Salvaged Reviews
App ID | 504470 |
App Type | GAME |
Developers | Opposable Games |
Publishers | Opposable Games |
Categories | Single-player, Steam Achievements, Steam Cloud, Full controller support, VR Supported, Steam Trading Cards |
Genres | Strategy, Action, Early Access |
Release Date | 17 Nov, 2016 |
Platforms | Windows |
Supported Languages | English |

1 Total Reviews
0 Positive Reviews
1 Negative Reviews
Negative Score
Salvaged has garnered a total of 1 reviews, with 0 positive reviews and 1 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:
45 minutes
nice concept.....to bad these guys were the ones to try it.
👍 : 4 |
😃 : 2
Negative
Playtime:
26 minutes
Crashes after about 10 minutes. Still needs alot of work. I'll update my review after some patches. Not worth it yet.
👍 : 6 |
😃 : 0
Negative
Playtime:
50 minutes
The game has much potential, but the graphics are rough yet. However, the controls are the deal breaker for me atm. Switching between screens is slow and awkward.
I will revisit in a couple months to check on the progress.
👍 : 1 |
😃 : 0
Negative
Playtime:
160 minutes
Seems like a nice concept but generally seems poorly implemented at this stage.
The graphics are standard non inspiring and basic.
The concept of controlling the characters is novel but seems very limited. There appears to be no real point of not simply send them all just within the door and let them go.
You can set movement ponts but that doesn't seem to really achive much besides them running blindly to the point.
I hope they improve on this to allow setting so you can command a troop to go to point 1 and do this, THEN move to point to etc. At the moment there seems very little AI, with the troops simply blasting madly at the enemy that also seem to simply head towards them with no real intelligence.
The resource system is basic a random, clear the room, here's your items! No real searching etc.
Stabiliy and general crashes is the biggest issue at this stage as it hard to go through more than 3 or 4 rooms before the system stops reponding properly. It doesn't crash as such, but seems to just not respond how it should, meaning the only way out is to Alt Ctrl, delete OR RESET the PC.
It is an early access game and I only hope that it improve immensely in the near future.
Nice concept a million miles away from being truly playable.
Can't recommend at this stage but hopefully will change that view with a few updates.
👍 : 1 |
😃 : 0
Negative
Playtime:
1246 minutes
The concept is very promising, but the current state of the game is unplayable. Massive performance problems mixed with serious UI issues (like clicking only randomly working), unfortunately, make the game unplayable in it's current form. Considering it's been 6 months with no update and no word from the developers at all, it's hard to imagine this is going to change. I hope they update this game at some point and start making it live up to it's potential, but I wouldn't recommend buying it until then.
👍 : 4 |
😃 : 0
Negative
Playtime:
62 minutes
Edited 11/24:
For some reason when launching the game today, it worked fine in 2D mode. Game seems to be great then. You also might want to consider saying that the Vive works, as it seems to work for me (although like I said, slightly buggy but still playable). I'm changing my review back to positive.
Original Comment:
2D version doesn't work, and on the vive it runs pretty wonky (during combat, the entire universe cuts out to the matrix after every punch). If they fix a lot of the problems, it would be a great game. As of right now, I can't recommend it.
👍 : 2 |
😃 : 0
Positive
Playtime:
232 minutes
Absoutely loved the concept and liking it so far. Certainly gives that 'overlooking commander' feel, although I'm looking forward to seeing some of the edges smoothed out.
Considering it's just a tenner for a full campaign I'd say it's well worth getting on board now - will be good to see how it grows.
👍 : 2 |
😃 : 0
Positive
Playtime:
363 minutes
There's not too much I can say about this right now that isn't 'on the cover' so to speak. I've played a little and there's definitely promise. It's also Early Access so there are some holes.
Early Access carries its own risks, so if you aren't sure? Wait for its actual release.
[EDIT] Now six months after Early Access release and there haven't been any updates in...well, thereabouts of six months. I just can't recommend this anymore, the concept holds promise but that's about it, and it doesn't look like development is going anywhere.
