About This Game
In a grim dystopian future, where mankind has scattered across the galaxy and the human society has split into two distinct classes, you are a poor stateless outcast forced to live off scraps from derelict alien stations and ships in the outer space, yet you dream of becoming a privileged citizen and living on the surface of a habitable planet, enjoying non-synthetic air, water and food. A fabled alien derelict ship somewhere within the Deep Sky sector of space is your voucher for a citizenship and a promise of cozy life on a hospitable planet.
Build and control a squad of up to three mercenary characters and set on to explore derelict ships within your reach from the scavenger’s base. Searching the derelicts for loot and clues, you come across many friendly inhabitants and traders, but more often – various enemies. Challenge and defeat them in tactical turn-based fights, where randomly-drawn cards form your changing arsenal of combat actions, gain experience for yourself and your crew, loot dead bodies, resupply and upgrade once back at your base. The scavenger’s home ship gives you the opportunity to heal and level-up your mercenaries, recruit new ones, equip them, upgrade their gear or recharge energy for life support during missions.
NOTE: To access the Deep Sky Derelicts OST or Artbook:
1.Right click (Win, Linux) or Control click (Mac) “Deep Sky Derelicts” in the Steam Library
2.Select Properties > Local Files > Browse Local Files
3.Open either the “Deep Sky Derelicts OST” or “Deep Sky Derelicts Artbook” folder
- Fresh take on turn-based combat with cards
- Refined sci-fi comic book look & feel
- Endless customization options for characters and scavenging teams
- High replay value thanks to procedural generation of content
- Story of the human society divided within a dystopian universe
- Two game modes: story and arena
- OS: Windows 7 / 8 / 10, 64-bit only
- Processor: Intel Core i3 or equivalent
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4400
- DirectX: Version 9.0c
- Storage: 4 GB available space
- Sound Card: Yes
- Additional Notes: Minimum system requirements will allow you to play the game in FullHD / 30 fps
 Deep.Sky.Derelicts-CODEX.Torrent [1fichier.com]
The thing about Deep Sky Derelicts is that while it is clearly inspired by Darkest Dungeon, it changes enough about the formula that it’s capable of standing on its own. The most significant change in my mind is the fixed party; the game starts by having you select three characters, and that’s all you get. No recruiting new characters. Some people might look at this as a dumbing down, but I like how it changes the way you have to approach this type of game.
You can’t just treat your party like meat for the grinder; you have to weigh your options, and know when to cut your losses. If someone dies, they can be revived in the hub, but that won’t be cheap, and you may not have enough salvage left over to prepare properly for the next excursion. Consequently, you end up getting more attatched to your party, since you’re more invested in keeping them alive. Also consequently, it’s pretty easy to accidentally pick a bad lineup at the start when you have no idea what you’re doing, and a medic sounds like a good idea, and now you’re stuck with a worthless character until you delete the save and start over.
The card battle system is another change that makes this game interesting. In addition to boosting certain stats, each piece of equipment has some cards which will be added to the deck of the character who equips it. This means that you can’t just use the logic of "The new gear gives me +2 defense compared to what I have now, so it’s better"; sometimes gear that does more to boost stats will have fewer cards associated with it than "lower level" gear. So, you not only have to be thinking in terms of character attributes, but about what role is most useful for that character. For example; is it better for your heavy-hitter to have a weapon that raises Strength, or a weapon that ignores enemy shields, but means they won’t be able to attack as often?
The game’s approach to the Derelicts also strays pretty far from that of The Prison Lacking in Light. Here, returning to the hub prior to completing an area isn’t considered "abandoning"; you retain the progress you’ve made. This may be far too forgiving for people used to the brutality of The Poorly Illuminated Jail, but there is a trade-off for; rather than needing to feed your party periodically, you have an energy meter that depletes while exploring a Derelict. It costs energy to explore a new tile, it costs energy to scan the nearby area, it costs energy to interact with NPCs, and every turn of combat, you guessed it, costs energy. The energy is your party’s life-support system; run out of energy, and they’ll begin dying rapidly.
Your energy stocks can be refilled at the hub if you have enough salvage to pay for it, and they can also be refilled within the Derelicts using consumable items which can very rarely be found, but typically you have to buy them from the hub with yet more salvage. This is the balancing act that replaces the stress system; the need to keep your party alive, while still making sure each trip to a Derelict nets you enough salvage to replenish your party’s health and energy, while turning a profit on top of that. It’s very effective at putting you in the role of a ragtag group of space scavengers who’re in way over their heads.
The story provides a reason to play, and that’s it. It never comes close to the level of compelling that Correctional Facility Which Failed to Pay The Electric Bill did, but in fairness, it doesn’t seem to be trying to. It isn’t a "sins-of-the-father" story with numerous side quests that flesh out the history of your ancesteral home; it’s a story about a group of mercenaries who are employed by a shady government official to collect the black boxes from a bunch of ancient spaceships for reasons they don’t really understand or care about, since they’re just in it for the payout. The plot does develop from there, but only as far as it needs to.
