Peripeteia
Charts
52

Players in Game

1 165 😀     118 😒
86,07%

Rating

$21.24
$24.99

Peripeteia Steam Charts & Stats

Peripeteia is an upcoming first-and-third-person role-playing stealth game taking place in alt-history cyberpunk Poland. Inspired by immersive sims from Ion Storm and Looking Glass Studios, Peripeteia expands on the formula with new ideas and an original setting.
App ID1437760
App TypeGAME
Developers
Publishers None
Categories Single-player, Partial Controller Support
Genres Indie, Action, Simulation, RPG
Release DateComing soon
Platforms Windows
Supported Languages English

Peripeteia
52 Players in Game
627 All-Time Peak
86,07 Rating

Steam Charts

Peripeteia
52 Players in Game
627 All-Time Peak
86,07 Rating

At the moment, Peripeteia has 52 players actively in-game. This is 0% lower than its all-time peak of 0.


Peripeteia
1 283 Total Reviews
1 165 Positive Reviews
118 Negative Reviews
Very Positive Score

Peripeteia has garnered a total of 1 283 reviews, with 1 165 positive reviews and 118 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Peripeteia over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


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: 727 minutes
I can't tell if I hated this game or really liked it. Immersive sims are inherently hostile to new players by design, intentionally so, but Peripeteia does this to an extreme that is hard to justify. In its current state, calling itself is an immersive sim is a stretch - it confuses the complete removal of player conveniences as immersive, but lacks any kind of ramifications or continuity for your actions. Every mission is essentially a clean slate - you lose all the items you collected and none of your decisions or weight of your actions is ever referenced by future characters. This mission based structure can be done right (Cruelty Squad), but how it is handled is so much more abrasive in Peripeteia. The inventory system is interactive and enjoyable to interface with, manually loading bullets into magazines and field stripping weapons is great in theory, and learning the ins-and-outs of the huge variety of weapons felt fun and interesting - but it is insulting to then have your entire inventory wiped at the end of the mission. This entire mechanic is also impossible to avoid - you will run out of bullets, need to switch guns, and carry consumables if you plan on going loud. Everything you collect is disposable, which is the antithesis of having a complex, micromanaged inventory that is robbed from you at the end of each level. The world has great potential, but it is extremely bloated. Levels are Grand Theft Auto sized cities but have virtually nothing in them. With no objective markers, a journal that frequently fails to update despite collecting relevant information, and the ease of sequence breaking, I found myself just searching for the first clear condition rather than searching for what I would consider an optimal outcome. The lighting system is also unfathomably bad. Light reflecting off water is so bright it blinds you and everything else is so dark you will spend the first 5 hours of gameplay looking through the optics of nightvision goggles. Eventually I just made the brightness toggle in settings my best friend. Collectible augs generally felt underwhelming considering how much of your inventory space they take up. Seems like an odd choice to have augments take up huge portions of your backpack space, only to have them operate on a finite and relatively difficult resource to replenish and are generally lackluster anyway. All these factors combined make exploration feel tedious and unrewarding but completely non-optional. It stands in the way of the actual interesting and well thought out parts of the game. The world doesn't need yellow paint or an objective marker, but better player direction or logging of what you have done would go a long way, or at least fill out the world with things to interact with and let me keep them for the next level. Chapter 4, Belgrade, is so offensively bad it almost feels like a joke from the developers. All in all, I think if Chapter 5, Karabash, wasn't in the game I wouldn't have returned, but that level alone is so good it gives me high hopes for where this game ends up in a year. With some polish and walking back of some questionable design choices Peripeteia could be great.
👍 : 34 | 😃 : 0
Positive
Playtime: 550 minutes
In its current state, the game is a little hard to play. more in the sense of, you have no idea what youre doing at all and just can walk into the objective on accident. this game has HUGE potential, it really is good and has great atmosphere. i just think it needs more clear objective direction
👍 : 2 | 😃 : 1
Positive
Playtime: 1040 minutes
Are you sad enough? I need more time to properly diagnose. For now, fantastic game. Didnt crash or lag once. The chasm sucks. Marie is awesome. I want more kasia lore. More lore in general. Add a proper quest log/diary system to manually write things down in that carries from level to level. Augs should carry over from level to level too. Level design is hard to wrap your head around, but every single area in the levels has a way to get to another and vice versa. Its winding and spiraling in a good way. The track selection on the ost is perfect. There is endless jank but thats to be expected. I cant speak on the devs or their character. Nor do i care. I know this game is going to improve in time. This game is a deeply interactive piece of art. In what other game can you pull the plug on some poor mans iron lung in his apartment for no fucking reason and leave his daughter an orphan? The question is, are you sad enough to do it?
👍 : 4 | 😃 : 0
Positive
Playtime: 1237 minutes
best game in history because yaoi is real and canonical
👍 : 8 | 😃 : 0
Positive
Playtime: 636 minutes
It's more like DayZ than Deus Ex or EYE: Divine Cybermancy. - Arma movement. - Map too big for no reason. - Walking simulator for 3 hours and the only loot you find is a magazine for a gun you've never heard of or pate. - 20$ too expensive. - Janky because unfinished and will be early access for another 5 years. - it's confusing because everything looks the same and/or is pitch black darkness. I know this is supposed to be an "immersive sim" or RPG for that matter, but the majority of actual noteworthy events in this game are practically scripted, heavy on the illusion of choice. The locations are small if you take away the mile long ladder, pipe, beam, hallway with doors ai generated into the wall texture, giant hole, road, rooftop or elevator shaft. You will run out of energy for night vision when you need it the most because it's designed that way. Play the demo and you've played the whole game.
👍 : 15 | 😃 : 4
Negative
Playtime: 994 minutes
