Sci-Fi Roguelike Cryptark coming to PC/PS4 (AlienTrap Games [Apotheon creators])

http://blog.us.playstation.com/2015/10/07/sci-fi-roguelike-cryptark-coming-to-ps4-next-year/

Cryptark is a high-speed roguelike shooter that takes you into the lives of a band of space mercenaries. Your goal? Fulfill your freelancing contract by boarding and disarming the dangerous remnants of an ancient alien flotilla. Complete objectives to get paid, upgrade awesome weapons and gear, and finally gain access to the flagship known as the Cryptark to recover mysterious alien technology.

Cryptark allows the player to plan ship invasions and tackle problems however they see fit. You must knock out security systems such as factories, shields, and turret controllers onboard each ship before destroying the Central Core to bring in your paycheck.
Announce Trailer: https://www.youtube.com/watch?v=Qc5WUECoJTQ

Looks better than their previous game, that's for sure.
 
Looks awesome. I enjoyed Apotheon, lots of potential but backed up by a ton of flaws too. Hopefully this is the next level for the devs.
 
Unfortunately Apotheon was a flawed game that also had patch support cut quickly.

While this looks nice, I'll hold until well after release or skip it entirely.
 
"Looks fantastic, although I am cautious because I hate roguelike gamedesign..."

I wish this was roguelike game design.

Well, it *says* roguelike shooter up there, and I am not associating great memories (sorry) to that term of any game I played that fits that term.
That said, it surely doesn't LOOK like typical roguelike design IMHO.
 
Looking delicious. Reminds me of Galak Z but with a more appealing art style. Not that Galak Z didn't have the grafix - just prefer the look of this.
 
Played this for about an hour so far, and it's really solid at the moment. Very polished and a lot of content for an initial Early Access release

The basic premise is that you're a scavenger who pilots a mech into derelict space hulks. Things is, while these vessels may be abandoned, their security systems are still active, so you need to destroy the ship's cortex to de-power its defenses

However, the cortex has its own defenses: shields, alarm systems, turrets, repair systems, jammers, and more. To make your journey to the cortex safer and make your attack on it more manageable, you want to disable those defenses

This gives the gameplay a cool-freeform feel. You always start outside the space hulk and there are multiple entrances, so you can choose which systems you want to tackle first and from what entry point. But at the same time, you want to explore so you can gather tech upgrades

Some ships are even separated into multiple parts, for example a central ring with a inner segment in the center

So that's the risk vs reward element: do you only take out the most essential defenses and go straight for the core or do you risk destruction to explore more? You also need to watch your finances. If you run out of funds, your contract is terminated. So armoring up with a lot of health and a bunch of powerful weapons might be the ideal option, but it might not be cost effective.

Even in this initial EA version, there are a lot of weapons to equip. You have four weapon slots and two item slots, and weapons range from basic machineguns and shotguns to chemical mortars, shields, lasers, tractor beams, and ram spikes.

You can even dual- or quad- wield weapons, if you wanted to equip four machineguns and hold all four fire buttons down to unleash them simultaneously. Just watch your ammo because ships have limited health and resupply stations.

Enemies are varied too, from deadly turrets and micro-swarms to charging sawblades. Each defense system requires a different tactic to disable; for example, the shield generator has reflecting barriers that you want to avoid hitting

As far as future content, here's a list of what the devs plan to add:
-Persistent Unlock system: Gain access to new player-suit types that play differently, alternative suit paint-schemes, maybe some crazy weapons and items, all that fun stuff.

-Narrative elements: Who the heck are these skeleton aliens? Whats the deal with the creepy snake g-men? What are they doing with all this xenotechnology? Little nuggets of interesting narrative sprinkled throughout the game to spice things up.

-COOP Multiplayer: Pull a heist with a friend, nuff said.

-Arcade Mode: optional game mode more in line with a standard roguelike. Progress through levels, grab new weapons, ammo, and health as you go, just don't die!

-More Game Content: More weapons, items, enemies, systems, ship designs, just more cool stuff.
 
Kotaku article
Steam Early Access can be a crapshoot, with emphasis on the “crap.” Cryptark bucks the trend.

The derelict space ship invader roguelike just hit Steam Early Access, but I don’t think I’d have guessed it was early without the disclaimer. The game’s campaign and presentation are slick as hell—fully voice acted and backed by a soundtrack that reminds me of the original StarCraft—and everything feels weighty, tangible, and terrifying. You’re piloting a mechanical goddamn hulk. You’re the biggest badass in the ‘verse—aside from literally everything else.
 
Sure, I'm in for this on PS4. I dug Galak-Z, and while it took a good amount of time for me to come to grips with Apotheon, I ended up liking it.

The H.R. Giger elements in the art are nice touches.
 
This looks cool. At first glance it appears the handling for the combat suit isn't nearly as tactile as the ship in Galak-Z, but it seems like the devs fleshed out everything else instead. Almost tempted to pick this up.
 
This looks cool. At first glance it appears the handling for the combat suit isn't nearly as tactile as the ship in Galak-Z, but it seems like the devs fleshed out everything else instead. Almost tempted to pick this up.
Well you're piloting a hefty mech armor suit, rather than a super agile fighter, and you're inside space stations rather than open space and caverns like in Galak-Z

You can equip a tractor beam if you want to grab and throw enemies Galak-Z style

There's also some Apotheon DNA when you have a shield equipped
 
"Roguelike" became the catch-all term for games of this ilk a long time ago. People need to stop whinging about their by-the-book definitions that no longer apply. It's a word.
Nowadays traditional or classic roguelike tends to be used for the turn-based style. While roguelike platformer, roguelike shooter, fps roguelike, or action roguelike, or roguelite, for the variations on the procedurally-generated, permadeath formula
 
Love the art design. Too bad the game design isn't RPG-lite instead of Rogue-lite.
No screenshots yet in this thread?

