Hard Vacuum Reviews
Hard Vacuum is a single-player space combat game developed from the ground up for virtual reality. Be the pilot of a starfighter with a fully interactive cockpit.
App ID | 1280940 |
App Type | GAME |
Developers | Syndrome Entertainment |
Publishers | Syndrome Entertainment |
Categories | Single-player, Steam Cloud, Tracked Controller Support, VR Only |
Genres | Indie, Action, Simulation |
Release Date | 17 May, 2021 |
Platforms | Windows |
Supported Languages | English |
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1 Total Reviews
1 Positive Reviews
0 Negative Reviews
Negative Score
Hard Vacuum has garnered a total of 1 reviews, with 1 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
204 minutes
It's not bad...
👍 : 2 |
😃 : 0
Positive
Playtime:
27 minutes
All you need in a vr starfighter piloting game
👍 : 7 |
😃 : 0
Positive
Playtime:
94 minutes
great game for the price. Needs more settings though
👍 : 0 |
😃 : 0
Positive
Playtime:
42 minutes
Added to favorites.
Yes, its the same folks who made VTOL VR, and its slightly better cuz its in space and thats pretty cool.
You dont have another game like this. Buy it.
👍 : 10 |
😃 : 2
Positive
Playtime:
208 minutes
I just love this VR game it's so realistic. Your really thinking your flying a space craft. A lot of interaction with the buttons to push and the controls. About time they make something like this.
👍 : 0 |
😃 : 0
Positive
Playtime:
148 minutes
A fairly simple game with a learning curve. I quit playing shortly after downloading because it seemed to have glitches in the game play. For example, the firing would get locked in rapid firing and there was no way to turn it off.
👍 : 0 |
😃 : 0
Positive
Playtime:
30 minutes
I enjoyed it! It scratched an itch i have had for a while now for a space ship sim. I am glad that it was the right amount of complexity to make you feel really in control but not spend and hour trying to do the tutorial. I love the warp sequences. The only real issue i have is that opening the cockpit is kinda pointless when u end the missions. I would also like to be able to interact with the ships controls/buttons after a mission so i could open the cockpit. I am lookin forward to more content!
👍 : 11 |
😃 : 0
Positive
Playtime:
83 minutes
pretty intense. love the game. placement of throttle is a little far to the left but other than that, awesome. pretty great for a starship game, with in cockpit tracking and targeting computer with zoom.
highly recommend for anyonme trying to get a vr based, motion controller using starship game.
👍 : 3 |
😃 : 0
Positive
Playtime:
847 minutes
so far, so good! great graphics, runs smooth with my 980ti card on my oculus rift cv1. i give it a big thumbs up and encourage y'all space dogfight flight sim nerds to give it a try!
this is the closest freespace vr sim i've played to date. if this has or gets a mission creator app then i could see it really taking off with amazing mod campaigns like we've seen in the freespace community. i'm enjoying using the touch controllers and being able to interact with the cockpit.
since it's such a new release there are some areas for improvement but it feels like a complete game all ready so don't let the following comments dissuade you, these are mostly things that i'm either being picky about or am guessing will be addressed in future updates.
there are only 2 issues with the touch controls:
1. so far i find it's impossible to launch a missle in a dogfight because you have to reach out and touch the fire button on the aiming computer (i think it's called something other then aiming computer). i can't reach out and hit that button while keeping an enemy fighter in my reticule without losing my lock on the target, because you have to stop looking at the fighter you are tailing to look to your left to reach out and hit the missle launch button. is there a way to bind this to the left trigger on the touch instead of having to reach out and "touch" the launch button?
2. i can't figure out how to invert the left hand Y axis on the touch motion, so when i've grabbed the virtual left joystick if i pull back on the stick my ship strafes down which is counter intuitive for me.
having said all that, i'm really enjoying it. i'm normally a dual HOTAS user but i've been getting sick of trying to bind my joysticks to every game, and since i always play in VR it can be a hassle since i can't see all the buttons. in this game, the touch controllers take a minute to get used to when you are flying around, but i'm starting to dig it. easy like the no mans sky flight controls for the touch which is also great.
