![]() Being underwater, nothing in the world is particularly fast, but the management of resources to optimally escape a dangerous situation delivers great tension. Missions may be as simple as raiding a derelict ship, but even that might turn into a much different, frantic scramble away from unexpected danger. The game is at its unnerving best when it sends you into near-pitch blackness, with only the comfort of sonar to light the way toward your objective. One of the more chilling commonalities along the way is finding merchants who were stranded in isolated areas, waiting for someone to come along to give them the jump they needed to escape. Much of your journey is spent scavenging supplies and key items in uncharted danger zones infested with landmines and sea creatures-and it's hard not to be affected by seeing how many other vessels tried and failed to infiltrate the same areas. As you creep your way to the bottom of the ocean, you'll often have a checklist of parts to grab, people to see, and enhancements to make. Humanity's only hope of breaking through the oppressive ice above is a godlike ancient artifact lying at the bottom of the ocean.Īs the captain of your own tiny vessel, you are tasked with recruiting a capable crew, building a ship strong enough to withstand the crushing ocean depths, and locating the powerful artifact before anyone else. Instead, they're forced to build civilization anew underwater, with steampunk-inspired submarines and habitats as their only means of shelter. It presents an unusual take on a post-apocalyptic society where humanity doesn't go to space or live in the nuclear wastes. There's so much to love and appreciate on the surface that the game's profound awkwardness and convoluted mechanics just hurt to experience. Balances arcade action & depth pretty darn well so it feels fresh but isn't "lite".Diluvion is in that most tragic class of disappointing game: the kind with great ideas. It's a lighthearted take on zombie survival games with an inviting tone yet deceptively deep game systems. Content updates are on a regular & consistent 2 week cycle, give or take. I'm over 75 hours in and have only uncovered about 25% of the map (though complete deforestation is part of my gameplay style, lol). It's something I've never seen before and it really speaks to the level of fine-detail that they're operating from. ![]() It's such a small thing but the devs were thinking of character momentum & game flow when they coded that in. This is perfect if you get accidentally stopped by a terrain object or you're just picking up a loot item off the ground. But what I noticed was that when you stop by letting your finger off the WASD directional keys you still have a 1 second window to press back down on the directional keys to keep sprinting without having to hit the Shift key again. There's no stamina meter so when you start you can sprint for as long as you want. So one of the accessibility options is a toggle to change the Shift to sprint from hold-down to just tap once to keep running. It comes across in every element you look at, whether it's the bright, colorful visuals, satisfying UI navigation & design, smart progression loop, "just right" power-curve, the butter-smooth game engine that they built from scratch (lightning-fast startup & load times on my HDD impressed). Like the devs have the craft & care to look at every element of design and infuse it with a level of polish & TLC that's incredibly admirable. The best way I could describe it is that it feels like a Complete Package (tm.). Yes it's EA and yes it's 100% purchase worthy. Special shout-outs to Stephen's Sausage Roll, Troubleshooter, and In Other Waters.
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