Deep Sky Derelicts will bring the players into the burdensome life of a society outcast, a scavenger trying to make a living, while aspiring for a better life of a full-fledged citizen. Players will be exploring derelict alien ships, fight, loot, hire mercenaries into their team, buy new weapons and upgrade their gear. The game’s retro-futuristic comic book aesthetic style creates a distinctive dark atmosphere of deep space, unknown locations and lost dystopian society. Rogue-like elements featuring such popular mechanics as procedurally-generated dungeons, turn-based combat with card-based actions and lethal threat lurking around every corner, are here to draw the players into an unforgiving, yet fascinating world with its own unique lore.
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The bad: Poorly balanced. Any game in which your team can be stunlocked to death from the first turn is rough, and DSD tries to make every encounter dangerous. Unfortunately, this means that your forward progress is always subject to a wipe solely on the basis of bad luck. The plot is nonsensical. And the game is full of padding as you can only heal by returning to the main base.
Extra credit: DSD might be the first card battler that I felt actually played like an older school, turn-based, menu-based RPG. Introducing decks and randomness to the formula is fun, and I’ll probably explore more games in this subgenre on the strength of the idea.
Final verdict: if I had not been doing this as part of a backlog challenge, I would have dropped this game halfway through. It’s out of ideas by then, and the ending is hardly any different from the rest of the game. This team stretched a few ideas at least 15 hours too far.
The degree of character customization is good and the card combat helps distinguish different encounters, even if it's only because of the RNG inherent to the genre.
Equipment is tied to cards so prioritizing either stats or moves is always a concern and prevents the game from becoming just about picking the biggest number.
I specially liked the story because the protagonists have a mundane, realistic motivation that plays into the world building. You can also learn more about the setting from character interactions and electronic devices you can find.
The only major gripes I have with it are the lack of direction at the beginning since the tutorial is too brief in my opinion and combat encounters can get painfully long by the end of the campaign, I'm talking about the last 2 or 3 derelicts.
Maybe the game gets better as you get further along in it, but it's not something where I feel like sticking around to find out. Going to hard pass on continuing this one.