Average Playtime: 1 hour

CRYPTARK

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About

Cryptark is a 2D roguelike shooter that challenges players with boarding and neutralizing procedurally generated alien starships to earn income for their Privateering enterprise. Purchase improved equipment and weapons to tackle more dangerous targets, but be cautious as failure will result in a loss of investment and profit. The decaying alien arks will defend themselves from intruders with a wide arsenal of cyborg monstrosities, robotics, and security systems, all obstacles that must be surpassed to achieve victory, the destruction of the ship’s central System Core. Complex, procedurally generated alien space-hulks to board and defeat. Challenging, re-playable campaign that tests your strategy and tactics. Over 70 weapons and items, including frag-cannons, tractor-beams, flamethrowers and nukes. High-score leader boards to rank your skills. Fully lip-synced voice acting brings your fellow shipmates to life. Blood-pumping soundtrack perfect for intense firefights. Game Wiki: http://cryptark.gamepedia.com/Cryptark_Wiki
Metacritic rating
80
Release date
Oct 7, 2015
Developer
Alientrap
,
Alientrap Games Inc
,
Alientrap Games
Publisher
Alientrap, Alientrap Games
Age rating
13+ Teen
Website
http://www.cryptark.com

System requirements for Linux

Minimum:
  • OS: glibc 2.15+, 32/64-bit. S3TC is NOT required.
  • Processor: Dual Core 2.5 GHz
  • Memory: 3 GB RAM
  • Graphics: Geforce 9600 GS, Radeon HD4000, Shader Model 3.0, 512 MB

System requirements for PC

7 / 8 / 10
Processor: Dual-core processor (Intel Dual Core 2.0 GHz or AMD Athlon X2 5200+ 2.6 GHz)
Memory: 1 GB RAM
Graphics: Geforce 9600 GS, Radeon HD4000, Shader Model 3.0, 512 MB
DirectX: Version 9.0c
Storage: 700 MB available space

System requirements for macOS

Minimum:
  • OS: Lion 10.7.5, Yosemite strongly recommended
  • Processor: Dual Core 2.5 GHz
  • Memory: 3 GB RAM
  • Graphics: Geforce 9600 GS, Radeon HD4000, Shader Model 3.0, 512 MB
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Last Modified: Sep 17, 2019

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CRYPTARK reviews and comments

Translated by
Microsoft from French
Early access review-one chooses the attack of a ship according to its characteristics, what it reports, the type of enemy units, systems inside, rewards following secondary objective-once chosen, in our ship we can visualize the enemy ship, the entrances to the ship, or are located the systems, the brain to destroy and the subsystems, which offers a tactical aspect before the friendly attack, and crucial for the success of the mission, by planning its objectives and journeys by order. -It is decided on its armament, according to equipments which can be won during the parties, and then it launches in space to attack, of the ship. And since it is a Roguelike, we look at several times before making his choices because if dies, we lose money and when we have more money we start again from the beginning. Although the game is difficult enough, knowing how to choose and attack in a few parts allows to understand the game well, the right combination of weapons doing the rest, a minimum of dexterity also. I wish it was a little longer, because really good.
Translated by
Microsoft from Deutsch
So after a few Hours of cursing and exciting, it's up to me. The Game is a rogue like, which you have to like, the Campanige is also Rogue-Like ... That doesn't make Sense if you already have a rogue mod in the Game. Seen in This way, something strange and given Away potential. One could have bought weapons or even Upgraded existing Ones with the money you make in the Campanige. So well. You will find the Weapon system in the Levels and then have to come to terms with them, there is already a nice Crap if you find Grenades three times, but only one Version fits the Style of play. Bad luck. The Game makes on Retro, leaning somehow toward old Consolers. You can also see This in the Range Of Fire. If you can still see the Opponent or he is at the Border Of your field of Vision, only what goes further away and it doesn't work out, at least I almost always experienced it. So are Explosions. It is not uncommon for Counters to get out of Explosions without a Scuffle when you leave the Viewing area yourself. It gets funny when they just survive the Explosion like that. Why anytime. Must have been wrong in the Code. Weapons Systems that bounce off shields can add yourself harm. That's so far la la. Since you never take any harm otherwise, the Grenade should go up in front of your Feet. Either or. Will something sloppy. Don't be Surprised. Countersts can just pass closed Doors or occasionally even debris ... Why... For Reasons. So you can lure them out something, but give them a very thick Advantage. Every now and then, walls are simply ignored. Especially the thick Brummers squeeze through. All in all, the Game is already good on its wise, but it makes life hard with things like that. I hope there comes a second Part, with some Changes. Especially as far as the Keycodes are concerned. Once the Backup System is switched off, they completely lose their Right To exist ... I'm sure you could have done something there.
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