to another room? Impossible, I'd need remote power. Time to hope and pray its not a swarm, because if it is, not just my gatherer is dead, so is my generator drone and there's likely zero chance I'll be able to tow either of them, let alone grab their modules. If this face-check shows me anything other than success, Im down a generator, gather, and at least one other superior module, which takes away the biggest advantage I have on any given level. Even though the graphics are probly considered sub-standard, I feel like this left my imagination to fill in whatever blanks existed, and this is probly what I love most about this game, and why it can get so tense. I almost poo'd myself by mistaking harmless scrap for one of those mobs that jumps on your face and rips out your spine Predator style. Audio ques have made my heart sink faster than seeing a cop in the rear view. I think League of Legends would kick me to the dog house if it ever found out the relationship I'm growing with Duskers, and I think it's worth it, because to me Duskers is certainly one of the best games I've played since the SNES went out of style. Let that sink in for a second. After hearing about this game in a video on youtube, I threw my money at Steam to give it to me, and to be honest this game is the only reason I use Steam. This reviewing is more for the team at Misfits Attic, but I figured they'd probly be more likely see it here. Thank you for all for the hard work put into making this game, and quietly taking the throne of my love over all other hum-drum games being released. I absolutely love this game! I love the rogue elements, I love the 'left-to-the-imagination' type of graphics and I love how I feel like this is the first game of its kind I've ever played, and I already know in my heart of hearts there will never again be a game like Duskers.
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Kikuchiyo
31.3 hrs on record
Posted: 18 August
This game is absolutely, mind-blowingly AAAAMAAAAZING. AMAZING. Think 'Alien' style retrotech, cmd console keyboard controls, writing your own simple command scripts, creativity, intense pressure. This RPS review says it all: https://www.rockpapershotgun.com/2016/05/23/duskers-review/

Absolute 10/10. Stop reading and start buying.
Helpful? Yes No Funny
25.2 hrs on record
Posted: 17 August
Immensely satisfying strategic experience; a fusion of unique interface with horror and roguelike elements in a bleak, hollow world. It evokes a real sense of dread and determination.

Duskers is one of those games that makes me lose all sense of time.

I can only say I wish there were a bit more obvious progression.
Helpful? Yes No Funny
S. Gordon
13.8 hrs on record
Posted: 17 August
I could call Duskers a top down version of 'IRON HELIX' (from 1993) by spectrum Holobyte.

Pros:
- If you like puzzles, Duskers is worth every penny you pay for it, just like Iron Helix was.
- Easy to learn, hard to master
- If you feel like you're the 'reset' button is your best friend, you are playing the game wrong; reread the manual, think out of the box and try it again.
- Typing skills and a love of retro graphics is desirable, but not a must.
- If you can't type use the aliases, they are not just for show.

Cons: None

This game is a Corker!
Helpful? Yes No Funny
Stabby McStabStab
10.2 hrs on record
Posted: 16 August
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

Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
90 of 121 people (74%) found this review helpful
3 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.

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30 of 34 people (88%) found this review helpful
22 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
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25 of 30 people (83%) found this review helpful
1 person found this review funny
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.
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48 of 73 people (66%) found this review helpful
42 people found this review funny
Recommended
60.6 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)
>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
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12 of 13 people (92%) 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.
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5 of 5 people (100%) found this review helpful
Recommended
3.3 hrs on record
Posted: 16 August
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.
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4 of 4 people (100%) found this review helpful
Recommended
6.0 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
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3 of 3 people (100%) found this review helpful
Recommended
63.9 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.
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2 of 2 people (100%) found this review helpful
Recommended
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"
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2 of 2 people (100%) found this review helpful
Recommended
10.2 hrs on record
Posted: 16 August
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

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