The idea is nice but I cannot recommend this game even for a game on early access there is a lot of glaring mistakes. -TVs can cause the game to tank performance for some reason -Audio mixing is awful, some sounds overlap others and cause confusion on what's actually playing and happening, the music isn't well implemented, it's too loud at times and it plays a song on its entirety without properly looping it. -The map colision and geometry is either good or awful, you can find stairs that collide with the next floor and don't align properly, same with many overlapping textures and meshes in different points of the levels making me wonder if it was assisted by Ai. -Lighting is also a mess, you either get a really dark zone or too bright because of poorly implemented reflections at times, bodies of water for some reason cast a lens flare effect at full brightness that becomes annoying and looks off putting. -Enemy Ai will at times ignore you completely, get stuck in one place without reacting to your presence and attacks or simply T pose, the enemy tanks and helicopter will either collide with the environment and move as if they were spinning or sliding or simply stop working. At multiple occasions loading save files the tanks would move at insane speeds but only the lower half of the tank while the top part with the cannon and turret become detached and run god knows where, both the helicopter and tank movement looks really poorly done. -Marie animations are weird on third person mode looking stiff. -NPCs pathfinding can randomly stop working if you load a save file making any quest involving an Npc that follows you or you have to follow impossible to finish. -NPCs dialogue won't update once you complete a quest for them leading to the npc's to believe you didn't complete the quest if you use the finished quest dialogue option again. -NPCs movement and animations look stiff and at times glitch making them wiggle uncontrollably. Overall there's a genuine good idea and game buried under all of its flaws but on this state even for a game on early access and the price tag i cannot fully recommend the game.
👍 : 6 | 😃 : 0
Negative
Playtime: 205 minutes
game is very janky (esp. on linux) but the setting is unmatched in the general vibe you get from playing. being in early access, i expect the game to improve, but that is not 100% guaranteed. things I like about this game: - setting is amazing. despite the levels being somewhat linear, the city feels far larger than it actually is. it does a great job of immersing the player in the world of the game. - despite having linear objectives, there are several ways to finish most of the missions and you can get pretty far with the different skills. - the soundtrack fits the theme and setting well, and most of the original tracks are pretty good however, with good comes bad. this game has some pretty significant issues, such as: - the audio mixing is horrific in some levels. there are some moments that are far too loud and others that are far too quiet. - the enemy AI are simultaneously omniscient and stupid. as an example, bethesda theft logic applies (touching an object that isn't yours = stealing), and enemies don't care if you're holding a gun next to their dead comrades, but all enemies in the level know exactly who you are and are at maximum alert level if one of them gets into a combat encounter with you. - the stealth mechanics are.. questionable. enemies have great hearing but its hard to tell if you'll be visible in a certain area before you reach it. - the level areas outside of the main path are barren and look very unfinished. - game has major stuttering issues and graphical quirks on Linux and to a lesser extent on Windows. if you're on linux I would suggest using Proton Experimental/Hotfix but there are still some unresolved stuttering issues (20 second lag freezes) and the game takes up a lot of the GPU's output and, the most important issue of them all: the developers have seemingly not taken criticism very well in the past. from looking at other people's reviews it looks like they're hostile to people making legitimate and productive suggestions (see: lilimsob's review on this steam page) overall, this game feels like it was made by people who are amazing artists and storytellers but not the best at game design. while playing, i notice these issues, but i'm generally willing to put them aside because of how immersive the game is. i'm hopeful that these issues will get resolved with time and further playtesting.... but the dev team should probably take a look at some of the player feedback on the game design side of things. TL:DR; good story and game world but it's held back by the jankiness, which can (hopefully) be fixed - wowbigplays
👍 : 15 | 😃 : 0
Positive
Playtime: 761 minutes
great game with very nice setting, level design, music and kinda depressing atmosphere but levels sometimes are a bit confusing but idc tbh
👍 : 6 | 😃 : 0
Positive
Playtime: 2319 minutes
TL;DR: great game, but held back by bugs and confusing levels. Recommend playing the game to explore and not to accomplish goals. Synopsis: Peripeteia tells the story of Marie, a white-haired goth cyborg who woke up in a junkyard in cyberpunk post-Soviet Poland. The Polish army is currently at war with the Communists and are also competing with two other ideological factions: the subculturists and the joy cult. Marie’s objective is to go see a bunker, the only memory she has. The game has 5 levels which take about 2-8 hours, and you return to your apartment to goof off every time you finish. The guns and augs reset between each level, which is something that appeals to me, though this isn’t a universal opinion. In the apartment, the missions can be accessed by logging into a giant lainesque computer. The gameplay is the best part of the game. Kind of like Deus Ex but better and with parkour. Most enemies die in one headshot, which should be the norm in twitch shooters; unfortunately devs are retarded and like it when you have to spray and pray to kill things. Both stealth and assault are valid playstyles and are about equally effective, though I’d say that stealth is usually more reliable than running and gunning. The game has about as much weapon diversity as you would expect from an FPS game: silenced pistol, machine pistol, semi-auto pistols, revolver, AKs, M4, submachine gun, snipers, machine gun, and an RPG. Some of them have different fire modes. Here’s an example of a typical firefight: Using iron sights gives perfect accuracy, but comes at the expense of vision and lagging mouse movement. The tradeoff feels about equal, though I feel hipfire is a little underpowered, though it beats what most games have: either mandatory or useless iron sights. Like in Deus Ex, there are augs. The main three are night vision (which I am using in the former clip), a mid-air jump, and enhanced mobility. These skills can be combined to climb basically anything. Unsurprisingly, there’s