Assault On Proxima Reviews
The Terran colonies on Proxima C5 have been atttacked by hostile aliens! Dive into a new and exciting Sci-Fi First Person Shooter! Blast through hordes of aliens in the singleplayer or co-op campaign. Battle online in PvP matches. Defeat the Gacrux invaders and lead the Assault on Proxima!
App ID | 2271200 |
App Type | GAME |
Developers | Delta Video Games |
Publishers | Delta Video Games |
Categories | Single-player, Multi-player, PvP, Online PvP, Co-op, Online Co-op, Full controller support |
Genres | Action, Adventure, Early Access |
Release Date | 12 May, 2023 |
Platforms | Windows |
Supported Languages | English |

39 Total Reviews
30 Positive Reviews
9 Negative Reviews
Mixed Score
Assault On Proxima has garnered a total of 39 reviews, with 30 positive reviews and 9 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Assault On Proxima 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:
137 minutes
This is a mixed bag. I played this single player on Steam Deck, and I can't say that I feel like this is a full game. I'm giving this a negative review purely because of the amount of problems I experienced and the amount of content available. I was going to give it a positive review, but there's just too much wrong about it to justify telling others to buy it in the current state, especially for $10. I hope more games like this come out that do a better job, but this just isn't it.
Pros
- Controls are fluid and responsive. I never felt like there was a point where I was frustrated from controlling my character. This doesn't happen often in indie games, so great job making it feel comfortable.
- You can explore anywhere you can reach. This means you can softlock yourself in the environment, but that's your own fault if you climb into a hole you can't jump out.
- The game looks nice. Not only that, but the frame rate never dropped regardless of the amount of enemies.
- Having the campaign split up between levels and being able to start wherever you left off is a nice touch.
Cons
- The classes only give you one different perk between them, and they have different stats that are unbalanced. The perks are insignificant ammo refills. They let all classes have the same weapons, so it's boils down to picking the one with best stats and ignoring all the other classes.
- The enemies are very boring. There's 6 types excluding bosses that I counted (this includes the same enemy with different guns being counted separately), and they all do the exact same things; they just lock on and nonstop attack you full force with no strategy or defensive concept. This does include bosses. Also, all enemies have an attack range of where they'll chase you when you aggro them where they completely lose interest and walk back to their spawn point. This makes it easy to shoot them from afar or find a crevasse on the map and attack them from it with no repercussions. Very cheesy!
- When enemies die, they stay on your radar for waaaay too long. It makes your radar useless when you're fighting multiple enemies from different directions, and from sneaking around enemies.
- You'll get hit markers on enemies, but it won't hurt them. It happens too often for it to be okay. An enemy that dies in one shot taking 20 shots before registering you hit them has killed me a few times. I think this has to do with wonky hit boxes. Environmental hit boxes blocking shots that show hit markers on the enemy is a definite thing I tested to be true. I just don't understand when it happens in close proximity with no blockades, but it does. You can shoot bosses with multiple clips of ammo before it even registers you're attacking them. They're the only enemies that show life bars, so it's very obvious there.
- The jump pads it this game are awful. If you don't full run onto them and aim exactly where you're going, you won't make the jump. This must be why there's checkpoints between all the ones you have to use.
- The biggest gripe I have about this is that it's just too small. The levels feel short. The enemy variety is slim. There's vehicles on the maps you can't use. The levels all feel the same except the last one.
- The objectives are all the same thing: Go here and activate/deactivate this. Fight thr same few types of enemies on the way to the next point of interest where you do the exact same thing. Finally, make it to the drop ship to leave after fighting a boss if there is one.
- The difficulty is weird. You're as strong as the enemies you fight, but you get so many checkpoints and ammo/health drops that you feel invincible. When you die and respawn, the enemies you have defeated already stay gone, and you spawn very close to where you were already. Bosses even stay damaged as much as you've hurt them. It makes dying feel incredibly insignificant to the point where you don't avoid it.
- There's no achievements. This is a must in gaming, and not having any is an issue. Nintendo will eventually learn this, so should indie devs.
I don't mean to deter people from playing something, but more get problems addressed and fixed, even if it's in a new game made by devs based on feedback. This game feels like a demo for an alpha game that someone gives playtesters access to get this feedback, not a full release of a game that has 5 levels that you could finish in an hour if you didn't experience a ton of bugs fighting you moreso than the game itself. I just playtested an alpha game with drastically more content made by one person. Want some ideas on how to release a game, check out VoidBreaker. He's doing it right.
👍 : 3 |
😃 : 0
Negative