25 people found this review helpful
Recommended
0.0 hrs last two weeks / 28.6 hrs on record
Posted: 28 Jul, 2024 @ 8:48am
Updated: 13 Aug, 2024 @ 11:46am
Product received for free

RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Space Prison delivers a familiar blend of adventure, RPG and turn-based tactical combat. Successfully capturing the distinct character of its sci-fi setting. Its filled with plenty of activities. The joy of exploring the space station cannot be overstated. Inventory and crafting are extensive. TBT combat may lack sophistication, but party setup is thought-provoking.

There are bugs. More background activities would make for a more immersive world. The UI requires the most QoL. Yet discovering the bleak prison life, while trying not to die, is more than criminally WORTHWHILE.
STATUS:
Fully released and being supported and/or grown
APPEAL:
A good fit for gamers who enjoy adventure RPGs in a 2D format, quirky scifi setting and TBT combat with lite sophistication
VALUE:
Full price is a very good match for the current content and quality

Key provided by the developer through curator TURN-BASED TACTICS | Click to follow and receive updates for similar reviews

More info below....

https://steamproxy.net/sharedfiles/filedetails/?id=3298528451
OBSERVATIONS:

► Without doubt the GAMEWORLD is among its best features, remindful to a degree of the prison sections in Guardians of the Galaxy. Proficiently rendered 2D environments are home to an adequate amount of prison themed activities. While the x6 main locations are persistent, an interconnected web of nodal areas change every day to instil some dynamicity with random encounters.

► With only x2 GANGS, background prison life is kept uncomplicated, to contribute to some streamlined play. Both have the same type of hierarchy, but different story-arcs to complete to reach the endgame.

► PLAYER CREATION is concise, offering minor differences in playstyle. Of the x3 races to choose, each has a combat perk and unique skill. A choice of up to x8 criminal occupations define more starting perks. All of which feed into possible dialogue choices for some encounters with gang members.

► A DAY/NIGHT CYCLE ensures semi-realistic behaviour. With travelling taking one hour from the day. At night a CURFEW restricts travel outside of the cell-block. This fosters a CHOICES MATTER philosophy that shackles the player into focusing their activities. A limitation that makes unlocking quick-travel vital.

► PROGRESSION is different from the usual RPG format. Cleverly ingrained within gang membership, but dependent on completing quests for individuals. When enough respect is earned they rise through the ranks of the prison gang. Challenging higher ranked members to replace them. They receive a choice of implant to gain a new skill or increase an existing one. Leadership increases to allow the deployment of a stronger party.

► PARTY MANAGEMENT is deceptively good. Intricate due to many factors. Their numbers are limited only by the resources to convince allies to join the group. Rats can be coaxed out from their hiding places. Humans or alien gang members join when the character has earned enough rewards. Unaffiliated prisoners can be paid to join.

► INVENTORY is low-grade, low tech. Suitably flavoursome it goes hand-in-hand with a comprehensive CRAFTING system that excels. Both play a central role due to a diverse set of crafting materials available to create a host of weapons, armour, keys, drugs, tools and other sophisticated items required to win combat or allow for progression.

► TURN-BASED TACTICAL COMBAT appears primitive at first glance, but eventually demonstrates a range of depth and intricacy that offers an intriguing amount of tactical possibilities. Though much of these are defined by party setup before deployment. Encounters are party-based. Opponents take their turns across a shared initiative-led sequence and their attritional nature promotes a systematic flow of exchanges.

Fights occur on restrictive battlefields that emulate the confines of prison. Sides face off across a moveable frontline that cant be crossed. Jostling enemies into position by pulling or pushing targets is interesting.

► COMBAT AI is basic given the uncomplicated make-up of the combat system. Abilities are used in a capable manner. Pulling targets close to strike at them or pushing them onto traps. Those that can attack from range, do so. They can heal and a very few can summon additional allies too. Outside of combat, SECURITY AI patrol set patterns and react to alarms being sounded. Unless the player exits their character swiftly from the location.

https://steamproxy.net/sharedfiles/filedetails/?id=3298529948
COMPLEXITY:
🔶 ACCESSIBILITY - There is minor complexity in the mechanics. Info screens pop-up with new concepts. A sizeable amount of info is accessible through tool-tips. No ledger that holds the sum of all knowledge is available for reference.
🔶 DIFFICULTY - Standard mode is fairly straightforward and very playable. Some encounters can be challenging. Since dead characters are brought back to life it is quite forgiving.
🔶 BALANCE - Is spot on for the first act with the player having a fairly easy time learning the game. The need to stave off hunger and loss of hope is never impossible due to the never ending regeneration of resources on a daily basis. Fights start off simple but become tougher only when the player's character has access to the needed inventory and allies.
🔶 PACE - It starts slowly but grows at a convenient pace. The tempo of progression is kept in check by the rate of which story quests are attempted. Visiting locations required for current quests can be slowed by Daily Modifiers.
🔶 SCALING - Much of the game is designed to scale with progression. Unlocking cell facilities is fast initially, but remain steady afterwards. Access to harder areas only becomes available as the character progresses through the gang hierarchy.

STAYING POWER:
🟨 REPLAY VALUE - Once standard mode is beaten, the permadeath mode becomes active. While the major story arcs of the two gangs are scripted, the choices of things to do each day, the daily station modifiers and the procedurally generated content of the nodal areas allow for some dynamicity in experience when replaying.
🟨 LONGEVITY - Achievements ensure the game needs at least two playthroughs. As do the x2 game modes. Additional reasons to keep playing are unfinished achievements, playing with each of combinations afforded by character creation.

PRODUCTION:
🟣 QUALITY - Bugs have been reported fairly consistently upon release. The worst are breaks in continuity where the points of interest of completed tasks showed up after a reload. The UI has to be the focus for any quality of life additions. No game-breaking issues experienced so far.
🟣 STABILITY - No crashes experienced.
🟣 STEAM - Mostly story-based achievements. Cloud saving. Overlay screenshot capture. Full controller support.
🟣 OPTIMISATION - Runs at between 50-60 fps. Only a few times the fps dropped to mid-twenties in combat.

Click for:

https://steamproxy.net/sharedfiles/filedetails/?id=3298521273
REVIEWED
WITH:
Build v1.0.3
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
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7 Comments
Two Clicks 15 Sep, 2024 @ 9:32am 
Thanks. Hope it lives up to your expectations Piston Smashed™
Piston Smashed™ 12 Sep, 2024 @ 2:13pm 
Thanks for the review, will add this one for the future. :happyleon:
Shompi 29 Jul, 2024 @ 5:11am 
Nice man cool
Two Clicks 29 Jul, 2024 @ 4:16am 
@TertiLogs - Cool I enjoyed playing it very much
Shompi 28 Jul, 2024 @ 9:57pm 
i like this fighting and have good graphics
Two Clicks 28 Jul, 2024 @ 9:00am 
Yes. Its very playable
robilar5500 28 Jul, 2024 @ 8:56am 
I think I will enjoy this game despite the current UI issues. Thanks for the review.