The Riftbreaker
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DISCORD
About the GameYou play the role of captain Ashley S. Nowak – you are the Riftbreaker, an elite scientist/commando inside a powerful Mecha-Suit. Enter a one-way portal to Galatea 37, a distant planet at the far reaches of the Milky Way Galaxy, with the purpose of building up a base that will allow travel back to Earth and further colonization. Ashley’s Mecha-suit, which she calls "Mr. Riggs", can withstand the harshest environmental conditions and has a full range of equipment for base construction, resource extraction, gathering specimens and of course – combat. It is capable of traveling through rifts that connect space across vast distances.BASE BUILDING
Your task is to construct a two-way rift back to Earth. It is a very complex invention and requires enormous amounts of energy. Simple solar collectors and a few tons of steel will not be enough. You will need to build up a complex chain of mines, refineries, powerplants and research facilities to complete this mission.DEFENSE
Your presence on this planet will not go unnoticed. As you build up your industry and disrupt the natural order, the world will start seeing you as a threat. Build up your defenses. Construct walls, barriers and defense towers as the attacks get stronger with every passing day. You will face thousands of hostile creatures trying to eliminate your presence.EXPLORATION
Galatea 37 is an unknown planet in the Sycorax belt of the Milky Way galaxy. Long distance surveys detected that it is inhabitable and perfect for colonization. The planet is full of rare minerals and substances that can be found in various locations around the globe. Varied biomes can surprise you with unknown fauna and flora as well as harsh weather conditions. Construct local outposts in resource-rich locations that will transport the required resources using rift technology.CAMPAIGN
Take on an epic journey across all the different biomes of Galatea 37. You will establish multiple persistent bases across the globe that will fuel your economy. Research alien substances and lifeforms, as well as fight hordes of alien creatures, clearly not happy with your interference in the natural order of the planet. The campaign spans multiple hours and offers a remarkable degree of freedom in a super detailed, procedurally generated world. You can decide on the order of your priorities and what technologies you want to use. You’re the only human there, after all.SURVIVAL
Your mission is to survive a set amount of time, fighting off increasingly difficult waves of enemy creatures. Each mission in the game is randomized, offering nearly endless replayability.SANDBOXIf intense fight for survival is not your thing either, then try out the Sandbox mode, where we give you control over the entire game – including resources, enemy spawns, and weather conditions.CUSTOMIZE YOUR GAMEPLAYThe Riftbreaker™’s gameplay can be customized to fit your playstyle. You can change the frequency of