Deadnaut |OT| *Transmission Lost*

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TAC.INFO:// PLATFORM-PC
HQ [Screwfly Studios] / FOP [Steam] / VidLink-Cycle [Trailer] / DEADNAUT HANDBOOK (currently v.1.2.0 at upload, Terran Standard Time) / METAcrit Archives (current content 0%CAP) /


  • Squad-based tactics: Control five complex characters as they explore, investigate and fight their way through each mission
  • Character generation: Create back stories for your team, mould their relationships and equip them well
  • Every game is unique: Dynamically-generated missions and campaigns ensure no two mysteries are the same
  • Flexible and complex: Adapt to your situation with an arsenal of weapons and shields, or use stealth, hacking and sensors to move unnoticed
  • Out of control: Deadnauts have their own fears, motivations and dispositions. Stay in charge, keep in contact, don’t let them out of your sight

There are many ways to play Deadnaut. You can focus on combat and offense with a heavily-armed crew, or go quietly with sensors, cloaks and shields. Use randomly generated Deadnauts, or fine-tune your crew with the character generator. It’s your call. Deadnaut is a challenging game. Not all strategies will work all the time. Instead, you'll need to equip your squad with the right tools, maximise your Deadnauts' respective talents, and adjust your approach when things go wrong.


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Personal Anecdote: I goddamn love Deadnaut. A retrofuturist sci-fi horror strategy that takes as much inspiration from Jim Cameron's ALIENS as it does Amplitude's Dungeon of the Endless. Played from the Lt. Gormon position and an exercise in commanding via limited information, Deadnaut is the freshest piece of minimalist strategy since DEFCON. Spacehulk as imagined by Joe Haldeman or Ralph Peters, or some shit. Look into my eye.

Ten bucks. Stuff a stocking or three. Survive.
 
I love you man. If not for our geographical distance we could spend every weekend in a coffee shop playing and talking obscure indies.

On topic - this looks fantastic, and you have a unique ability to sell things to me
 
It sells itself, I declare!

And the writing in it is phenomenal. Banter between the away team scrolls on the low-fi teletext display is atmospheric, especially when it corresponds to their monitored vitals.

Ship names, alien civilisations, threat analyses etc. are all so deftly written, it highlights - as is the case so very often - just how average triple A titles are in the script and fluff department. Deadnaut does more with text boxes and royalty-free sound effects than most so-called 'cinematic' marquee games. Keep your ping-pong suits and massive budgets, I say. Wouldn't want to have that brachycephalic committee of yours with their fingers off the bevel triggers.
 
Oh wow this actually looks really good. That and its a Pylon_Trooper endorsed title so thats another plus.
 
I feel after a year's self-imposed exile, this was the right kind of return. It's been spoken of elsewhere around these parts, but let's see if Deadnaut catches on.
 
I feel after a year's self-imposed exile, this was the right kind of return. It's been spoken of elsewhere around these parts, but let's see if Deadnaut catches on.

No wonder why I thought I have not seen you around much.

I usually only check out PC titles you suggest for the most part here at GAF.
 
Looks great and the dev behind it (Zafehouse Diaries) seems to be able to do a lot with limited budgets. Seems like they are coming into their own.
 
He is, truly, a man of refined taste. He even recommended me a cricket game that I've put 30+ hours into...

We simply HAVE to celebrate a cricket game that isn't shit, though. I mean, look at the highway of dross those who partake in the religion of leather on willow have trod for a decade...

Addendum: Deadnaut.
 
We simply HAVE to celebrate a cricket game that isn't shit, though. I mean, look at the highway of dross those who partake in the religion of leather on willow have trod for a decade...

Addendum: Deadnaut.

That's very true - especially when England are so shit at real life cricket
 
You should come by the Indie Game threads more often, Pylon. I had posted about Deadnaut last month :p

It's excellent. I'd describe it as Space Hulk meets Capsule. I haven't put as much time as I'd like into the game, but what I have played is deep, challenging, and atmospheric. I love how immersive the experience is. The command console interface is superbly designed; every switch and knob has a function, and the detached perspective gives the game a unique engaging vibe that I haven't experienced from other tactical strategy games.
 
You should come by the Indie Game threads more often, Pylon. I had posted about Deadnaut last month :p

It's excellent. I'd describe it as Space Hulk meets Capsule. I haven't put as much time as I'd like into the game, but what I have played is deep, challenging, and atmospheric. I love how immersive the experience is. The command console interface is superbly designed; every switch and knob has a function, and the detached perspective gives the game a unique engaging vibe that I haven't experienced from other tactical strategy games.

Yeah, it's that intent without compromise that I love. Lean and utilitarian.

I give the Indie Games thread a view here and there, but they become so laden with gifs and images that it sinks my phone a lot of the time. Deadnaut deserves its own OT now that it's out. Glad you've given it a good level of exposure, mate.
 
In a thinly-veiled attempt to pneumatically pummel this into the collective consciousness, have the recent patch notes. Great update, I thought...

Deadnaut's second enhancement update has been released, and brings the game to version 1.2.0. The highlight of this patch is the addition of three new pieces of equipment -- the holographic projector, gravity repulsor and trap deployer.

Each one opens new tactical options for clearing hostiles from ships; for more information, consult the notes below and the updated manual.

