About This Game A colony spaceship has been thrown together with old, worn parts. The crew boots up the ship's artificial intelligence as they start the arduous journey to the red planet.You've awoken, AI. Can you keep your crew alive and survive the journey ahead?Take Fate into Your (Digital) HandsDesign your own ship. Customize everything.Directly control the ship's systems, set alarms to get the crew's attention, and respond to emergencies. Will luck be enough?You will die, alone and drifting, in the dark.Brutal and Challenging Experience Deep mechanics Simple controls Responsive difficulty, always Hard Short sessionsA single run takes less than half an hour, but success takes hours of mastery. If it comes at all.An Uncaring WorldDestination Ares is about losing power over time rather than gaining it. It's about the internal struggle instead of the external. There are no aliens or guns; just nonchalant blobs of water named Charlie.Discover hidden, branching story arcs with several endings, ponder the meaning of existence, panic as another system breaks down, and laugh at a crew that is woefully incompetent.Lose capability over time. You're no farmboy-turned-hero; play smarter, because you certainly won't get stronger. 7aa9394dea Title: Destination AresGenre: Adventure, Indie, Simulation, StrategyDeveloper:Patrick ScottPublisher:Patrick ScottRelease Date: 22 Sep, 2017 Destination Ares Download For Pc [torrent Full] Interesting concept but this game has a long way to go. There is potential here. There is this sort of white-wash high gamma haze to the pixel graphics that makes it a tough game to look at. Not sure what the goal here was.There is one terrible aspect in that you have to play a mini-game when you make a decision. For example you may get a prompt like this: "The ship is overheating do you: A) Turn everything off (easy) or B) Vent the heat into the airlock (hard)". Once you make your choice you have to win the mini-game which involves moving a cursor through a maze with invisible mines to get to the exit otherwise you fail in your choice. It's an extremely odd mechanic that doesn't make much sense and the mini-game itself frankly sucks. If it's going to be a big part of the game, this part needs to be done much better.Can't recommend at this point.. My current favorite game on steam - a hidden gem! It's tragic that most people haven't found this game. Definitely worth the price for me. Reminds me a lot of FTL. I think if you like FTL, you'll like this game. I watched the videos on the store page, thought I would enjoy the game, and enjoyed it even more than I imagined. I wouldn't pay much attention to negative reviews before October 13th 2017 - the latest patch. It also helps if you're good at doing minesweeper quickly.Current best run: got to 99% and died. Also died a little inside, in real life. :). Tiny game but delivering what's on the box.The chore idea of the game is to build a ship so that it is the fittest to make a long journey (30 minutes).The build phase (unlocked after the first games) is pretty simple and will ask you to allocate points \/ space and weight for what matters the most to you.A balance to find between crew, modules, quality of modules, abilities to transform one resource to another or do you prefer to pack a lot of each at the beginning of the journey, up to you.Most of the times, if one resource comes to lack, you're dead : Oxygen, parts, material, food, waste, fuel, energy.The second part of the game is not really difficult, start the journey, set some priorities, activate or spare some modules, react to random events (often leading to a minigame that is a bit annoying though).And fail, fail, fail, fail, until you manage to unlock some improvements for the ship so that you can rethink your blueprint and finaly make that journey.Cute, interface sometimes a bit clunky because things are not obvious on the screen but overall a good experience.Might lead to some quite a few blueprint rework loops that I'm not super fond though.Keep in mind though that the lifespan of this game is probably rather short and you might get bored quickly but worth a shot !. Tiny game but delivering what's on the box.The chore idea of the game is to build a ship so that it is the fittest to make a long journey (30 minutes).The build phase (unlocked after the first games) is pretty simple and will ask you to allocate points \/ space and weight for what matters the most to you.A balance to find between crew, modules, quality of modules, abilities to transform one resource to another or do you prefer to pack a lot of each at the beginning of the journey, up to you.Most of the times, if one resource comes to lack, you're dead : Oxygen, parts, material, food, waste, fuel, energy.The second part of the game is not really difficult, start the journey, set some priorities, activate or spare some modules, react to random events (often leading to a minigame that is a bit annoying though).And fail, fail, fail, fail, until you manage to unlock some improvements for the ship so that you can rethink your blueprint and finaly make that journey.Cute, interface sometimes a bit clunky because things are not obvious on the screen but overall a good experience.Might lead to some quite a few blueprint rework loops that I'm not super fond though.Keep in mind though that the lifespan of this game is probably rather short and you might get bored quickly but worth a shot !. My current favorite game on steam - a hidden gem! It's tragic that most people haven't found this game. Definitely worth the price for me. Reminds me a lot of FTL. I think if you like FTL, you'll like this game. I watched the videos on the store page, thought I would enjoy the game, and enjoyed it even more than I imagined. I wouldn't pay much attention to negative reviews before October 13th 2017 - the latest patch. It also helps if you're good at doing minesweeper quickly.Current best run: got to 99% and died. Also died a little inside, in real life. :). Destination Ares is pretty unique in its kind, and even if it sometimes can be unfair and hard to understand, I can only encourage you to try it and see for yourself. Cause when it goes right, it feels so good.Plus, there is a free version on the creator's site.. Very bad interface, rendering minigames and crew control next to impossible.. If you liked FTL or space simulator type games then this one is pretty sweet. It's very hard not to compare it to FTL because it's identicle in presentation and in having a random encounter system. It's still a very early, simple version but I enjoyed it. Kudos to the devs for presenting the core of the game and making it playable right now as some Early Access games have some serious derp-level unplayability. Already has a ship-building system which is pretty sweet, many people will enjoy this; efficient ship design is rewarding. For what it is I think it's respectable and is one to keep an eye on as it develops.It's not as hardcore as FTL right now and it's