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Rogue Islands Ativador


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About This Game

Rogue Islands is an action-FPS set in a whimsical fantasy world with procedural levels and permadeath.

You control a nimble, light-footed Gnome Wizard named Motwort. 5d3b920ae0



Title: Rogue Islands
Genre: Action, Adventure, RPG, Strategy
Developer:
Big Fat Alien
Release Date: 12 Sep, 2017


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 7
  • Processor: Quad Core, i3 @ 2.0GHz or equivalen


English



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I know I only have 5 hours in this game at time of review, but, this is the sort of game where after five hours you pretty much know what you're getting. I still have some different environments to explore, different monsters to fight, different quests to complete, etc, but I've repeatedly experienced the basic gameplay loop of going to an island, exploring, fighting monsters, and completing quests. Its really good! Don't be fooled by the blocky-game design and the gnome protagonist. This is a game about going to a hostile environment, exploring it under a time crunch, scavenging for everything worthwhile that you can find, defeating the monsters that want to eat you, and retreating. Two things make this game excellent. The first is the shooting gameplay, which is crisp, fast paced, and fun. Most of it is straight forward- run, shoot, jump. But there are a variety of spells to create varying extras on top of that, plus, your "jump" feature is more like "discharge your mana to rocket yourself skyward," and as your mana grows, so does it. This makes combat quick and dynamic. The second noteworthy trait is the way that Rogue Islands uses simple and easy to understand rules to offer the player meaningful choices. For example, when night falls the ghasts come out. These can't be killed, move about as fast as you do, and lock on if they see you. The easiest solution to this is to hide in your ship at night, which time shifts you to morning at the cost of the completion of all in-progress food (this makes sense with like 3 minutes gameplay experience, just trust me that its a small but real cost). The secondary solution is to stay out anyways- which is great, because nearly everything important you're scavenging for glows, so scavenging at night is actually easier. But the ONLY way to do this and live is to eat Lumen Berries, which make you invisible to ghasts. But there are a limited number of these on the island, and you can only carry two in your inventory at a time. It takes at least two to make it through an evening, and they're kind of wasted if you're going to spend your time in a death match with the local fauna. So you need to time these evening excursions for the right moment, and make the most of them. There are only two downsides that I've experienced so far. The first is that there isn't much in game tutorial or documentation. I figured everything out pretty quickly, but did have to restart a few times after getting blindsided by unexpected game mechanics. For example, one of the most crucial things you can scavenge in the early game is "gurgleweed." The game will tell you that you need gurgleweed when the need arises. But it doesn't tell you where to find it, or what it looks like. Which. might mean telling you would be a spoiler? I'm not sure, so I'm going to leave you in the dark. Once you know its easy enough to hunt down, but not knowing cost me one game. Which was only like 20 minutes, so, no big loss, but you get the idea. The second is that using items from your inventory takes way more clicks than it ought. Click to select, click to use, click somewhere else to confirm, click to return. Its just annoying. It doesn't come up THAT much (you should do most of your basic item use from the map, not your stockpile) but it is annoying at times. All told, I strongly recommend this to anyone who enjoys the exploration aspect of a virgin minecraft map, and the shooting gameplay of a single player FPS like Painkiller or Shadow Warrior. Edit after more hours of play: Ok, the late game is GREAT. I was a little nervous comparing this to Painkiller and Shadow Warrior- I am no longer nervous about that comparison. Fully upgraded Motworth transforms into a tiny gnomish GOD OF WAR. He hits each island like a hurricane, his feet barely touching the ground as he leaps, bounds, and levitates across the landscape, smiting foes with death lasers and landscape deforming meteoric bombardment. It doesn't make the game easy, necessarily- your foes are more dangerous, and there are some SERIOUS friendly fire issues with the most powerful of your spells. Sidestrafe behind a tree while firing your ultra murder laser and you instagib. Not, you take damage, no. Instagib. You can't lift your finger in time to save yourself, you just die. And try not to shoot yourself in the back with meteors either, that's also ill advised. You fall faster than they do. Anyway, I'm still having a ton of fun. The mechanics of the game evolve from survival/horror/crafting to "I am the God of this deathworld.". Having a lot of fun with this one, and want to post right off the bat that I am running a Windows 7 64 bit machine with an i7 3.2 Gig processor and a Geforce 960M (driver version 388.71 or in Device Mngr., 23.21.13.8871) with no stuttering or graphics issues of any kind. Overall, I really like the graphics in this game, and the screens don't do it justice. I am getting a solid 60-70+ FPS without the reflections enabled and 40-45 with them on (and everything else maxed/enabled) at 1080p. Note that there is 20-25 FPS slowdown when you get off the boat at the start of the level, but this goes away after you get onto the island and I have not seen any other dips while playing. The gameplay is really enjoyable and challenging enough to keep me interested. I've actually only spent about an hour and a half in game, and am just about finished with the first island. There looks to be quite a bit of content ahead but hard to say how long the game actually is at this point. The only bug I have run into is that you cannot rebind the keys despite the game having the option to do so. Several players have informed the devs and I'm sure it will be fixed in the next patch, so no worries there. The only odd controller binding (I'm using a PS4 controller with DS4 Windows), is the L1 key which is bound to jump. It's actually not so bad as an option, but I am so used to using X for jump that I've died several times by smashing the X button and trying to get out of the way. I'm starting to get used to it, however. Lastly, and I mentioned this to the devs as well, the game does not pause while you are in the inventory. This wouldn't be a big deal if you were just switching gear, but there is a fair bit of crafting in this game which is done in the inventory section. While learning the various crafting recipes, you have to keep the inventory open while moving from item to item, and I've died several times while trying my best to hurry through an explanation of what I need to craft to get a new spell, make a new item, etc. Hopefully this will be changed, but if not, it's more of an annoyance than a gamebreaker as eventually I will learn all of the recipes and it won't be as much of an issue. Hope you enjoy the game, I'm definitely having fun so far.. i know, short playtime, but this game needs some work. there is potential here.. Rouge Islands is not what i expect, and a waste of 20 dollars! I thought that it was somthing totally different than what I did in the game.. Great game, easy to keep playing. The new dynamic difficulty has made the start a bit less intense. Definitely a shooter with crafting. The procedural levels and permadeath keep the game interesting.. This game is really a hidden gem here on Steam. The gameplay is simple enough, enter a proceduraly generated island, complete the objective, mine for gems to upgrade your spells, mine bitumen to craft fuel for your ship, move on to the next island. In that simplicity, there's some really fun gameplay to be had. As night falls you can choose to wait it out in your ship, or by finding and using certain items, play through. There's a light crafting system, as well as a food system, where different foods give different effects. Simple concepts on their own, but together give the game some real depth. It's also a really beautiful game, the graphics while simple, really pop with how colorful everything is. The voice work at the start of each level is also a really nice touch. The only issue I think should be mentioned, is some people, myself included, have had some issues with the game stuttering. From what I can see, the commonality seems to be Windows 7, (regardless of meeting the specs, which are pretty low). I am not saying this is the issue, this is only my best guess, (what in Windows 7 would cause this, I have no clue). I recently built a new rig and it's now running Windows 10; since then the game runs flawlessly. I'm not trying to scare anyone away, I just felt it should be mentioned, (as I spent hours trying to resolve it with no avail). To the developers credit, it sounds like they've got a lot of plans for future updates in the works, including a new game engine (which may solve the stuttering issue). They've said they're also going to be adding multiplayer and workshop support which will only make things better. Bottom line, this is a fantasic game, a true hidden gem and one I highly recommend. Great job Keystone, I really hope more people find this game, it deserves to be played.. This game is excellent. I took a chance because I love rouguelikes and wanted to try something good, and I couldn't have been happier. I will be keeping an eye on this studio's future projects because of this game.


