[LEGACY] Nightmare Never End

You wake up in your room and realize that something is very wrong. You’ve been tasked to review another horror indie game, and it already looks as if you’re going to be crying in frustration more than you are in fear.

In the last (or maybe first) review that you saw of mine, in the very first paragraph I mentioned the shovelware that has plagued Steam since Steam Greenlight was taken from us and “anything goes”. Well, here is your first example.

NMNE is a “horror” game, which in itself is correct. Any game which has the purpose of trying to scare you is indeed a horror game, but it spectacularly fails at doing so. Even trying to cut the game some slack by looking at horror sub-genres still greatly fails.

Survival horror? Yes, but either easily survivable or pure luck (based on unpredictable A.I. patterns and wall phasing).
Action Horror? Nah, not really.
Psychological Horror? It wishes, or at least it’s trying to be. It’s one of the many games where the protagonist is stuck in a coma, and it tries so hard to create this sense of dread but is entirely ruined by the next part.
Jump-Scare Horror. Which is badly done. Scares with no rhyme or rhythm. One of which, after being “scared” once, I know exactly what triggers the scare, which I then demonstrated that I knew as I had to replay the game when I got stuck.

There is no finer detail to this game. Every story aspect serves itself as it is, and it is what it is.

Pros: 

  • The game works as a game (most of the time)
  • Has grab and move physics
  • Actually made me jump (once)
  • I’m a sucker for trippy visualisations. Eyeballs coming out the walls, floating teacups, fleshy meatballs I need to stack into a bathtub? Love all that weird shit.
  • The game has a beatable threat (most of the game) but doesn’t seem too unrealistic to beat or not beat, reasonably easy.
  • You know exactly what you’re doing every time you’re faced with a “challenge” or scenario. Very self-explanatory, even though that’s probably just down to the game’s simplicity.
  • When you die, you get sent back to the last stage or beginning of the stage you’re on. Very unlike most trash indie games.

Cons:

  • I actually got stuck in the game twice, one was due to the lighting being terrible in a particular area that I couldn’t see the “solution” to the “puzzle”. The other was to do with bad A.I.
  • Grab and move physics are almost overused, to the point where I need to make bathtub meatballs a SECOND time in the game. I love weird shit but WHY. The lack of other mechanics and odd tropes hammers this almost-overuse in.
  • The game is not scary, honestly. The one scare that got me was because a bat flew into my face as I went around a corner. I didn’t even jump that much, but THAT was a proper jumpscare. The rest of which was The Rake, but like Shadowman squished up behind a door going *BSSHHHHHT* *Static Noises And Static Visual Effects*. I’m scarier behind a door making those noises.
  • The last thing that I came face to face with (whether it was the end of the game or not) was biscuit collecting??? Every time I collected a biscuit, noises, and sounds were added, enemies with AWFUL PATHING were added and it eventually killed me. Unlike the rest of the game, it did not revert me to the previous stage, it bugged and game over’d me. At this point, I’d already restarted it once, so…

Overall, this game is not great. If you want to be scared, this is not it. It seems like a first attempt at a game with minimal assets and minimal effort or people who seem to kind of know what they’re doing but don’t know how to pull shit together.

But, this is not their first game, nor their first horror rodeo. AK Studio, the publisher, and developer of this game, has made 5 games before this going back to 2019. Albeit, one of them not being horror but a Crossy Roads clone, by the look of it.

While practise is patience and practise improves things, you have to pay $100 (I believe, feel free to correct me) to publish a game on Steam. While it is completely free to publish a game on Itch.io or Game Jolt, GOG, or Gamers Gate.

I’m not saying, “TAKE YOUR TRASH AND PUT IT ELSEWHERE.” It is a better business prospect for games like this, where you can get traction and feedback without having to pay out your ass just to see if people will buy your game.

Even so, despite traction and everything, you can even have someone famous review or play your games. One of their previous games, “Ghost Stories” was obviously seen by someone quite famous on Twitch as on Nov 12th 2020 the view of the game on Twitch spiked to 4.7k. Despite that, and despite all the LOL GAME BAD = GOOD REVIEW that came from it, not much else came from it. Obviously, enough money to try it again, but it lucked out, and it probably won’t happen again.

The reason I’ve spotlighted this game in particular is for one reason. If rubbish is highlighted and praised for its stupidity, you can fool anyone into thinking that the market is successful and a feasible means of making money.

Price: £7.19
Time To Complete: N/A
Achievements: None
Cards: No
Worth The Money: Yes, play it again and again.

