Average Playtime: 4 hours

Deadnaut

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About

Deadnaut is Screwfly Studios' second game and follow up to cult hit, Zafehouse: Diaries.

Deadnauts, so named because they’re unlikely to return, must explore, investigate and fight their way through the derelict ships of dead civilisations. Every mission is unique and no two locations are the same. Each ship contains mysterious enemies and hostile security systems. Manage your Deadnauts' skills, talents, relationships and flaws - and you might get them out alive.Features
  • Squad-based tactics: Control five complex characters as they explore, investigate and fight their way through each mission
  • Character generation: Create back stories for your team, mould their relationships and equip them well
  • Every game is unique: Dynamically-generated missions and campaigns ensure no two mysteries are the same
  • Flexible and complex: Adapt to your situation with an arsenal of weapons and shields, or use stealth, hacking and sensors to move unnoticed
  • Out of control: Deadnauts have their own fears, motivations and dispositions. Stay in charge, keep in contact, don’t let them out of your sight

There are many ways to play Deadnaut. You can focus on combat and offense with a heavily-armed crew, or go quietly with sensors, cloaks and shields. Use randomly generated Deadnauts, or fine-tune your crew with the character generator. It’s your call.

Deadnaut is a challenging game. Not all strategies will work all the time. Instead, you'll need to equip your squad with the right tools, maximise your Deadnauts' respective talents, and adjust your approach when things go wrong.About Screwfly StudiosWe're a two-man developer based in Australia, dedicated to creating deep, innovative strategy games for PC. Deadnaut is the follow-up to Screwfly's debut title, Zafehouse: Diaries, which is also available on Steam.
Platforms
Release date
Developer
Screwfly Studios
Publisher
Screwfly Studios
Age rating
Not rated
Website
http://www.deadnaut.com

System requirements for macOS

Minimum:
  • OS: Mac OS X 10.7
  • Processor: Intel Core 2 Duo
  • Memory: 2 GB RAM
  • Graphics: NVIDIA or AMD/ATI graphics card with 1GB RAM and Shader Model 3 support
  • Storage: 250 MB available space

System requirements for PC

Minimum:
  • OS: Windows XP
  • Processor: Intel Core 2 Duo 2.2GHz or AMD Athlon 64 X2 5000
  • Memory: 2 GB RAM
  • Graphics: NVIDIA or AMD/ATI graphics card with 1GB RAM, with support for Direct3D 9 and Shader Model 3
  • DirectX: Version 9.0c
  • Storage: 250 MB available space
  • Sound Card: DirectX compatible sound card

System requirements for Linux

Minimum:
  • OS: Ubuntu 12.04
  • Processor: Intel Core 2 Duo
  • Memory: 2 GB RAM
  • Graphics: NVIDIA or AMD/ATI graphics card with 1GB RAM and Shader Model 3 support
  • Storage: 250 MB available space
  • Additional Notes: Other Linux distributions should work, however they are not officially supported.
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Last Modified: Aug 28, 2019

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Deadnaut reviews and comments

Translated by
Microsoft from Russian
In Deadnauts, the player explores abandoned spaceships, driving a small detachment of explorers. Ships are a coincidence, they can find corpses of former members of the team, living and aggressive life forms, security systems of the ship (which can hack), drawings of new equipment (which can be captured and used) and logs of dead members Commands (which you can read). Our subordinates can be created independently or also to trust randomness, they have four main attributes, with a dozen skills, sympathy/antipathy to other members of the team and individual psychological bziki. Aggressive forms of life are gradually catalogued, and our team members-are pumped, OBVESHIVAJUTSJA equipment and if necessary-return to life through cloning. The number one Problem for me was that all the cunning game mechanics are hidden from the player's eyes and despite the abundance of factors influencing the course of the game, the player in each particular situation to choose almost no of what. Okay, if you feel confident-you can overweigh all the outfit of the squad, later it seems possible to choose what to produce according to the found drawings. On the ship the same choice comes down to: go straight/right/left, explore/not to explore a strange object on the floor (to investigate, of course, what is the question?), whether to break the terminal hacker (break, but on some mini-game do not hope) and fasten the power to Generator (mainly affects the brightness of lighting in the room-with bright lamps you will see better, but YOU will see better). It is also possible to sit down mutually unpleasant characters in different groups, but common sense and experience of viewing horror films always suggested to me that a gurt and a batku to beat more closely, and to divide-bad idea. In General, we seem to have signs of indirect control, but sometimes micro-management in the spirit of Starecraft-for example, try to have time during the battle to allocate Shhitovika and throw a shield on some member of the squad, or to launch a rocket, risking to catch companions or Finally to break up a covering of a relic space vessel. The Clever pause with the return of orders, by the way, did not deliver-everything happens in a ruthless real time and probably should contribute to the immersion in the atmosphere of the game. The same immersion should, in theory, contribute to the interface, but it became a problem for me number two. The Interface looks interesting and the developers seem to have invested a lot of work into it. The Player seems to be sitting in the cockpit in front of three panels with many screens, switches, analog scales with arrows. The Game action we observe on the central panel through the round, as a porthole, the window radar. The Ship, which we investigate, is presented in this window very schematically: Here this grey transparent box-medblock, it is a white speck-the found object, and here it is red-hostile inplatnetyanin. The Signal of our radar sometimes weakens and can leave us at all for a time without connection with detachment, again due to carefully calculated game, but completely incomprehensible for the player factors. Something to clarify can be from the second main source of information-a window with replicas of members of the squad, who will comment on all that happens, compensating hudozhestyennymi texts of the scarcity of graphic design. Developers as if specifically wanted to make the interface as unintuitive and not eye-like, you're an experienced commander, not some kind of a lammer, first in a chair in the cockpit. You have No tutorial, a short reference to the control keys. No pop-ups when you hover over obscure indicators, buttons and character traits-do you know what the colors in the relationship diagram mean? Or Why do the staff of the Cosmofleet intuition and how it is measured? Or between which major subsystems the energy of the ship is distributed? No? Back to the Academy, retraining! Or go ahead and make a manual that Deadnaut persistently proposes to do INSTEAD of running the game. In General, the game makes me wonder-on the one hand, how everything here is cool thought out, calculated and spelled out, and on the other hand-how unskillfully all this is brought to the player. Someone can and will be able to feel the atmosphere, to notch the manual and, going through all the rake of the interface, to discover an interesting and original game, but the game you in this case does not intend to help.
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