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Man, this game can be hard.

I went into a level 5 ship armed with a lighting gun, heavy MG, assault shotgun, and shield, and got destroyed by an onslaught of juggernauts and other enemies

I was going for the repair system first though, probably should have tackled the juggernaut spawners first
 
"Roguelike" became the catch-all term for games of this ilk a long time ago. People need to stop whinging about their by-the-book definitions that no longer apply. It's a word.

Well, yeah, we all know that. It's not that we want to be 'by the book' -- it's no skin off of this games back to be called roguelike, and it doesn't hurt the conversation for -this- game. The issue is that we who have been playing traditional/classic roguelikes for years or decades have had the genre name stolen from us and can no longer easily refer to said genre without having to preface it with 'traditional' or 'classic'. So while, sure, when discussing this game everybody understands it's a lite not a like no matter what we call it, it hurts other discussions. It's annoying as hell, and all because people can't be arsed to use a 't' instead of a 'k'.

That said, I bought galak-z day 1 and i'll buy this day 1.
 
This game is not easy at all, but once you understand some fundamentals,it becomes a lot easier to play.

At first I always tried to get those money bonuses in every single ship but then i quickly realized that once you have a certain money amount,you basically don't need to care about them too much. You can make a big fat loadout and as long as you make more money than you invest,you'll be fine.

Grabbing those tech upgrades is super important though cause you really need better guns.
 
Movement reminds me of Capsized. I do like the procedurally generated ships. Could be a winner from what I've seen in the GB QL.
 
Movement reminds me of Capsized. I do like the procedurally generated ships. Could be a winner from what I've seen in the GB QL.

The things that irks me sometimes is that: A) enemy attacks can sometimes be too hard to see when you are shooting and B) the timelimit you have giving you a bonus when you are under it but costing you money when you take longer can be way way too harsh.
 
"Roguelike" became the catch-all term for games of this ilk a long time ago. People need to stop whinging about their by-the-book definitions that no longer apply. It's a word.

Still wish people would use "rogue-lite" more often. It's a good fit for games that use a limited number of the key design concepts (turn-based, random generation, limited resources, permadeath, high replayability, complete fresh start each playthrough) but don't feel the need to stick close to orthodox roguelikes like Crawl, Nethack, etc.
 
Still wish people would use "rogue-lite" more often. It's a good fit for games that use a limited number of the key design concepts (turn-based, random generation, limited resources, permadeath, high replayability, complete fresh start each playthrough) but don't feel the need to stick close to orthodox roguelikes like Crawl, Nethack, etc.

"Roguelike" is kinda like "Souls-esque" now.

It basically means "this is hard and has random elements in it".
 
First major update is out:
https://youtu.be/WmLN6Bdxs5E
- Artifact system: Ships will now sometimes appear with ARTIFACT labels on them, and contain artifact objectives.
Each artifact is unique, and is tied to a specific objective, and will come with a bit of narrative that we will be expanding over time. Artifacts are also Steam achievements, so see the achievement list for how to get them.
- 3 new music tracks
- 4 new suit options! Each with their own special ability (replacing the Gunhead's dash), starting weapons, and some built in power ups. New suit types are: Rook, Jennet, Salamander, and Intruder. Each suit also has paint job options that can be unlocked.
- 'History' menu, to see past campaigns you've won or lost, and lets you go back and check out the narrative for any artifacts you’ve recovered, and see how many are left to find.
- New Items: Buddy drones and turrets - buddy drone will follow you and help take out any enemies. Also a new Thermal Javelin spear, and the Vulcan Laser (a heavy energy weapon comparable to the chaingun)
- New System: the Shuffle system in Hazard ships. It will count down a timer, then teleport every system on the ship to a different location.
- No more time penalty: The goal timer that penalizes players for going over time on ships has been a source of much discussion on our forums. The timer itself is an important pressure element of the game, and probably won’t be going anywhere for the main game mode. However, we did remove the money penalty for going over time, and adjusted the timers and rewards to compensate.
- Crosshair options
- A bunch of items now operate on a recharging timer to make them more useful, such as the cloaking weave, emp field, and aegis shield.
- New bonuses: destroy all systems, no repair kits, no alarms tripped, kill number of juggernauts, keep X systems, destroy X systems
 
update 2: https://www.youtube.com/watch?v=6BM4ZQyVIxQ

Complete changes for 0.45:
- 3 new music tracks
- New 'Nuke Tank' hazard, Emp generator hazard, bumper hazard, cage generator hazard,
- The sound that AI hear from firing weapons now stacks when firing multiple at once - so firing quadguns will attract a lot of enemies
- New sound effects: Storm Hammer, Hushpuppy, Vulcan Laser, Tractor Beam,
- Random generation changes to have tech advances and keys be farther from others of the same type
- Fixed crash on playing video if windows media player wasn't installed
- Fixed exploit with translocator and firing through doors
- Enemy shields now block tractor beam
- Alarm system level 2+ now shifts it's shields. Now spins slower
- Some drawing optimizations
- Fixed error with shield's physics body staying on after being in a nuke explosion, stopping bullets
- More health for helper drones / sentry drones
 
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