
Deep Sixed is a roguelike space sim that will force you to use strategy, ingenuity and duct tape to keep your ship (and your skull) in one piece as you risk exploring a mysterious nebula protected by dangerous alien creatures.


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| 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.
A very interesting game, albeit with some tiny frustrating kinks. So the idea is that you play the role of a former AI engineer that, through complicated mishaps, winds up in the involuntary employ of an unsettling corporation, carrying out tasks amidst an uncharted nebula on a circular spaceship with naught but an AI for company. Murphy's Law starts to kick in and anything that can malfunction will inevitably malfunction. I've heard the FTL comparison quite a lot, but the mechanic that most resembles FTL is the idea of power management, with a limited pool of energy to make various systems function more effectively that can be replenished through a dwindling supply of cells. The comparison I would make, however, is more along the lines of Keep Talking and Nobody Explodes for how much it deliberately relegates the ship function tutorials to the in-game manual, and only teaches the abso
I enjoyed the game a lot. It's a frantic mess of running around trying to fix things as they break, getting out in the nick of time, and just generally having to work with what you've got. The upgrade points are quite scarce, so it's really easy to become boxed into a corner because you ran out of points to use for repairs. It's really satisfying to be able to keep the hunk of junk working nicely. The narrative is also well-done even though there isn't much of it. I have a fair number of complaints, in no particular order. This is a permadeath game with some minor scripted story elements, and after your first reset (and there will be many resets), any scripted story elements you've already seen become very irritating to skip. There should be a "skip sequence" button in addition to the "skip line" button (both should be there). To use an item repeatedly, you have to go back and forth f
TL;DR: It's got some good ideas, but it quickly becomes tedious and frustrating, and victory is at the mercy of the random number generator. The premise of Deep Sixed is like the board game Space Alert combined with Keep Talking and Nobody Explodes: You're involuntary labor aboard a rickety spaceship exploring a dangerous area of space. When you're not trying to fend off hostile aliens, you're trying to fix all the breakdowns that occur every few minutes, and a comprehensive troubleshooting manual and a limited supply of spare parts are all that stands between you and certain death. After each mission, you get credits to spend on ship upgrades and more spare parts. So far, so good! It's a good idea with a lot of potential. Unfortunately, it falls apart in the execution. The first problem is in how you fail. You don't fail because you don't manage to follow a complicated troubleshootin
Introduction Deep Sixed is a refreshingly punishing space simulation which I’m glad that I stumbled upon. I didn’t go looking for trouble, since it can find me on its own perfectly well. I shouldn’t have expected superficiality from the creators of Rogue State since unconventional simulations are a mark of distinction for LRDGames. It took them three more years since their Steam debut, but they came back in full force. To give you an idea about the complexity found in Deep Sixed, know that both the game and I, strongly recommend you read its manual (downloadable in .pdf format). You either do your homework properly or prepare to face the consequences. Story Upon reading about Deep Sixed, I initially thought that its title must be a wordplay or abbreviation such as FUBAR or TARFU. I wasn’t far off. Still, “deep-sixed” refers to irretrievably destroying something. Such as incriminating e
On the surface, Deep Sixed is a bit of a 90s CD-rom throwback, but looks can be deceiving. In a nutshell, Deep Sixed is a game with interesting pedigree, a mix of point and click adventure (fortunately with a hotkey to light up points of interest), manual-consulting "Keep Talking And Nobody Explodes"-style troubleshooting, FTL-style power management, and (remarkably) an open universe exploring game. Comparisons have been made with VGA-era Sierra games as well as classics such as Psi-5 Trading Company, but I would say that this is just nostalgia reaching, and Deep Sixed is very much its own thing, complete with tongue-in-cheek humor and somewhat modern multimedia presentation. The basic gameplay is a cycle of survival and expansion. You start at the space station, where you can pick a mission, order parts, and upgrade your ship. Then you deploy in your ship, choosing one of the sectors
Lots of potential but too frustrating to be fun. You'll die a lot, and every time you die you have to go through the same dialogue lines and the same early missions. I liked the idea of trying to keep a clunker of a spaceship operating with lots of complicated tasks, but the practical outcome always seemed either too easy or too hard. Either you'd cruise through a mission without real danger, or you'd end up surrounded by aliens you can't see because your screens are covered in goo, with everything broken and no chance to fix it all. Needs re-balancing.
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