The core gameplay is fun; I have yet to encounter any card in the battle system that I find entirely useless, even though there were some I wish I drew less often, and combat is varried. There are a few different enemy types in the game, and unlike Place Where The Court Sentences Criminal Offenders to Residence, Wherin There is No Observable Light, it seems like those types are distributed more or less evenly across the game. You can’t embark to a particular Derelict, and rely on mainly encountering one type of enemy, or feeling confident in not encountering a particular type.
This means that you have to be sure that you’re diversifying your party’s skillset as you progress, with a character who specialzes in penetrating shields, and one can use EMPs against robotic enemies, and another who you’ve speced out to deal extra damage against organic monsters, all the time making sure that each one of those characters doesn’t become so specialized that they become useless if you run into something they aren’t built to kill.
While Deep Sky Derelicts borrows ideas, and even a visual style from another game, the people at Snowhound Games clearly weren’t interested in just making a ripoff of <insert obnoxiously long Darkest Dungeon paraphrase here>; they had their own ideas about how to make a game like this, and those ideas went a lot farther than "Let’s take a Fantasy game and make it Sci-Fi".
I’ve had to restart 3 times now due to the missing terminal bug, where it’s impossible to progress because the quest point is missing.
I don’t understand how the game was released in this condition. It’s been in early access for ages, there are pages of early access reports of this bug, and it’s still so common I’ve run into it twice, 7-8 hours into each run.
A strong downside is that you can lose the game without actually losing. My first attempt got botched after I escaped a tough spot by the skin of my teeth with a single party member… only to find out that I have no money to heal the rest of the party or hire new mercenaries and no way to obtain said money. (It was on lower levels, so going back to simpler planets and grinding for money with the single party member wasn’t an option, and in any case, the game is balanced around the party, so one merc is way weaker than a 1/3rd of it—it’s all about the synergies.) Long story short, the game didn’t reward me for honesty and lack of save-scumming, it punished me.
It also has some usability issues, bad font choices and overall mediocre presentation (aside for the comic-like visuals themselves, which are very stylish). And, as always, the loot treadmill becomes extremely stale extremely soon as you get drowned in items.
However, the fights themselves are very fun. The game makes good use of various support abilities; I ended up playing with a party where only one character specialized in damage-dealing abilities, and even those were supported by stealth and buffs, so it’s never about just finding the cards with bigger numbers. Additional hazards and enemy variety make the fights themselves engaging and fun at all levels, making you take risks and think.
In tactical dungeon crawlers, I rarely even bother to read any plot-related text, let alone care for it. Imagine my surprise when I actually liked the small plot vignettes in Deep Sky Derelicts! Many of them are humorous, but some offer borderline compelling sci-fi—especially for stories so short. A very surprising bonus, but a welcome one.
All in all, I would recommend this game to most players who like party-based tactical combat and space sci-fi with a hint of oddness. Also, collecting cool abilities.
+ Retro sci-fi theme and comic style create an atmospheric tone.
+ Meta-game is clean, whilst the combat map has some interesting gameplay elements.
+ Not too difficult to play, with frequent reward drops for that ‘one more turn’ feeling.
– Too much text and shallow missions create a weak narrative, removing player motivation.
– Combat puzzles are too similar and balance is poor, producing obvious optimal pathways.
– UX is poor and buggy in places, especially the inventroy, item upgrades and PDA time-syncs.
I think the current core problems are solvable, if this was done, I would change my review to positive. Until then, buy on discount or play darkest dungeon…
Really early but looking great so far. Good variety of classes and abilities. I’d only recommend this game to big fans of the genre though in its current early stage of development, but further down the road this should probably turn out to be quite good.
It’s basically SF Darkest Dungeon with more flexible equipment and skills.
Still lacks a lot of content but it’s a good foundation.
+ Love the art
+ Scifi setting is neat and not very common in the genre
+ Some good ideas centered around combat, such as shields + health and a card system
– The UI is terrible. Aside from the lack fo hotkey tie-in (at all, like 0 hotkeys) it is clunky and things are put in odd places. The UI just needs a ton of work and causes frustration.
– The combat becomes a little tedious, while there’s some solid ideas, they need some elegance and smoothing out. Combat can become lengthy and motonous. This is partly due to a low amount of enemy types and/or RNG in group comps.
– Needs more randomized quests/contracts/etc. If youve played it once you’ve seend it all.
The game is fun. It basically functions like a less punishing Darkest Dungeon game. After choosing your three man party from the pool of available classes, your basically thrown into the game.
Find a legendary "Mothership" by back tracing and piecing together data from the memory banks from various derelicts adrift in space.
The derelicts aren’t empty.
Roaming lizard people, malfunctioning robots, pirates, and other scavvers all await you in the many rooms of the derelict ships. Its not all bad though, theres a TON of loot to be found. Weapons, upgrades, cash, lore bits, body parts all hidden among the debris and death of these ancient ships.