Game play:
1. things feel just a bit slow or clunky with how the enemy ships fly and the way the ships explode / react right before they explode could use some polish. currently it's kind of a cartoonish and not very saystisfying. and it's the same every time. i notice it's not up to par with most everything else in the game.
2. the sound could use a little more umph, like in the lower register. maybe some additional bass frequencies added when you fire, when you fly by the engines of a larger ship, etc.
3. would love to have an afterburners button. maybe there is but i haven't found it yet.
4. would love a glide option, aka battlestar galactic style (or freespace) where you can turn your ship the opposite way you are flying and still go the same way but your ship is now backwards which means you can shoot the baddies on your tail while you fly backwards. maybe this is possible with flight assist on/off but would not be usable with touch controllers unless bound to a controller button.
i'd love some more detailed mission briefings with a bit of animation. pretty standard for this genre so maybe this was intentionally left out so you can get to the action more quickly? i'm old school and like an over arching story, opposed to just a series of missions, which is what this feels like so far.
keep in mind i've only played the game for about 2 hours, but am loving what it has so far and can't wait to see how it evolves.
👍 : 7 |
😃 : 0
Positive
Playtime:
75 minutes
In its current state, "I will not recommend". I made this review originally back in 2020.
Its been 3 years since Last Update. This is a dead on arrival early access game.
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[b] Shows promise in gameplay, but does need alot of work. Granted, This is an early access game which always, do come with their own risks which I take account to not recommending it. [/b]
Here is my feedback:
- Scales feel off off, while cockpit seems cramped as it should for a starfighter, it also feels like it is scaled for a kid for someone who is 182cm. Even the Main menu seems off, with the doors being build for folks that are 1.5m
- The dogfighting feels abit slow atleast on the first two missions; perhaps due the turn rates, not being able to compensate due to the feeling of a lack of thrusters to push back for tighter turns like in E:D. Or perhaps this is to avoid players from accidentally going out of the mission area walls. This seems to occur too often
- Size of Mission areas feels TINY. It is hard to distinguish the limit to a zone until you are right at the wall. They feel like they come up abruptly as the enemies AND allies seem to like to end up in those areas too meaning its easier just to have a slight throttle and just turret your enemies.
- Assets just feel placeholder:
- Some feel like Unity Asset store stuff, especially the 3 ships you fly: something out of Spaceship 1 constructor kit with different, more rougher textures that dont look right.
- Game Extracts at 13 Gigs? For a game that's about shooting ships or waves of ships without much audio narration this is a HUGE game.
- Audio effect work isnt very good, expect for the buttons and switches. Could use VA for stuff, because its hard to keep track on orders on the side computer thing.
- I also had an encounter where my wingmen just didnt come with me in the jump and left me to my own devices vs waves of enemies which is annoying, ITs also not very clear what EA symbol means.
Pros
- The Loadout stuff could be more visual instead of text?
- there something here that could be great if it got alot more work done on it
Feedback on Gameplay:
- Would like to be able to quickly select the target infront of me, than fiddle around with the target selection hologram.
- The ability to adjust virtual joystick position is a godsend, but scales feel off. Would want a way to adjust the console position similarly, or just the seat position up and down, not just head position.
- Combat has something there, but feels a bit easy (Atleast the first 3 missions) that doesnt require much other than turreting, although unless you fly alone into a swarm. It honestly needs forward thrusters to do turns faster.
Otherwise, its pretty satisfying doing a routine to start up your ship. Its simple, but fairly routine but do not expect anything close to Rogue System level of boot sequence.
This is a game side eye on though, but it may get overshadowed by Star Wars Squadron when that comes out.
👍 : 23 |
😃 : 1
Negative