enemy attacks as well as their strength and numbers, resource abundance, weather events, enemy damage, and tons of other settings. There are also multiple difficulty presets to suit the needs of both hardcore strategy players as well as those that want a laid-back base-building experience.COMMUNITY DRIVEN DEVELOPMENTIf you’ve read everything and arrived all the way down here, then you might be interested in helping us shape the game. Please come and talk to us on the forums, our official Discord server or through any other of our social media. We’ll be sharing inside info about our development progress, and we’d love to hear your feedback. Please come and help us make Riftbreaker the game You want to play!
Steam User 80
玩了一段时间,熟悉了游戏套路后基本就基地前几级升级有些压力,后面可以种地后财务自由就没啥意思了,基本就是快速把必须的红武器解锁,把爆率叠高然后不停的刷装备和模组,挺无聊的。
有几个想法:
1、怪物掉高科技武器不合理,从背景设定看土著生物怎么可能掉落人类的武器。从游戏性看建议武器应该由玩家制作,这样不会出现后期拣一堆无用武器,还得抽时间整理仓库,很麻烦。
2、打怪掉模组也不合理,而且大量的白蓝低级模组完全是污染模组仓库,毕竟我们只要红模组。当库存有几百个模组后,模组加载页面会很卡顿。虽然可以分解,但是低级模组这个设定就很是冗余,前期掉几个勉强用着舍不得分解,后面模组多了但是你也不缺资源,分解的那点碳铁是可有可无,在游戏进程中就是多余的存在。
3、建议打怪掉材料比如生物金属、几丁质甲壳、腐蚀酸囊之类的,而且是必须特殊的生物才能掉落相应的材料,比如三角头掉生物金属。收集材料后可以和其他基础资源制作出武器所需的强化模组,而且低级材料还可以多件合成高阶材料防止冗余。以上的合成需要建造加工厂才行。后期的高级活体生物工厂都需要大量的生物材料建造。
4、野外资源点和异常生物点背景设定也空缺,为什么会出现这些东西?可以增加设定伽拉亚的生物具有原始的族群文明,这些资源点是族群为了渡过饥荒准备的;异常生物点是这些生物用以前死去的领主材料做的墓碑作为纪念,这也解释了为什么触碰异常点会被大量生物围攻。
5、
5增加设定BOSS生物会掉落高能核心以及增加更大更强的领主级生物,后期围绕高能核心的武器、模组、工厂、机甲等造物将拥有核心的生物特性(有偏好)和成长性(可升级)。
从紫武器开始玩家就必须通过击败BOSS生物掉落的欧米伽高能核心才能解锁研究并制作,而且不同种类的武器必须由不同种类的BOSS掉落的核心才能制作。为什么呢,因为高级武器与其他制式武器不同因加入了高能核心具有一定的生物活性是一件活的武器,这不但使得高级武器的威力强大还具有成长性,杀怪可以增加等级,同时因建造时融合的高能核心原体的生物特性出现口味偏好,比如杀特定的生物可以有经验加成,和特定的模组配合拥有伤害加成等。
高能核心不但可以用来解锁制作高级武器,还可以制作成活体生物工厂,通过供给水、生物质、能源、基础矿物来源源不断地生产低级材料。高级生物工厂不可以直接建造,必须通过给基础生物工厂喂养大量的材料和生物催化剂才能升级(类似星际争霸的虫族主巢)。
而且高能核心还能和其他高阶材料制作最强生物模组,具备成长性(可升级),不仅是单纯的增加武器数值,还会赋予全新的特效(参考LOL的装备),将大大增加可玩性。
6、增加机甲设定,随着基地等级的提升我们的机甲也可以在升级后的基地中花费资源升级,增加基础属性,我一直觉得机甲的血量和护盾太少了,多加一些,同时高级怪和BOSS应该具有一击秒杀低级机甲的攻击这样才有挑战性。比如一级机甲只有血量,二级解锁护盾,三级解锁一个芯片槽位等等,以上只是基础机甲的设定,还可以制造超级机甲(类似反浩克装甲或高达),具有多种型号和出场时间限制,这样在怪物海洋中大杀四方和BOSS上演《环太平洋》,我都不敢想象有多好玩。
7、以上这些设定不但更有趣还能让生产制造的环节与特性完美融入伽拉亚的生物循环还能补充伽拉亚生物特性,揭示其食物链、族群结构、演化方向等。唯一不可量产的就是BOSS掉落的高能核心,鼓励我们去挑战。
增加新的地图比如冰原、深海、悬浮山等,每种DLC拥有独特的环境和限制,比如在海里移速极慢,必须研发游泳技术且弹道类武器被削弱,液体武器无法使用。
Steam User 55
虽然很少评价游戏,但这款游戏算是为数不多让我非常满意的游戏。经常打折只要四十块你就能买到火力糊脸的爽游,画质特效在线,中文友好,除了ui有点过时外我挑不出什么毛病。甚至,现在还听取玩家心声,加入了本来不在计划里的联机模式而且在测试的时候就和朋友体验过基本没遇到bug而且非常流畅,在我看来是高技术力或者认真负责的表现。
就像他所说的:梦想照进现实
Steam User 44
将基地建造和塔防融合在一起的玩法,还不错,值得一玩。
美中不足的是流程太长,获取稀有的矿物资源很麻烦,导致的游玩体验下降。后面建造矿场需要花很多时间,而且流程都是一样的,都是先找矿,然后扫描,然后再建造采矿机,这三个流程放在三张不同的地图里,每次完成任务都要重新载入地图,感觉很蠢,而且让玩家增加爽感的塔防部分,其存在的意义反倒被削弱了很多,这个游戏本来防御虫潮就很简单,去其他地图又不想造那么多防御工事,因为造完采矿机又要回到主地图,这地图基本上就不用管,总感觉造防御工事没有什么作用,成就感也就少了,玩家获取的正反馈也就大大被削弱。
Steam User 32
接近3年的持续努力更新,终于迎来了2.0超大型版本更新,组队模式正式上线!
Steam User 24
沉迷其中无法自拔,昨晚玩到凌晨四点,今天被罚了一百 淦
Steam User 16
游戏不错的,但是4年了啊,承诺的多人模式这么难做吗
Steam User 13
1. 完美的融合怪: 它成功地将基地建设、资源管理、自动化流水线、装备驱动和塔防战斗融为一体,而且每个部分都做得相当扎实,产生了奇妙的化学反应。前一秒你还在精心规划电力网络和生产线,下一秒就可能被潮水般的异星怪物围攻,紧张刺激。
2. 丰富的探索与成长: 游戏世界庞大,拥有多种生态各异的星球。研究科技、升级机甲、制造更强力的武器和装备的过程充满了正反馈,让你从一个小勘探员一步步成长为能单挑虫群的“银河战神”。