a massive issue with noclipping and getting out of bounds, which leads to some funny speedruns. There’s a lot of inventory management in this game, not even the magazines and ammo are loaded in automatically. Not sure how I feel about it overall, but it does make the game feel more realistic. Hacking in this game is guessing a password. You have a limited number of attempts and time to do it, and you can enter as many letters as you desire. If you get close to the next letter, the key flashes yellow, which eases the process. Not realistic, but fun. Some of the gameplay elements, like trespassing and the detection meter should have been better explained in the tutorial; I got killed by Junker Filemon in the first 10 minutes of the game because I was trespassing and incorrectly assumed he got mad at me because I didn’t have the lightbulb. Otherwise, I thought the game was intuitive. The game fuses y2k cyberpunk aesthetics and anime, which look great. It's not very well optimized, I get about 100-150 fps with my rig (close to minimum graphics, 24 core threadripper, 128GB of 4Mhz RAM, and a RX6600 8GB). On the bright side, I encountered zero (zero) stutters, which was impressive to say the least. The resting/normal music was pleasant, but personally I didn’t like the combat music, which was too distracting and obnoxious. It suits the game well, but it’s not something I would listen to in my free time. Of all, the party music was my favourite. The game has a lot of bugs, which is unsurprising as it’s early access. As a reference, I’d say the game is about as bugged as vanilla Skyrim (which is not a compliment). Missions 1 and 2 are great, mission 3 is a good, mission 4 is a nightmare (though I think that’s the point?), and mission 5 is fantastic, but a bit confusing. Because there is no map or objective indicators, sometimes it’s easy to get stuck because of misunderstandings. Often one cannot blame anything but themselves for these, but they are bound to happen at least once, but objective markers/maps make you turn your brain off. The maps are incredibly large, I’d say that levels 1 to 5 are comparable to Skyrim’s outdoors in terms of size. Exploration results in the discovery of several side quests and secrets, which gives the game a lot of replay value. For now, the story is not particularly bad or good. Missions 1-4 are lowkey, but stuff starts happening mission 5. The narrative is lacking in terms of direction, I feel like the game often wants you to do things on your own without outside directions, but that doesn’t work that well when you are new to areas and the game. There’s logs of conversations and a journal that catalogues Marie’s thoughts as she moves through the game, which are both incredibly helpful, but I feel like the journal should give more hints than it currently does. Proposed fixes: - It’s hard to keep track of everything that has happened and what you are trying to do. I suggest the implementation of a diary stored in Marie’s apartment that gets updated every time she finishes a level, which details all finished quests and found secrets. - The necessity of night vision makes the experience uglier than it should be. I’d recommend making the indoors brighter to compensate for the dark outdoors. - A little too much time is spent running around and backtracking ala Metroid; I propose making the maps a little smaller or adding a teleportation mechanic. Surely one could make one in a cyberpunk that is lore-consistent without the need to implement fast-travel. It’s low on the list in terms of priorities, but it owuld be a welcome change. In their kickstarter, they also posted stuff they plan to implement into the final version of the game: I count disguises, more weapons, interrogations, voice dialogue, and animated cutscenes. All of which sounds cool in theory, though I think the weapon diversity in the game is good as-is.
👍 : 14 | 😃 : 0
Positive
Playtime: 109 minutes
Maybe I just don't get it, but this feels like a tribute to the 90's in the [u]worst[/u] possible ways. the graphics are a delightful return to form, and it reminds me of the games growing up. However, it has a lot of downsides I just can't get past, even with the cool setting and the depressing atmosphere. The hacking minigame, although it seems to really encourage save-scumming, is very very interesting and something I picked up instantly without a tutorial. Having to literally type and guess gives a good mix of mashing and trying to use logic to figure out what the password could be is a LOT of fun, and extremely intuitive. The setting is absolutely miserable, and that's a positive. Waking up with only a scrap of a memory, nothing on you, and some basic cyberware is extremely interesting and does a lot of worldbuilding on it's own, and nothing is not immediately explained or intuitive, including the lovely HUD design. Worldbuilding is uniquely vertical, allowing for all kinds of parkour-- if you think you can go a way, and you go that way, you'll definitely find pathing to your objective, creating the immersive sim vibe that the game was going for. Parkour feels absolutely smooth and wonderful, never grabbing onto a ledge I didn't intend on climbing or letting go of a ledge I didn't intend on letting go, though wallrunning (if it's in? or if I'm mistaken) is clunky. Unfortuantely, that's about all the positive things I could say. The game feels like it follows inspiration a little too closely. Physics are buggy and frustrating, carrying things is unintuitive and you drop them the microsecond they touch ANYTHING, even yourself. No markers and instead having to infer what to do from NPC dialogue is wonderful and definitely a big breath of fresh air from modern games being too hand-holdy. First-person seems to wibble and wobble and animations feel unpolished and dropped from a Unity store, [b]especially[/b] third-person animations. Hitboxes seem to be absolutely out of place sometimes, and deliciously accurate on others. Reloads sometimes go through, sometimes don't, and switching the fire-rate on a gun feels like it has a cooldown. Grabbing things will either have them behave like Deus-Ex with all the terrible physics and interactions that implies, or they'll fly out of your hands unpredictably. Despite promoting a light-shadow system, I found myself sitting in the dark and being lit up on my HUD, or vice versa [i]multiple[/i] times, leaving myself confused when to go stealth or loud when I get spotted. It finds inspiration from old 90's games, and seeks to take their downsides as well instead of trying to improve on them. With a successful kickstarter, I really don't feel like the game should be sold at $30-- with the quality it's a solid $15 or $20 game. [h1]But maybe I'm just missing something-- with 90% total positive recommendations, maybe I'm just not seeing something.[/h1]
👍 : 82 | 😃 : 8
Negative