This game’s base price is £3.99, discounted right now at £3.19. That’s not a steal, and I doubt there will be a price suitable for the “content” that it brings. If you can get this for free, good on you, but I have no clue why you want it. Jinx from the present day here, this is ridiculous. I’m checking right now if they’ve made any updates since on this game because the base price has been raised from £3.99 to £7.19 as of a couple of days ago. Yeah, just as I thought. No official updates of patches since release in December 2021. I’m not altering the rating or anything to suit, just thought I’d chime in on this somewhere.

Zesty rating
1 Out Of 10.

A badly made, badly crafted excuse of a semi-psychological, shitty jumpscare “horror” game where discount RakeXShadowman squeezes into the most unscary, ridiculous places to scare you and defies physics just to be intimidating. 

Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Thrive

We’ll start off by saying that I was excited about Thrive, as I’ve played Spore. It’s the part of Spore where you crash-land into the sea inside a big meteorite and gobble up all the stuff you need to evolve, adding more on as you go.
This game is that exact part from spore, but more complicated, more complex.

Again, you start off a tiny cell doing a wiggle-swiggle around the sea, but instead of particulates being picked up you’re sucking up glucose, ammonia, and phosphate. Glucose acts as your primary food source and energy source (so if you can’t find that you’re fucked), whereas ammonia and phosphate are your progress devices, the more you collect of those the quicker you fill your evolution metre.
From there you add different parts to your tiny little cell body, some are just cells, but others have more precise functions like Metabolosomes and Chemosythesizing Proteins… nah I’m too dumb for that stuff.

So, what do you do in the game? Thrive. Haha, yeah but what else? Nope, that’s merely it.

I only played it for what I can say is a “little while” on my stream while making my review, and it’s safe to say it’s not the most entertaining game to play, but also for others to watch. So I continued to play it off-stream to no avail. I couldn’t get a whole lot further than what I had initially, but slowly came to the realisation that “I have to play this game for a lot longer and grind it right out to even noticeably progress, don’t I?”
Yes, that was the case. That, for me, is a huge game-killer. When you noticeably have to put many hours just to get the ball rolling in a game, is it really okay? When the game punishes you for taking a step further than what is expected of you? Especially when all there is to the game is swimming around, gobbling up things and becoming bigger.

Pros:

  • The game functions as a game.
  • Takes the cellular floaty and collect things to upgrade yourself (part of Spore(in brackets as idk where it came from first)) and expands on it, pushing it further.
  • Goes in depth with a more science-y approach, adding more accurate names and processes to evolving and upgrading your lifeform.
  • The upgrade, item, and travel menu is clear and easy to read. It could’ve been so user unfriendly considering the amount of information they’re trying to put across.

Cons:

  • Despite being a lot more complex than the original concepts of this style of game, it still feels empty. I think the original premise (that I’d found in Spore, among other games) was better due to the promise of actual evolution. Within Thrive you just get bigger and bigger and more complex, while that in itself if a fun part about it, that’s really just about it. It’s about getting the best out of what stage you’re in, but not progressing any further than that.
  • Even though the game has numerous pointers and plenty of little pop-ups that show you at the start what things do and how the game works… I still can’t help but feel a little lost even into an hour of playing. I know what I’m doing, yet still feel lost.
  • The game overall, while a good concept, is just incredibly boring. Not much to say about it. The only real danger you have is dying because you can’t find any glucose. I have found other organisms in the water that I’ve had to fight, but honestly, you’re more likely to die from “starvation”.
  • Following the above comment. I do know how the game works, different areas have less of different things that you can eat and need to survive. I know that if I go into a stage unprepared, then there will be a higher chance of me dying, sure. But when I go into the next stage up, and I’m wandering around (in the one direction the first time) for the best half of 2 minutes. In those 2 minutes I find absolutely nothing with no clue as to why I’m not finding anything or where it could be, and die. It’s not really compelling me to play the game for any longer.

Overall, this game is for someone who can do the same thing over and over again, with the same kind of background, same motions but with slight variations. It’s a game that will take a lot of time and a lot of patience, and is really only for someone who enthuses about microorganism evolution and progression.
It’s honestly not for me, not really worth my time and genuinely looked a lot more enjoyable in the trailer than what it was playing it or watching it via a stream.

In addition, please note that this game is currently in Early Access and seems to be one of those games that will be an EA (not that EA) game for a while. This is (hopefully) not due to this being a shovelware game, and because, as the devs state, it is a volunteer project. It is also apparently free elsewhere, whereas on Steam it’s paid for.