👍 : 2 |
😃 : 0
Negative
Playtime:
219 minutes
A few pointers on your game:
1) The guys in the tutorial can die even if you're following the instructions YOU put out. That wouldn't be a big deal... if you didn't 'fail' the mission when one of them dies and by that I mean the game is literally stuck in a loop with a dead person.
2) At least make the tutorial skippable and/or playable if you're going to do that.
Update:
Finally got past the tutorial. Why do I stick to my guns on these games...?
Okay; here's the spiel. This game is DEFINITELY repetitive. I don't mean grinding but most of the combat is exactly the same. Granted, there isn't much else that could be done with this game in that way. However it is certainly a kind of game I personally enjoy. Let's break this down into pros and cons.
Pros:
1) So far, great story. Definitely a lot of potential.
2) Great concept. Definitely worth checking out.
3) Decent enough graphics given the kind of game it is.
Neutral:
1) The controls are a bit wonky at first. It really takes some getting used to but ultimately it's not that bad.
2) Your guys don't shoot while moving. Seems like a relatively okay-ish scenario but when you consider you're literally planning a breach into each room, that's not kool. Mostly that's no bueno because your guys don't ever STOP moving when they reach a waypoint to stand and fight momentarily which means your strategy boils down to go into room, shoot shoot, next room.
3) Rooms seem to be extremely repetitive. This can go good for people new to rouge-like-ish games but also bad for players that have a generalized concept of what they're doing.
Cons:
1) Incredibly incredibly incredibly incredibly incredibly (get the gist yet?) repetitive. There is very little change in strategy even with different types of enemies, mostly because your guys don't shoot and move at the same time which means you're essentially making static defenses.
2) Your guys must be ordered one at a time. This wouldn't be a bad thing but since you can order your guys once they've already breached the room (by the way you have to click tiny nodes to get them to move) and typically need to do so for that one camper enemy, this is a bad thing because your guys can no longer function as a team but instead as individuals swarming a singular target.
3) Can't move-shoot. Again; this is a crucial part of clearing rooms. I served in the military and a huge part of our strategy involves shooting on the move in order to take a position, secure it and make sure the bad guys lose. It also makes strategy come down to more than just 'go in the room five steps... okay, shoot. Wait for the enemies to come around the corner. Shoot. Next room guys, that was great' which I personally feel takes away from what the game potentially has to offer.
TLDR;
Great concept. Much potential. So almost done. Really wishing there was a maybe function instead of giving this game a yes/no answer.
👍 : 3 |
😃 : 0
Positive
Playtime:
261 minutes
If you ever watched Gorman in Aliens commanding the marines as they conducted security sweeps of alien-infested tunnels and thought "yeah, I'd like to try that," then this is the game for you! Sure, I've played this for just over 2 hours (to be fair, I installed it yesterday), but thus far I've found it to be a very enjoyable game with room for a lot of depth.
The whole game is played from your command console aboard the Thaddeus: four screens that display various information depending on where you and your squad(s) are. (If you played Duskers, you sort of know the setup.) Just a quick smatering of systems and mechanics:
[*] While outside of a mission (contract), you can take time to recruit new agents, purchase equipment, train up your existing personnel, upgrade gear, and improve the ship itself to enhance various functions like healing rate, etc.
[*] Being a Salvager isn't free, so you need to make sure you have enough money since everything--from recruiting new guys to upgrading their skills--drains funds. You can earn money by completing contracts (mission) or by selling the loot you pick up from derelict ships that you explore as part of fulfilling a contract. Of course, you also need the scrap and loot you pick up to make better equipment, so you need to juggle the pros and cons.
[*] Once on-site for a contract job, you plan out the route that your squad (of up to four agents) will take through the compound, one room at a time. You set where they have to go, what combat stance they take, and what gear (if any) they use outside or inside the room.
Bottom line, this game picks some of the more interesting elements from XCOM, Rainbox Six, and Duskers, mashes them together, and produces a fun and tense game that rewards careful thinking rather than run-and-gun tactics.
If you're still unsure, take a gander at the below video:
https://www.youtube.com/watch?v=jze_XaB7fBQ
👍 : 11 |
😃 : 0
Positive