Peripeteia Screenshots

View the gallery of screenshots from Peripeteia. These images showcase key moments and graphics of the game.


Peripeteia Minimum PC System Requirements

Minimum:
  • OS *: Windows 7+
  • Processor: Really just about anything made after 2010
  • Memory: 4 MB RAM

Peripeteia Recommended PC System Requirements

Recommended:
  • OS *: Windows 7+
  • Processor: I5 or something I dunno
  • Memory: 4 GB RAM
  • Graphics: 970 for really nice fog probably lol.
  • Additional Notes: Steams UI is hell for developers please help me

Peripeteia has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

Peripeteia Latest News & Patches

This game has received a total of 27 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

Demo Update
Date: 2021-06-20 23:53:25
👍 : 38 | 👎 : 0
PERIPETEIA will be Kickstarting soon!
Date: 2021-08-13 00:36:38
👍 : 45 | 👎 : 1
The PERIPETEIA Kickstarter Campaign has begun!
Date: 2021-08-14 14:58:18
👍 : 47 | 👎 : 0
PERIPETEIA: Now 78%+ funded!
Date: 2021-08-16 12:51:23
PERIPETIA has now reached over 75% funding on Kickstarter in less than 48 hours!
👍 : 44 | 👎 : 0
PERIPETEIA: NOW 100% FUNDED ON KICKSTARTER
Date: 2021-08-17 10:22:47
PERIPETEIA is now 100% funded: now moving on to stretch goals!
👍 : 87 | 👎 : 1


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