Price: £3.99, but free elsewhere.
Time To Complete: N/A
Achievements: None
Cards: No
Worth The Money: Honestly, no. But it seems (like Unturned) this is a pay to support the dev type deal. If you’re interested in this game, find where it’s free and help these devs perfect their long-term project.

Zesty Rating
4.5 Out Of 10.



A game premise I was genuinely keen to see if taking one point of another game and honing in on it worked again. This time it fails. Bland, slow and unrewarding, similar to how life is going for us right now. Too much work and effort for so little outcome and nothing to show for it.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Receiver 2

I first went into Receiver 2 thinking that this was a first-person shooter game like any other, I was wrong. I’d read the blurb on how it teaches you vaguely how a vast array of guns work, in the most “This Does Not Qualify As Actual Gun Training” way as possible, but still thinking it was a progressive game.

I was also wrong.

You start off by getting this pistol, which it tells you how to fire and such in a tutorial area that’s in the construction site of a city. You’re facing off against robot turrets that have a line of sight you can see via the light it shines to see you. The light is blue when it can’t see you and promptly changes you yellow and starts firing at you when it can. Simple.
After the tutorial area, you’re then further up in a series of buildings full of machine gun turrets, learning how to use the next gun, killing more machine gun turrets, and finding cassette tapes.

From here on, the game is samey, samey, samey. You get to the end of the level, you restart in a different area with a different gun. You get to the end of the level again, restart again with another different gun, more robotic turrets, blah, blah blah.
There is nothing more to this game than restarting in the same building with a different gun each time, I got through about 5 guns until I’d had enough. I’ve actually got to in a point in this review where I’m uncertain if I’ve said the same thing over and over because that’s all there is. Nothing actually… happens…

Pros:

  • The game works, not graphical issues or game breaking bugs.
  • The game feels soooo sleek and smooth, everything about the game feels fluid and responsive, and is precisely what I’d love from a first person Hitman game.
  • The setting (while the same one every single time) is 100% spot on. Everything is believable in an abandoned office building, a work in progress. It’s not a forced scene and sets a really great atmosphere.
  • The actual implementation of learning how to use different guns and them all being finicky and different was appealing. Especially when I reset once and didn’t realise that I was using a different gun, as it looked vaguely the same until I had to reload it, and it was missing one chamber.
  • It gives a sense of infinite possibility to how you can approach how to finish the “level”. Walk down any corridor, up any stairs, and shoot the turrets from any angle.

Cons:

  • While the game works sleekly, and smoothly, it does have a few weird controls for a keyboard. More akin to a console controller. Like for sprinting, you need to ferociously tap the “W” key to start sprinting, and you need to keep it up to keep sprinting. Each action for the gun, firing, reloading, emptying the chamber, opening the chamber, have all separate keys on the keyboard, which makes for a “I need to look at my fingers” moment nearly every time. Not only that, but having to forget all of that for the next gun you use on the next level.
  • The setting is the same at every level, and not in a Groundhog Day way. You get to the top of the level each time and then suddenly appear back downstairs again with a different gun. The story I uncovered within does nothing to really explain why I’m here, but I know who I am. Despite being a well polished and believable building, seeing it for the 5th time was enough to know I would rather not see it again.
  • While I loved the intricacy of using different guns, the learning of it felt clunky and somewhat forced. It lacked the situational learning that you have in most other FPS games where when the player picks up new guns it slowly lets them learn everything. In this, you’re just handed the gun and multiple controls that you’re given to remember and gives you no repetitive learning time. But at the same time, the whole game is learning time, and you don’t feel as if it’s an actual game.
  • As much as I love the whole “telling the story through the tapes and notes” feature, it becomes semi-irrelevant if you can just miss them. This was something I thought about Amnesia as well until I realised that despite seeming like an open game, it wasn’t. This game, however, is very much open, and it’s easy to miss some notes and tapes. I didn’t feel as though I were getting the full story or experience. They’d do better with the Superliminal approach of areas you have to walk through which have the story in them.

Price: £15.49
Time To Complete: 7.5 hours
Achievements: 34
Cards: 5
Worth The Money: Not At All

Overall, there is not a game for me, to the point where I wouldn’t really consider it a game. It’s a simulation (as it’s advertised) but not as much of a game as it feels it is. It’s super polished and is really intuitive to play, and honestly feels like something I’d enjoy playing if the environment/world I was in was enjoyable. It has that high levels of “I am more in control of this character than other games allow me to be” but gave me nothing to do with it. Honestly, it’s not something I can recommend to most of my friends, as they would all get bored with it much quicker than I did.
For a gun nerd who doesn’t give a shit about a story or being entertained by changing aspects of the game, this is for you.