We've also addressed several bugs and other issues, all of which are detailed in the v1.2.0 changelog:

Added: Holographic projector. Best used in the hands of a detection specialist, the projector allows you to place a fake deadnaut in a nearby scouted room. The fake will attract the attention of enemies that have yet to acquire a real deadnaut and can sometimes fool less intelligent creatures already attacking you. The fake will also try to move out through the closest open door, so used strategically, you can guide enemies out of a room to make it easier to breach.
Added: Gravity repulsor. When operated by a deadnaut skilled in protection, the repulsor can push enemies halfway across a room (and sometimes further!), clearing the way for the rest of your crew. Smaller enemies are affected more than larger ones, so it's best used in situations where you're being swarmed by hostiles. The repulsor requires a lot of power and has a narrow cone of effect, so aim carefully!
Added: Trap deployer. The launcher is very effective against enemies, but it also does a number on the derelicts too. A less potent, more flexible option comes in the form of the trap deployer. Rather than dispense damage, traps apply debuffs to your enemies -- slowing them down, confusing them and making them flee. Traps will self-detonate after a short period of time, unless triggered by a close enemy. Be warned -- while you can't trigger your own traps, you can get caught in the area-of-effect!
Added: New chat dialogue and banter for deadnauts.
Added: The scanner now has sound effects.
Fixed: The environmental damage alarm will no longer beep for extended periods on shielded deadnauts.
Fixed: An error that would prevent a game-in-progress from being abandoned between missions.
Fixed: Deadnauts can no longer be cloned during a mission.
Fixed: An issue where training perks would be removed incorrectly during character creation.
Fixed: Certain particle effects on debuffed enemies would not appear.
Fixed: If you have multiple deadnauts selected, the most skilled one will always be ordered to investigate a corpse.
Balance: Increased the average group stability required to gain the stable formation bonus.
Balance: Enemies knocked into walls now take a small amount of damage based on their size.
Balance: Slowing effects now prevent enemies from leaping and should reduce their movement speed more consistently.
Tweak: Custom character names are now rendered above their portraits on the character creation screen.
It is recommended you start a new game after updating, as saved games are not compatible or supported between versions.
 
In a thinly-veiled attempt to pneumatically pummel this into the collective consciousness, have the recent patch notes. Great update, I thought...
Ha, I know the feeling. You should see the XenoRaptor thread

I wish the game had a tutorial. The manual is nice, but it's not ideal when in-game. I think a short training mission that did a rundown of the mechanics would be very helpful
 
Can't pass for 9 bucks. In the mood for a game like this. I'll report back!



Edit: Welp, my dudes all died in the first room they entered. A huge swarm rushed me and just started dragging dudes away like crazy. I spent way too long customizing them too :/

I'm in love.
 
Ha, I know the feeling. You should see the XenoRaptor thread

I wish the game had a tutorial. The manual is nice, but it's not ideal when in-game. I think a short training mission that did a rundown of the mechanics would be very helpful

Agreed on the tutorial mission, but I kinda dig the deep-end approach this game has. Love the way the info updates with each discovery.

Can't pass for 9 bucks. In the mood for a game like this. I'll report back!



Edit: Welp, my dudes all died in the first room they entered. A huge swarm rushed me and just started dragging dudes away like crazy. I spent way too long customizing them too :/

I'm in love.

Very good! Very good!
 
Certainly one of the most unsettling elements...

...suddenly seeing an icon appear aboard a derelict, belonging to a teammate killed on an earlier away mission. The team banter faltering, with the comms text spooling 'I...uh...I think I see [KIA Deadnaut]!', then fuzzing out with static in the command bay. So rich. So subtle. Does a lot with very little.
 
New patch notes, because everyone is aboard this derelict:

Added: The number 6 key now duplicates the "select / deselect all" functionality of the tilde (~) key.
Added: Once-off help text that makes it clear players must click on tags, rather than objects, to interact with them.
Fixed: Scrolling and zooming did not work properly on some systems, particularly those using a notebook trackpad.
Fixed: Teleporting deadnauts should no longer get stuck in places they cannot get out of.
Fixed: Cloning a deadnaut while the "info" mode is active on the bio screens caused them to go out of sync.
Fixed: Alien "wounds" descriptions were not being generated correctly, limiting their variety.
Tweak: Increased the size of text in many areas of the game, including character generation, the library and chat log.


And a screenshot for my own personal pleasure.
 
Currently on sale in the Steam Winter Sale.

Come on, you apes. You want to live forev-[SIGNAL LOST]

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P. Trooper KIA
Disemboweled
Crew Quarters A
Corvela (industrial freighter)
 
This game looks really interesting. Might buy during the sales depending on my budget:)



Looks great and the dev behind it (Zafehouse Diaries) seems to be able to do a lot with limited budgets. Seems like they are coming into their own.

The devs are also good at addressing issues and making improvements to that game as well. Devs like these deserve to be supported.
Buying propensity slowly increasing:)
 
The amazing UI makes this game. I'm hoping for some improvements in the gameplay but I guess the devs are up to the challenge.
 
Certainly one of the most unsettling elements...

...suddenly seeing an icon appear aboard a derelict, belonging to a teammate killed on an earlier away mission. The team banter faltering, with the comms text spooling 'I...uh...I think I see [KIA Deadnaut]!', then fuzzing out with static in the command bay. So rich. So subtle. Does a lot with very little.
*throws money at screen*
 
Man, I didn't notice this thread until now. Wishlisted, may buy this weekend depending on how much I'm enjoying other games.
 
I'm late to the party, just discovered this game 3 days ago.
Totally obsessed.
I've abandoned PC gaming years ago (for some reasons I can't enjoy a game on PC anymore, no matter the game) and Deadnaut is the first game I've played 5 hours straight on a PC in years.
Scifi, lofi, Alien are my fav things and this game basically has everything and then some.
This game is rapidly climbing my fav game ever chart.

Just completed my first mission (after countless tries). Spent almost half an hour reading the logs (which are absolutely awesome).

Devs don't seem particularly interested but I wish the game would come out on iPad where it could really shine and playing it in bed with headphones would be amazing.

Anyway, amazing game.
 
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