v.61 End-Game Final Score, Secured Save Games, Fixes : End-Game & Final Score. v.38 New Demon Portal Quest! Boss and Enemy Enhancements : Demon Portal Quest. Rogue Islands Music Sample : As we work towards our Steam Early Access release, weve been adding music to help set the mood for the various environments in Rogue Islands. For the title screen, we wanted to invoke a sense of somber contemplation, with ominous overtones. Our hero, Motwort, is seated in his ship, studying his maps and deciding what islands to sail to next. These are life and death decisions that carry a lot of weight. For the player, deciding which islands to avoid, and which to plunder, determine your chances of making it across the ocean world of Vitalor. Damon Connolly assembled a beautiful ambient track that really sets the mood for the game. Its titled, An Impossible Task.. v.40 Fog of WAAAARRRR! : An Obscured Map. Latest news from developers : Thanks guys for your comments we appreciate it can be frustrating not hearing anything so we are sorry for the radio silence. The commercial reality is that we have had to switch our focus to a console version of the game. The PC market has been very tough for everyone over the last 6 months it has been very difficult to get visibility and sales. So we have decided to concentrate future development onto console. New developments that we build into the new console version will be reworked into this PC version where it's feasible. The PC game on sale here is still a complete and fully playable game in the current format. In terms of entertainment we believe thats a lot of hours of fun (or death depending on how youre getting on) for your money.. Keystone Games : We are delighted to announce that we have entered in to a long term partnership with publisher and developer Keystone Games. What does this mean for you? more content! more game! more Rogue Islands! The internal Keystone development team will be working with us to add much more content and updates to the game, with their team of award winning AAA developers.. v.34 Faster progression, more aggressive enemies : Faster progression. You don't want to grind too much in a permadeath game, so this build has much faster progression. Get your spells much sooner, enjoy a swift progression and less grind. But with faster progression, we also upped the difficulty. There are now bigger enemies in the first islands, and they are a bit more aggressive. There's also a lots of quality of life improvements in this build. Especially for people with multi-monitor setups.. Early Access FTW! : Check out this blog post where I've compiled all our changes since beginning Early Access 13 days ago. It's insane! Rogue Islands Dev Blog [rogueislands.com]. Rogue Rock Paper Shotgun : We are so excited by all the great press for the game, including Rock Paper Shotgun thoroughly enjoying their playthrough! "Its nearly four hours later and I had forgotten I had started this news story at all, so that felt like a nice surprise!"


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