Zesty Rating
3.5 Out Of 10
It’s got the glitz, and it’s got the glamour, but it’s got as much weight as an inflatable hammer. An empty simulation game which gives you the story in miss-able drips and drabs, and really drags when all you do is train, again and again. I apparently felt like rhyming because the itchy trigger finger sends my frustration climbing.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Fisherman’s House

I am an avid lover of horror games, ever since way back in 2012 I found Markiplier’s first ever SCP – Containment Breach video, where he had streamed his very first interaction with the game.
Since then, I was a regular watcher of not just his content, but horror game content in general. Watching people play Cry of Fear and Resident Evil games.
I remember specifically going onto Wikipedia and searching “All Horror Games” and looking at each one of them on YouTube to find playthroughs of them all, because at the time I was limited to my Xbox and Xbox360 which never had “a lot” of horror games despite having things like Dead Space.

From there to here, I’ve had an obsession with horror games, having now got a PC and not just having the full extent of Steam to explore, but GOG and Epic Games Store (despite Epic Game Store being quite barren apart from their exclusives IMO). Not just that but sites like Itch.io and Gamejolt where people upload their creations, and you can access them for free most of the time.

So, when it comes to Keymailer, the moment I see a horror game, I throw myself at it. Fisherman’s House is no different to that, I threw myself right on that game hoping that by the looks of it, it was another Granny game. While I was correct, it was not only a complete rip-off of Granny while also completely failing to do what Granny did.

Fisherman’s House is a game where you don’t wake up in your own room, or your own house. Spend the best of 5 minutes at the start, looking for your torch because it’s very obscurely placed in your room, while being groaned at from whatever direction the “Fisherman” is.
From there, you will wander around the house aimlessly looking for what you can assume is a means of escape, finding various things such as a generator you need to get working, a sledgehammer, a crowbar, and a paddle. You need to figure out how all of these things fit together in order for you to escape not only the house but the vicinity as well.

The items used in the game are set out the exact same way from Granny, which is not too bad, Granny however has sequels where the mechanics and gameplay have been massively improved on. However, Fisherman’s House falls flat in the entirety of the rest of the game.
Where other games have tension and add fear, Fisherman’s House does not build on it, nor does it add any. You are pretty much always being chased when you’re close to the guy, walking slowly does nothing, nor does losing him in a loop, he will always know where you are when you come within a certain distance of him.
Once you realise that there is no consequence for getting caught, the game crumbles. I was caught for the first time very quickly into the game, as that’s how I deal with my games, the first try is always to test your limit, test the enemy and see what you’re up against. I was jump-scared, despite already knowing the Fisherman was running right at me, then left. The Fisherman just left me, exactly where I was, after saying (not literally) “Ooga-booga” in my face and running away. There was no sign of me being injured or my character suffering from acute shock that they needed to recover from, I was free to move again immediately.

Is this game possible to win and finish?
Yes, I do not doubt it. The A.I. may flip dramatically between extremely stupid and constantly on your tail, but this game is simple enough to beat. However, it’s more of a test of whether you can be bothered or not to actually finish it due to the lack of fun and fear.
Did I finish it?
No, after completing the game nearly halfway, I got extremely bored and leaned into my audience at the time questioning whether you can really die in the game or not, considering I seemed to have no consequence of being caught. The answer was “Yes”, I could die, but only after I’d been caught at least 7 times. At that point, after the Fisherman ran away from me after catching me, I ended up chasing him, to find he always “restarts” his behaviour in the same area, right outside the attic. Lazy A.I. programming.

Pros:

  • The game works, has no visual or audio bugs from what I’ve found
  • The starting atmosphere is genuinely unnerving, and the first sighting of the “ghost” Fisherman is actually really good for what it is.
  • The actual level design is okay, it feels like a believable house with lots of floors. Maybe not your standard British house, mind you, but I’ve definitely seen layouts similar to this in big American country estates.
  • The item placement being random gives a good level of difficulty to the game, not just being able to go to where you know everything is, proving a challenge that every instance of the object placement will be different each game.
  • The game provides loops and hiding spaces very frequently to avoid the Fisherman, letting you (in theory) manoeuvre around with ease.

