Decorporation
11 😀     1 😒
72,42%

Rating

Compare Decorporation with other games
$2.99

Decorporation Reviews

Decorporation is a fast-paced violent FPS that combines roguelike mechanics (random procedural level generation and permadeath) with skill-based style scoring.
App ID1968950
App TypeGAME
Developers ,
Publishers Cubepotato Games
Categories Single-player, Steam Achievements, Steam Leaderboards, Stats, Captions available
Genres Indie, Action
Release Date24 Aug, 2022
Platforms Windows, Mac, Linux
Supported Languages English

Decorporation
12 Total Reviews
11 Positive Reviews
1 Negative Reviews
Mostly Positive Score

Decorporation has garnered a total of 12 reviews, with 11 positive reviews and 1 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Decorporation 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: 367 minutes
cool
👍 : 2 | 😃 : 0
Positive
Playtime: 15 minutes
it's just bland and not fun
👍 : 12 | 😃 : 0
Negative
Playtime: 32 minutes
It's neat, and so long as it's dirt cheap I don't see any reason not to recommend it. In terms of things I like and dislike about it, that's a bit more abstract. Even if there is an actual end game to be achieved, I think the game works best as a pure score attack toy. By that metric, no items hardcore only final destination or I'm not inviting you to my next sleepover. You want to go to that one, trust me, one of my friends is bringing over an R rated movie. If I were to pin a complaint to the bulletin board it would be this. The maps are just too big. Each level has somewhere from a half-dozen to couple-dozen enemies on them and after a few shots they all tend to get pulled to the player. That means that when you enter a new map, one of two things happens. Either the opening hallway turns into a kill corner where enemies funnel in and then you immediately head back to the elevator, or you need to roam around a mostly empty map looking for the last one or two you need to kill. This paired with the fact that maps tend to be pretty low-detail and lacking any real way to tell where you've been (all the doors are open by default, corpses don't stick around) and the maps feel maze-y when they aren't one-room kill corridors. Outside of that, combat is fine enough. Enemy accuracy may be a little too low for its own good, the miniboss enemies are bizarrely tanky and break the flow of usual combat (one-two headshots for most enemies, ten or more for an enemy that already has massively increased damage output), and the hit detection on doorframes is a little fucked and bullets tend to pass through them. At its best, combat flows very well. Other times, it's very start and stop. Art style is flat but that's kind of the point, everything reads, which is the main thing. What is custom and standout is all nicely stylized. Overall, you can do worse, but go in with the appropriate expectations.
👍 : 3 | 😃 : 1
Positive
Playtime: 80 minutes
Not a bad game, especially for the price. While I normally don't really review games, I feel I should share thoughts as there doesn't seem to be a whole lot of reviews for this right now and providing some thoughts upfront, both positive and negative, may help inform those who are giving this a look. So, this is an arcade shooter with roguelike elements, such as procedural level generation, permadeath, and random spawns of items. It also comes with a scoring system (that seems to be mostly from just killing guys, but I can't explain how it calculates it beyond that). You will mainly be running (or should I say sluggishly walking) around office rooms, scavanging for "corporate pills", weapons, and ammo for guns. Your two main weapon types are guns and melee weapons. I always favor guns, and I managed to find a 9mm, revolver, and submachine gun on my first run. They function as you would expect, and headshots deal more damage with decent audio and visual feedback. The hitboxes for the heads do seem a little wonky (particularly for the final boss), but that could purely be a subjective observation on my end. Just a note for the guns: When you come across an ammo box, it will only give ammo for the gun you are currently holding. So, if you have two guns, you will need to switch to what you want to add ammo to before picking up the box. It is important to note, that while this game has roguelike elements, there does not seem to be any meta progression between runs. Your progression is solely within the run, and dissipates as soon as you die. I finished a run on normal, and did not unlock anything for the next run. There is also no evidence of any meta progression anywhere else. This is just simply a clarifying point about the game mechanics, and not a positive or negative. Your goal is to make it to the elevator, go up a floor, and continue until you either die or beat the game. You take a corporate pill at the beginning of the run, which does some amount of healing, increases movement speed (which is sorely needed), helps to highlight some collectibles (guns, ammo boxes, pills), and perhaps provides some damage reduction (I'm unsure on that last bit, but it seems about right). Now, the catch, is that you're addicted to the pills, and you need to continuously scavenge and take pills or you will succumb to the addiction in some way. I'd tell you what the punishment is, but I never had a problem running out of pills. I was flush with both ammo and pills and was never in any danger of running out of either. Of course, this could be due to both playing on normal, as well as scavenging most/all rooms on every floor for everything. I also could have just been incredibly lucky with the drops as well. At the end of each floor, you can utilize a vending machine right by the elevator exit to buy powerups (that usually have both a benefit and a drawback) with the points you accrued for the level. It is important to note that you do not carry points from floor to floor. So, do not plan to bank on whatever points you got from one floor to the next, because you are starting over in that respect every time you progress to the next level. I do have critiques, of course: 1.) The movement is incredibly sluggish. If you're not taking the pill, you walk like you're walking in molasses. Even sprinting doesn't seem to do anything beyond just adding speed lines. The only way you can reliably speed up is taking the pills. While that's not inherently a bad thing, I don't think I like having such slow base movement in general. 2.) There are some QOL things that I think would be nice. Two are the ability to rebind keys, and ability to adjust the POV. The default controls are fine for the most part, but there's a slide I didn't really use because I find shift+CTRL to be incredibly awkward. If I could rebind that, then I would probably use the slide more. As for POV, I just always like the inclusion of being able to change it. I can tolerate less-than-adequate POV's, and I'm not good at telling you what POV I'm looking at if not being told the number outright. The default POV in this game seemed alright, and I didn't personally have an issue with it. Regardless, for an FPS, a POV option is always nice. 3.) The AI pathfinding can be quite bad. I've seen instances of running into walls and away from me, as well as being stuck in doorways, particularly if there are multiple enemies. There was also an instance or two of an enemy being able to shoot me through a wall and connecting, causing me to take damage. It was rare, though. 4.) I don't have a problem with the graphics overall. One particular oddity that I get over and over, is that when I'm holding the revolver or semi-auto machine gun, the colors are still inverted when the pill wears off for a short amount of time. Not really an issue, just an observation. I guess more my critique with graphics has to do with the procedural level generation. What ends up happening is that you get a bunch of rooms deep, and if you like to explore like me, then you end up being unsure if you've been to a room or not when you're backtracking. It's not so much that I got lost, as they literally signpost where the elevator is through certain doorways. But, when I'm exploring, it's hard to tell if I've ransacked the room already because they seem to copy-and-paste just a few basic rooms over and over again. It's hard to landmark where you've been beyond "Okay, this is a kitchen area, this is one of two or three meeting rooms, and this was one of a dozen office cubical areas that I'm having difficulty differentiating". That being said, I can really excuse a lot of the critiques because this is literally a $3 game ($2.54 at time of this post). I don't expect polish for this price, just a decent experience. And, honestly, that's what I got. I got a decent experience. There are definitely tweaks that can be made (if I can advocate for anything, it would be increasing base movement). But, beyond that, I had a base amount of fun, which is why I'm giving it a recommend. Again, this is more of an informational post so people have an idea of what they're getting themselves into when looking at this game, rather than an in-depth critique (especially because I don't have lots of time on this game). I'm happy to read comments from devs or people who have more experience with game, especially on points where I'm incorrect in my observations. Happy to discuss and edit if needs be.
👍 : 13 | 😃 : 1
Positive
File uploading