
USC is a turn-based, top-down view tactics game in which you control the crew of a stranded recon vessel in a "first contact war" for survival, featuring a detailed combat system with RPG elements, fully interactive randomized maps, unique weapons and gadgets, crafting, and custom multiplayer modes.
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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
X-Com, Laser Squad, Fallout 1/2, Space Hulk. If you're a fan of oldschool tactical combat, this game belongs in your library. Pros: Meaty, non-casual, action-point based combat like the orig X-com. The tension and onslaught of Space Hulk, where campaign ending death can occur at any moment. Rogue-like randomisation, permadeath, one-save, possible to make campaign ending mistakes both tactically and strategically. Oldschool difficulty. Normal is hard, hard is Ninja Gaiden/Battletoads sewer difficulty. Tons of items. Random unique shiny loot. Melee weapons. Lasers, flamethrowers, tranquilizers, rocket launchers, miniguns, and everythig else under the sun. Each weapon has multiple attack modes, mods, and different types of ammo. Will you survive long enough to make use of any of it? Helpful, responsive developer. Cons: Tedious, at times infuriating looting system that trolls you
This game is excellent. It's not entirely perfect, but even then what few mistakes it makes are primarily in the UI, the writing and the walls of text in the tutorial, they all manage to feed that nostalgic, retro feel. Everything else fits in perfectly. Creatio 39 has managed to create an old fashioned turn based tactical game, keeping all the things we used to love while not being a slave to it. The game has learned from the mistakes of previous generations, built upon them, and it tells. The balance of the game feels solid. It can be a little jarring to newcomers to see that even the easiest enemies can take several rounds and plenty of ammo to kill, but it serves to create a surprisingly frantic and intense experience -- even when you can take all the time in the world. The enemies are always crashing down on you, your ammo is always in limited supply, and the battlefield is in cons
This is a tactical squad game in the mould of classics like Rebelstar (if you're old enough to remember that), Laser Squad and XCOM or, more recently, Halfway. It doesn't perhaps expand on them a great deal. You do the usual of equipping your squad with a range of weaponry and other equipment, finding upgrades, crafting materials and protoypes to get better weaponry, whilst gunning down aliens en masse on te tactical map. A game doesn't really need to expand on something like Laser Squad to be good fun. And this is mostly true of USC. Killing aliens seems to be a case of expending huge amounts of ammo; clicking lots of times for low-cost shots that knock of relatively small amounts of health. This gives the game a certain attractive aesthetic I quite like of marines pouring vast quantities of lead at hordes of aliens. On the other hand, it also takes quite a lot of time and makes it see
Short Version: Ultimate Space Commando is a turn-based tactical rpg/strategy game that is completely old school in both good and bad ways: unique, intricate game mechanisms with lots of meat, but also extremely slow-moving and unforgiving gameplay. If you find yourself enjoying it, I believe you could easily get dozens (or hundreds) of hours out of this game. Conversely, it could easily take you dozens (or hundreds) of hours to try and get your enjoyment out of this game, which modern gamers may not have the patience for. Likely you will either love it or hate it - this is a niche game to the extreme. Ultimate Space Commando is a massive game stuffed to the brim with a large campaign and tons of content in the other game modes along with richly complex gameplay mechanisms supporting them. The developer clearly has put much love and effort into this project, which shows both in the game
This is what I would call a very good turn-based tactical sci-fi squad combat CRPG. There's a fair amount to absorb at first, and when I first saw the battle maps it took a while to absorb, but it soon became natural and made sense. The combat similarly seemed very chaotic at first (especially when I jumped right into a one-off single mission with hordes of weird aliens - I tried to hide in my elevator but they started eating through the walls and electrocuting me and who knows what. But then I started the campaign and tutorial scenario and it was nice and slow and full of skippable explanations and things made sense from there out. Now there is still often all sorts of chaos, but it makes sense and I get what's going on even when monsters are eating through nearby walls and chain reactions of fuel and ammunition are ripping through a base and setting monsters on fire who go running awa
Demanding and full of tactical options! The top down view is clean and allows to make informed decisions, while the AP system provides actual freedom compared to the "move-shoot" standard of many other games. Don't expect to save the world though. The game is tough and unforgiving, x-com of old type of punishment, but it does it well. I had fun getting eaten by aliens, burnt by friendlies or even blown up by what used to be my cover ^^ I also enjoyed Unit progression and skills, when i was able to keep my crew alive :)
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