Cons:

  • The atmosphere completely disappears, however, after your first encounter with the Fisherman, as nothing happens. You get a spook and that’s it. The atmosphere and the sight of the Fisherman does nothing anymore as the stakes are not high enough.
  • No consequences are where this game fails massively, as said before it takes away everything this game builds up and doesn’t even give you a slap on the wrist for being caught. I was caught at least seven times before I actually died. There was no “You have a boo-boo from being caught” or “You’re now so close to death that the next capture will make you die.”, absolutely nothing to hint to the player that being caught is bad, just endless chasing and jump-scares.
  • The A.I. for this game is horrible, as said before, once you got into the vicinity of the Fisherman he would “just know” you’re there. In a game like Granny, it made sense as Granny is visually impaired yet has enhanced hearing, the entire floor of the game either being covered in something like glass or twigs, or the floorboards being squeaky. Fisherman’s House offers absolutely none of this and resorts to just chasing you when you’re in range. This doesn’t cause as many you, many you problems as you might think however, as the Fisherman constantly walks into walls and even if you hide while he’s looking right at you, he’ll treat you as if you’ve just disappeared, even if you’re shining your torch right in his face from under the futon.
  • While RNG creates an amazing aptitude for challenge, it can also really take away from the game if applied incorrectly. Developers not taking into account what bigger items like the “generator” looking like in the same place as the crowbar, making the graphic glitch uncontrollably, is something that may have happened. Or maybe just the fact that items randomly move around the house to places you’d never consider keeping those things, but it’s a game, why should things make sense?
  • Some items are broken, I believe, as during my playthrough there were named items such as the “crowbar” that I couldn’t pick up, despite seeing in the trailer that you can utilise that tool. It seems to be a persistent problem within this game.

Price: £3.99
Time To Complete: N/A (Could probably speedrun it 10 min)
Achievements: 7
Cards: None
Worth The Money: No, as cheap as it is, I’d rather play Granny at the exact same price.

Overall, this game is a shadow of the game it draws inspiration from. While it does all the same things as the role-model game, it does them in a more lacklustre way, lacking in nearly every aspect in comparison. While I can appreciate that this is the developer’s first game (on Steam), Granny was also a “Dev’s First” game as well, and it’s significantly better at what it does, while also being the exact same price as Fisherman’s House. Fisherman’s House is just another one of the Granny clone games that come with the flood of the game’s popularity, as soon as a game/show gets popular you can sit back and shake your head while you watch the cheap rehashes and clones appear everywhere. This game is no different.

Zesty Rating
2 Out Of 10.
When a game becomes popular, you’re hit with a wave of copies and shameless rip-offs, this is one of them. Literally the same price as all the Granny games, just go and play that instead. Bland, boring and not scary after the first encounter. Just another RNG-based, find-em-all to find-a-way-out, best to be ignored.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

NOTE: This game is flagged as “Retry”. 

20,000 Miles Under the Sea

20,000 Miles Under the Sea is, thankfully, a game that I’m pretty sure has always been free.
To even call this a game is honestly an insult to even the top-tier trash games, such as ABST Clicker Farm and Abscond (Not the actual Abscond Game, but the “developer’s” audacity to release it as their game).

If you’re like me, and you have irritating, but very true thoughts pop into your head now and again, then you’ll know that there’s a certain point in life where the question: “How high can you count?” goes from being a matter of knowledge to a matter of will.

That is this “game”.

This “game” is just a test of mental endurance to see how long you can last, staring at a screen, while you lethargically descend into the depths of the ocean.
There is not much to look at, you can’t look around or explore really. The only option you have in the game is “Auto-swim”, where you just descend, and “Not Auto-Swim” where you just descend, but you can sluggishly swim forward.
Shoals of fish randomly spawn in and out with glitchy animations and bad implementation overall, phasing through solid rock and coral. Even Mario 64 had fish that you could interact with.

Of course, you can’t have an underwater game without having a horror element! So, only in the description of this game on Steam will you see that:

This is a simple idle horror game, and all that is required of you is to observe the life of the underwater world and wait.

Continued with:

But please remember that you are not alone – a terrible creature inhabits this abyss. If you’re too scared to meet this monster, you can tap out any time you like…

Ooo spooky, so where is this terrible sea creature?
It doesn’t exist.
All it is, is a terribly done jumpscare, which is easily avoided in one of two ways. Keep auto-swim on, as if you’re in auto-swim mode it doesn’t touch you for some reason (either that or the RNG was super unlucky), or moving away from the obvious red dots.

What also doesn’t exist is this bullshit.

