Imperatum Reviews

App ID650810
App TypeGAME
Developers
Publishers Pro Social Games
Categories Single-player, Steam Achievements, Partial Controller Support, Stats
Genres Casual, Indie, Action, RPG, Adventure
Release Date16 Jul, 2018
Platforms Windows
Supported Languages English

Imperatum
2 Total Reviews
0 Positive Reviews
2 Negative Reviews
Negative Score

Imperatum has garnered a total of 2 reviews, with 0 positive reviews and 2 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: 14 minutes
Feels like alpha stage at this point. Clunky gameplay, sounds are horrible.
👍 : 6 | 😃 : 1
Negative
Playtime: 549 minutes
This game is a shit, dev dont update and dont work on it. game is still unplayable, cant load savegame, lagging as hell on every shot fired. quest dont stay completed, inventory dont stay on load(if you can load you game) etc... DONT BUY THIS SHIT
👍 : 3 | 😃 : 0
Negative
Playtime: 8 minutes
Obviously being early access it still needs work, but until the music being turned off in the options has some effect in the gameplay this can wait a while.
👍 : 5 | 😃 : 0
Negative
Playtime: 116 minutes
I played more this game - I kinda like it. It is not as bad as some people write. But it is not full release, it is more early access due to launch and freezes problems. Other than that it is was fun to play.
👍 : 0 | 😃 : 0
Positive
Playtime: 6 minutes
I have no idea what this game is like as I've only been able to see the splash intro screen, before it crashes. It's crashed 17 times in the short time I've owned it. It seems like the kind of game I'd want to play, and yet, I can't.
👍 : 0 | 😃 : 0
Negative
Playtime: 447 minutes
I want to like this game but with all the lock ups and crashes... Game locksup when loading half the times Game locks up in the middle of play twice so far. Please fix bugs. I would like to not get rid of this.
👍 : 0 | 😃 : 0
Negative
Playtime: 28 minutes
You can tell this game is in early access, but I think it has some potential. The game-play itself has the basics down, though it could use some polishing in some areas (would be nice to be able to zoom in, the terrain blocks view sometimes, interface is slightly confusing). Audio feels sub-par. You can barely hear any background music for some reason. First Impression Video: https://www.youtube.com/watch?v=GrgfHFlz5b0 The biggest issue so far is a blandness of quests. At least from what I've seen in about a half hour of game-play. There are quest markers and things to do, but feels like there is no overarching motivation or core quest going on. It's possible the devs wanted to get the game working well before adding some good story, but I'm just speculating here. Despite that, there are some good quality's as well. The graphics look pretty good, combat feels familiar, and there are a huge selection of weapons and abilities. The maps feel very large and are fairly detailed. While I feel $17.00 is a bit expensive for what this game is right now, I'm going to recommend it. Fans of Diablo will most likely enjoy it, and I think with a few tweaks by the devs, this will turn out to be pretty good.
👍 : 20 | 😃 : 1
Positive
Playtime: 82 minutes
This is a post-release review. I've been wanting a spacey sci-fi Diablo-esque game for some time. Sadly, Imperatum falls short of the mark. After playing the first level, I'm considering going back to Shadowgrounds (which was really good) and Space Hack, of all things. Total play time is just shy of 90 minutes so take this with however much salt you want. Imperatum does have potential but this is not a pro. This is an indication of being incomplete. PROS Sci-fi spacey-ness (instead of yet another fantasy setting). Item recycling allows for cleaning out the inventory on the fly. Guns. Lots of guns, including various energy guns, chain guns, rocket launchers, and the staple of the laser gun. Lots of equipment options. Decent graphics. Picking up loot is a matter of clicking on it. The item goes to the character instead of the character going to the item. Loot view is a toggle, so you can turn off the loot when you need to kill stuff instead of picking stuff up. I like the stim slots and health stims simply having a cooldown instead of carrying hundreds of health pots. Default key config utilizes the WASD position for the action hotkeys. There are eight hotkeys in all (1-4, Q-R), plus L/RMB. Slotting skills you don't use into passive slots within other skills is an interesting idea. I never tested it because I needed the skills I had on active use. That said, each skill appears to have four passive slots. CONS Way too much loot. I spent almost as much time picking up loot, evaluating and equipping loot, and recycling loot as I did shooting enemies. Not cool. I play these games to kill stuff and progress through the game not act like a portable warehouse. Solutions: Auto-loot. I don't want to click on dozens of items on the ground. That takes away from the game. Let the character pick up the loot by walking near it or have the companion pick it up automatically. Auto-Recycling: If the game handles item recycling automatically according to a quality level set by the player, inventory management is not taking away from the game. Shift-attack doesn't adjust for elevation differences. If I am at the top of a hill and I have line of sight to an enemy lower than me, using shift-attack should shoot the enemy. Instead, it fires straight horizontally, completely missing the enemy. However, using normal attack lets the player shoot downhill or uphill normally. This creates tactical problems. As soon as the target is dead, the character moves. This probably means the shift-attack code is flawed. It should only prevent the character from moving. It should not affect the attack aim or accuracy. Solution: Fix it. Some weapons don't fire right away when I press LMB. Notably, these are slow fire weapons like the rocket launcher and the plasma rifle. This creates two problems. First, by the time the weapon fires, the player has to move to avoid being swarmed. A rocket launcher should allow a player to wreck a swarm before it gets too close. Maybe not destroy it but wreck it. Second, if the mouse moves before the shot actually happens, the shot goes where the mouse is at the time of actual firing instead of the target that the LMB was pressed on. This typically results in a clean miss. Now, imagine the difficulty this causes in a boss fight. This automatically makes rapid fire weapons the most effective weapons in the game. Solutions: Do what everybody else does. Make the attack happen when the attack button is used, then have a cooldown for the refire rate. Intro video is a waste of time. The video does nothing to set the stage for the game. This is all handled by the click-through text within said video. For what little it accomplishes, it still requires a loading screen. No weapon switching or alternate weapon sets. The alternate weapon slot is actually the off hand. Screen rotation is only a look-rotate. Unlike Grim Dawn, it doesn't retain the new view position. So, Imperatum does have potential but I can't recommend a game based on its potential. It needs to work properly, have smooth implementation of all features, and look good for me to recommend it.
👍 : 9 | 😃 : 0
Negative
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