still fairly simple. I played it for a few hours and completed it, replayability will be a thing, similar to FTL. A core feature being the random events system has very little variety and should be something which is expanded upon as there are only several different types of events and that's very repetitive.Early Access and indie games seem to be very expensive for what they are at the moment, \u00a310 is in the middle of the Indie\/EA range. For the game I am given I think it's a bit high, but after playing it and thinking about it, I have faith it will live up to that price should the current features be refined and expanded upon.My main disappointment is the art style. It could use more vibrant colours as everything is is grey, white, and just pale upon space's black backdrop. Maybe there will be more additions to spruce things up a bit but it's not visually impressive at all. It's getting increasingly difficult to pull off the pixel look as it becomes more popular in the Indie game culture. The description mentions "candy colours are for candy games", but quite frankly, you are significantly reducing your capabilities by choosing the pixel style and then choosing this colour scheme along with that is very risky. If you have nothing to contrast the greys then the greys are super grey and you are looking a grey game and that's not appealing, regardless of any reason. A fellow artist once told me that if you have to justify to someone why your style is the way it is, then it hasn't been pulled off. It's a very grey game in an era where colour and visuals is ball-bustingly good, and competitive. I feel this is a very risky move that must be pulled off perfectly, and I believe it hasn't and so it takes a big hit from the visual perspective. Space ships IRL are actually very colourful because of colour coding. Important things are vibrant blues, reds, greens etc and so they should be and so I think this style is unjustified and needs work if not reconsideration.It's also strange\/annoying how the game kind of tilts like it's on a pane that can rotate slightly left and right; I'm pretty sure I wasn't high when I played this. There was no explanation in-game and it just looks weird and brings the visuals down more.Aesthetic - 2\/10 it just doesn't work for me and as an aspiring CGI artist, it's painful.As a concept, imagining what it could be on release - 8\/10 an expansion to the delight of the FTL experience, and perhaps a fresh take on a concept we love.As a game to play right now - 5\/10 it will need a lot more content to be interesting enough to want to maintain playing beyond the first short playthrough.All in all it's a game for the fans of this genre, as they will be able to see what it's capable of becoming. If you are a fan of the genre but sceptical then I would advise not purchasing until it's further down the production line; it's still raw and only has its core right now. I hope the game can be conceptually appreciated and I wonder what others will think of the aesthetics.. If you liked FTL or space simulator type games then this one is pretty sweet. It's very hard not to compare it to FTL because it's identicle in presentation and in having a random encounter system. It's still a very early, simple version but I enjoyed it. Kudos to the devs for presenting the core of the game and making it playable right now as some Early Access games have some serious derp-level unplayability. Already has a ship-building system which is pretty sweet, many people will enjoy this; efficient ship design is rewarding. For what it is I think it's respectable and is one to keep an eye on as it develops.It's not as hardcore as FTL right now and it's still fairly simple. I played it for a few hours and completed it, replayability will be a thing, similar to FTL. A core feature being the random events system has very little variety and should be something which is expanded upon as there are only several different types of events and that's very repetitive.Early Access and indie games seem to be very expensive for what they are at the moment, \u00a310 is in the middle of the Indie\/EA range. For the game I am given I think it's a bit high, but after playing it and thinking about it, I have faith it will live up to that price should the current features be refined and expanded upon.My main disappointment is the art style. It could use more vibrant colours as everything is is grey, white, and just pale upon space's black backdrop. Maybe there will be more additions to spruce things up a bit but it's not visually impressive at all. It's getting increasingly difficult to pull off the pixel look as it becomes more popular in the Indie game culture. The description mentions "candy colours are for candy games", but quite frankly, you are significantly reducing your capabilities by choosing the pixel style and then choosing this colour scheme along with that is very risky. If you have nothing to contrast the greys then the greys are super grey and you are looking a grey game and that's not appealing, regardless of any reason. A fellow artist once told me that if you have to justify to someone why your style is the way it is, then it hasn't been pulled off. It's a very grey game in an era where colour and visuals is ball-bustingly good, and competitive. I feel this is a very risky move that must be pulled off perfectly, and I believe it hasn't and so it takes a big hit from the visual perspective. Space ships IRL are actually very colourful because of colour coding. Important things are vibrant blues, reds, greens etc and so they should be and so I think this style is unjustified and needs work if not reconsideration.It's also strange\/annoying how the game kind of tilts like it's on a pane that can rotate slightly left and right; I'm pretty sure I wasn't high when I played this. There was no explanation in-game and it just looks weird and brings the visuals down more.Aesthetic - 2\/10 it just doesn't work for me and as an aspiring CGI artist, it's painful.As a concept, imagining what it could be on release - 8\/10 an expansion to the delight of the FTL experience, and perhaps a fresh take on a concept we love.As a game to play right now - 5\/10 it will need a lot more content to be interesting enough to want to maintain playing beyond the first short playthrough.All in all it's a game for the fans of this genre, as they will be able to see what it's capable of becoming. If you are a fan of the genre but sceptical then I would advise not purchasing until it's further down the production line; it's still raw and only has its core right now. I hope the game can be conceptually appreciated and I wonder what others will think of the aesthetics.. Fun concept, I think this game has a ton of potential, and will be following closely as it's developed.I particularly like the art and music styling. It's light and fast paced. Game has a good sense of humor and is genuinely fun to play.
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