This image shows the developer of the game claiming that the first person to reach the bottom of the game will receive $20,000.

Yeah, I don’t think you’re fooling anyone with this.

This image shows the developer admitting that there is no cash prize of $20,000, and that money will only be handed out if people buy the music.

Yeah, you weren’t fooling anyone.

As far as I could tell, using all the resources that I could, the soundtrack was not bought once.
Checking Steam sale records and various other 3rd party sites that track information like this, I found absolutely nothing.
This was a clear attempt to get people to play it, so they could get better feedback for the game (which never happened) and get some pennies back.
As discussed in the Abscond review/investigative piece that I wrote, it costs around $100 for developers to publish a game on Steam. It makes sense that the devs would make a desperate grab at their financial loss of a release.

Aside from this, what else do we have in the game?

  • Horrendous crashes that persist after the developer has updated/patched the game twice to “fix” these errors. Happening so often that I experienced at least 5 crashes within the 24 minutes I was able to hold out.
  • No option to mess with the sound. If there is, I cannot find it. Pressing the escape key, in hope that it would bring up a menu, took me out of the game and “marked my name” where I stopped. I had to start all over again. Thanks, this is undoubtedly what I wanted.
  • No clear indication, in the game, of how to play or that you have to avoid the red dots, or how to avoid them. Nothing telling you what or how to do things at all.
  • The “game” is so mind-numbing that the developer themselves instruct you: “you can minimize the game and continue to go down, doing other things.” if it’s too “tiring”. Just leave the game on, minimise it and do something more fun is their advice. Thanks, again. Brilliant game.
  • To add to the last point, the game is so badly optimised. Not to mention the crashes again, which are probably partially caused by this issue, but this “game” eats up all of your resources because of the bad optimisation. GPU? Gone. RAM? Gone. Shaders people! Fix your fucking shaders!

And to top it all off, is the most annoying part of the game. The name markers.
So, you accidentally exited out the game, or you’ve had enough, and you exit the game. That’s a name marker added with your name on it, but it’s not just you who can see it. Everyone can.

And you can’t turn it off.

You must sink, 20k feet, staring at the blur of mashed up names as so many people either crashed or gave up within the first 5 minutes. It’s then evenly spacing out a bit more until you reach the 30-minute mark, and another massive mash of names again where people have taken a gigantic sigh and turned the game off.

This, but thousands more names overlapping each other, covering the entire screen.

The “beautiful, underwater scenery” in this game, you want to see it? Too bad, you’ve got to stare at this clusterfuck of names.
Thank goodness, the game doesn’t “start” until you get past this absolute mess, although, I doubt you’ll be paying attention to find that out.

Price: N/A
Time To Complete: Apparently around an hour.
Achievements: 28
Cards: N/A
Worth The Money: It’s not even worth being free, to be honest.

It’s not worth a fun rating.

0 Out Of 10


While it is not the country of origin that defines the type of game a developer produces, you will find that a lot of “Shovelware” comes from Russia. People who are well versed in Steam and cheap games will know this already.
I can only see so far, and my scope is limited to so many, different variables:
— Time of purchase
— Impulsivity
— Jumping on bundles/sales
— Complete disregard for my own enjoyment, just to sate an urge to buy something that looks bad.

Yeah, I’m bullshitting, but it’s a half-truth. There have been Brazilian games and Portuguese and English games I’ve played that all fit these categories. Cheap games, made to barely hold themselves together, to sit on Steam and slowly farm pennies until the $100 is paid back before Steam finds the game and deletes it. But not as many as I have Russian.
This is predominantly because of where I bought these games initially, and where I get them from now.

DailyIndieGame is one of the big reasons as to why I have a lot of these (apart from the few times I went to Russian sites and paid £10 for 250 games) games are in my Steam library. The promise is, from the site, to highlight creator’s games. Giving them out in bundles for small prices. It’s honestly a decent way to do things, but after a while I had to take a step back and check what I was actually buying because… ehhhhhhh. I maybe just paid £0.66 for The Wasteland Trucker, but… Yuck, I paid THAT, for THIS??

Another culprit (of no bad means) is Steamdb’s Free Game activator. Any time a game goes up for free, whether just newly released for free or discounted to free, it will activate it on your account. It’s responsible for the fact I have over 11k items in my library now and if you load up my steam games list IT WILL CRASH YOUR CLIENT/BROWSER.

It’s safe to say, you can expect a lot more Shovelware reviews. We’ve got my whole library to look forward to reviewing.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

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