
Take command of Naval Strike Group 7 and lead your fleet to victory in full 3D tactical space combat. Star Hammer: The Vanguard Prophecy is a sci-fi strategy saga that will test your skills as both capital assault ship Captain and naval fleet Commander.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
|---|---|---|---|
| Englisch |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
This review is a tough one, because I wanted to like this game - a lot. The concept is a really nifty thing: Deliver tactical-pause mechanics to the same genre occupied by, say, "Homeworld." In a trailer it looks VERY cool. Guide the trajectories of fighters, use 3D space to your advantage, set up some killer pincer movements, and just generally have some real control. That's the promise. The reality is slow, clunky, and - strategically - just like everything else. Mass your firepower, and just hammer the problem until it goes away. The 3D nature of the game IS important. You should organize your fleet such that your ships are unlikely to bump into each other. Past that, though, maneuvering for the optimal shot is a giant pain, and a waste of time. WIth any decently mobile enemy, chasing them down and specifying them as a designated target is an exercise in near futility. You'll end u
Greetings fellow spaceship warfare enthusiast! Starhammer: TVP as i will shorthand it, is a well designed space naval combat game. I say naval because you do fight on a 2D plane with 3 "layers" pretending at "height" and "depth". Your ships can move up and down but it does matter very little in th end as far as combat tactics go, its more useful to avoid colissions (oh yes, you can ram and be rammed). A clever tactician might abuse this by flying low or high all the time and using the dorsal or ventral shielding arcs as cheap shield batteries,. but you do not have that nugget from me, no sir you do not. Combat itself plays out turn based, insofar you give your ships movement and firing orders and rebaance power levels to match the game situation then hit "play" and the "turn" will proceed in quite adorably cinematic manner, you can watch the shooting and enjoy, you will not be faced
Read danny_maland's review (most helpful) to contrast with this. Similar points, he barely gave a thumbs down, I barely give a thumbs up. TL;DR: Spacy. Combines elements for a story above its price. Gameplay gets more challenging and more complex as the game progresses. About 20 total ship types in game between two factions. Many bugs. No voiceovers. If they had more time or budget, this could have rivalled Homeworld. Longer version, but I'll try to keep points short. Story guy did his/her job (too lazy to look up credits). People have personalities. The world has politics. Everybody has a motive for their actions. Story in a game is important to me; this one shows a world. Graphics did their job. Limited number of ships, but they look nice. Weapons are visible and are indicated when changing firing behavior. Worked well with story team: one station looks like a giant ship, fleet adm
The good: - Simultaneous turn-based space combat! Was looking for this for a long time. - Decent AI, with some tough scenarios (played on hard). - Shield management is actually fun. The bad: - The ship variety is limited. - Fourteen hours in and I never had the chance to customize my fleet. Every mission I have to use exactly what they give me. I never got any points to buy new ships. - War Scale mechanics is opaque and seems pointless. - Ammunition is unpredictable from mission to mission. Will I have 12 or 2 missiles this mission? Who knows! - Crew RPG mechanics seems broken. Couldn't remove crew. Was given crew members I couldn't assign because there were no free slots. Because you can "respec" crew trees at any time, there is no sense of important decisions being made. - Human ships are interesting, but I found the aliens to be boring (for whatever reason). Just not my thing, and
Star Hammer, Oh what a ride you gave me. Some major points people bring up about this game is how clunky the game is to control and how weak the storyline and writing is. While I agree that the game is fairly clunky to start out with until you get familiar with the control scheme, the writing is anything but weak. Let me explain. This game have a couple ways of playing it. Defensive, Neutral and Aggressive. The genius of the writing is that you get out what you put into this game. A lot of games out there boast about how choices actually matter, but in this game that is truly the case. One of the rare games where it's true. To explain why people find the game to be bland and boring, I have to first explain the Defensive/Aggressive system the game works under. You can pick missions, they're either defensive, neutral or aggressive. The way you play inside the missions also dictate how mu
Hate the campaign. Fell in love with the skirmish mode. Took a ginormous fleet into battle, limped away an hour later with a single smoking frigate and a huge grin. Disappointed in the complete lack of customization options. Really Slitherine, I would have loved to tinker with the ship designs, or at least the weapon loadouts.
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