Thats the marketing pitch for the game, and i gotta say the games pretty good. If you just tl;dr’ed the description of the game then you’l need to know that combat is card based. each piece of gear, each tool, each upgrade comes with these cards, and can change how each of your merc function.
For instance, i have a Scrapper, a type of supportish charcter with passives oriented on loot acquisition and such. hes started with an assault weapon, but i switched him to a shotgun, giving him access to cards that hit multiple enemies. his shotgun is equipped with a mod that gives him access to grenade cards. the result? a character thats more often than not removing shields or whittling down groups of enemies with his attacks, allowing my tracker to pick them off at his leisure, while my leader class buffs my team and debuffs my foes.
The gmes far from perfect though, you only have so many actions available to you (your teams energy) and moving through the halls, scanning for danger, fighting and so on all use it up.
Luckily, you can leave whenever you want, recharge, and return back to the derelict at your leisure, primed and ready to go.
There are also only so many so many spots to loot on the derelicts, making older derelicts rather…useless, as enemies dont respawn, loot doesnt respawn, so there really isnt an ability to grind in this game, leaving you to fight tougher enemies in the hopes you can come out on top with clever card usage and luck.
Early access is early access. your decision. I’d recommend it though, it has potential
This is a review for version 0.1.3 – very early in the Early Access cycle.
Deep Sky Derelicts is basically Darkest Dungeon in space. It has dungeon exploration, turn-based combat, resource management, risk-reward decisions and punishing character deaths. All drawn in a nice 2d artstyle.
There’s a lot more equipment management than in DD. That’s mostly because your characters have card decks from which they draw their attacks and abilities. Various equipment pieces have both passive stats and cards they add to your deck – which makes for some interesting character building decisions.
As of now the game is pretty barebones – there are 3 levels, 6 classes, a couple of contracts and an arena mode. But the basic mechanics work pretty well so it’s a good foundation on which to build upon.
The difficulty is quite low at this point. That’s mostly because of how unbalanced some abilities are – basically if you go with 3 damage-dealers and stack up on AoE and Stun card’s you’ll breeze through the game. However it’s still early in development and I’m pretty sure a lot of rebalancing will be happen along the wat. The devs stated that they want this game to be challenging. They have also said that the final campaing will be shorter than DD – about 20 hours for a single playthrough.
The artstyle is beautiful. Hand drawn 2d sprites, comicbook-like animations and an overall athmosphere of weird, dark, far-future s-f (kinda like WH40K). The sound effects are ok and the ambient music is fine too. There are no voiceovers and no narrator at least at this point.
In overall the game is still in an early stage of EA. The basics are there and look promising. Don’t buy it yet unless you want to playtest it or just support it’s development. But if you like this kind of games, keep an eye out for full release somewhere in spring of 2018.
The game seems to get compared to Darkest Dungeon a lot but other than being a crawler with party combat and a central base hub, DSD plays differently and is a much less hardcore game without the permadeath/roguelike elements that DD has with DSD focusing more on character customization and upgrading with a very gradual ramp-up in difficulty.
Gameplay primarily revolves around exploring the titular derelicts looking for sellable scrap to upgrade your 3-merc squad and the "mothership location-data" MacGuffin that keeps you moving on to ever more challenging wrecks (the dungeons). To do this you scan and move about a tile-based map of the wrecks avoiding traps and obstacles while completing simple quests for NPCs and managing your energy reserves while fighting roving bands of mutants, rival scrappers, and decaying kill-bots.
Combat is turn-based and character abilities are played by choosing cards that are drawn from a deck made up of a pool supplied by your merc’s equipped items, upgrades, and class. There is a good variety of the typical RPG buffs, debuffs, heals, attacks and utility "spells" to choose from giving you a lot of options in how you want to set up and play your mercs or tackle encounters.
So far DSD has been a lot of fun to play (and quite relaxing compared to Darkest Dungeon) with my only real complaint after 10 hours of play so far (beside the bad humor) being the lack of a great enemy/encounter variety. Despite this, combat has not gotten boring or stale due to the fact that you are constantly upgrading and changing your squad’s perks and equipment which changes their ability cards and keeps gameplay fresh and evolving even as the enemies laregly remain the same from wreck to wreck.
I recommend Deep Sky Derelicts to fans of rpgs, turn-based strategy, and dungeon crawlers just don’t expect an experience as complex as XCOM or as challenging as Darkest Dungeon, though fans of such games will still find a lot to enjoy in DSD.
Darkest Dungeon in SPAAAAAAAACE.
Really though, the combat is very basic compared to DD, the atmosphere is meh compared to DD, and the energy system is a mix of infuriating and captivating when exploring.
Devs have put out a ton of updates during EA and the game is growing at a rate that you’d not expect from Early Access.
It’s a good purchase if you’re into turn-based Rogue-Like games.