Spuds Unearthed
33 😀     11 😒
67,05%

Rating

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$11.99

Spuds Unearthed Reviews

App ID909570
App TypeGAME
Developers
Publishers Gamedust
Categories Single-player, Tracked Controller Support, VR Only
Genres Indie, Strategy, Action
Release Date19 Sep, 2019
Platforms Windows
Supported Languages English

Spuds Unearthed
44 Total Reviews
33 Positive Reviews
11 Negative Reviews
Mixed Score

Spuds Unearthed has garnered a total of 44 reviews, with 33 positive reviews and 11 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Spuds Unearthed 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: 485 minutes
This is a cool game! It's really fun! The learning curve's steep but quick. The game starts, you get thrown into a battle and you have to start grabbing things in the environment and see what they do! Then you're in your base and the same things happens :) And finally, you got the hang of it and by now, I feel like a pro building my tanks and my turrets... For now, there are very few maps and vehicles... I'm looking forward to see the rest come Note to Dev Team: could you please make the collision detection a little wider on the airplane seat. I keep missing it when trying to sit my pilot in it and having to watch my little Spud go into battle on foot. It's funny the first few times but ...
👍 : 0 | 😃 : 0
Positive
Playtime: 218 minutes
One part RTS, one part MOBA, a sprinkling of Worms and a lot of fun. I cannot wait to see what this game grows up to be because it's already a favorite. Keep it up, devs! + Combat is pretty balanced and easy going. + I actually got attached to my squad of spuds. If they ever make pop figures I'm getting five of them. + Spud classes are unique, have different effects on how they're deployed, and have their own personalities. + Easy on the machine spirit. My PC doesn't sound like a jet taking off. + It's fun. Remember fun? Battles are short and sweet, interacting with the base planet *feels* like you're an evil genius assembling an army, and the music doesn't take itself seriously. ++The devs care. A lot. - AI is too easy, I actually look forward to finding the HARD planets just for a challange. Everything else is a grind. - Very slight learning curve. Won't lie though- Had a little bit of trouble as I bumbled about trying to figure things out, but if you remember the button that shows a general idea of what everything does you'll be okay. I'll probably update this later on as the game develops, and with all the constant updates I have no doubts this thing is gunna shine. Also, remember that you have to pick up a tank and put it back down on the circle in front of any gate- It doesn't have to be the one it spawns from. I learned this after throwing some tanks and realizing they aren't meant to be air dropped...
👍 : 0 | 😃 : 0
Positive
Playtime: 140 minutes
What the Frank? I don't think this game should be released yet, I know it's early access. I was super excited to play this but it's buggy as hell. Dev notes: Lost my hands, I can manipulate some things ok but I can't see them. I can't lift the panel to scan my hand. I was not able to play a level except the demo battle that the game started in. I'm either way too high or way too low, I have to reseat myself multiple times and put my headset at my knees for it to work. Please finish this!
👍 : 2 | 😃 : 0
Negative
Playtime: 8 minutes
would be a fun game but due to valve index running into the hand mapping being backwards and unable to fix it makes this game unplayable sadly
👍 : 0 | 😃 : 0
Negative
Playtime: 112 minutes
its a very good game for early access. I have one complaint though. Whenever iI get back from a battle my guns and vehicles are all gone. I dont have enough bluedust to keep remaking them. I'm not sure if this is supposed to happen, but it's really quite a hassle.
👍 : 4 | 😃 : 0
Positive
Playtime: 214 minutes
Somebody needs to get a Tutorial video made pronto!! As other have said there's no instruction what so ever. The core of the game is self explanatory, you drop your little dudes on to the battlefield, you man the cannon to aid against advancing enemy, while providing vehicular support with tanks or planes. Away from that there's an update level where you can specialize your grunts, update the cannons to different types of fire, and create different plane/tank types (i think). Thats all done with hand motion interaction, you pull levers, grab coins from draws you pull out to place in slots, kind of like skyworld if you've played that. The third screen is where you seem to pick your levels to conquer, you grab a planet and use your two handles pushed forward to engage the selected level. The game is fun, but i would say it needs a leveling system on your grunts (if one doesn't exist) to keep your attention. i'll tentatively recommend it, there's lots to like from the core game to the wonderful graphics, the VR interactions and seemless gameplay elements. Just keep your eye on the clock while figuring the game out, you'll spend a while doing that.
👍 : 4 | 😃 : 0
Positive
Playtime: 120 minutes
HTC Vive was headset used with this title also have a video review here https://www.youtube.com/watch?v=LnFLP3vQueA Positives about this game * Beautiful colorful levels * A nice mix of action and a little bit of RTS * Runs smoothly on system Negatives that I ran into * No real Tutorial I was lost with what I had to do as far as upgrades to both my turrets and spuds or even how I attain more. * Needs more levels even though they are eye catching they lack variety to them. * Enemy types so far have been the same couple on each planet and I am a few hours in only type of change that occurs is when you face a planet owned by a player. Final Thoughts This title can be fun but at the moment there is no drive for me to come back for more unless I want to just collect spuds I wish there was something in place besides that to make progression feel real. This title can change with updates and if some of my concerns are addressed then it will be a buy for me. The game does have enough in my opinion to satisfy someone who likes short play sessions and I do believe it offers enough to satisfy so I will give a yes.
👍 : 4 | 😃 : 0
Positive
Playtime: 53 minutes
Spuds Unearthed yes it was a great game sadly now though it is not, upgraded to Index headset and the game doesn`t work. The controllers do not work on the hands in the game they are reversed. Really miffed that the Developers don`t support newer headset, but not to worry I won`t support them in future by buying any further games made by them - seems fair.
👍 : 2 | 😃 : 1
Negative
Playtime: 255 minutes
Edit: Okay played it a bit more and got a feel for it, I think I "get it" now and WOW. This is so much cooler then I expected. This reminds me of the first time I played WORMS like 20 years ago or whenever it came out, it was so different, yet so simple. Similar aesthetic too. 10/10 guys really good job. --------------> Have only played for a few min but so far this is a very unique and polished game that I expect is going to be really good. Lack of instrucitons (as in, literally no instructions, just drops you into the fight with no options menu or tutorial), but they have a detailed guide in the community section. Protip: For vive users double press touchpad and then move it up or down to extend your hands. Really want to see some graphics options or a menu of some type for audio,graphics etc but it's EA and they are working on it per the devs. Overall looks like a super unique and fun game, shout out to /r/vive where I first saw this bakc when they were just starting on this project.
👍 : 12 | 😃 : 0
Positive
Playtime: 281 minutes
Spuds:Unearthed is so frustrating because I want to love this game so badly. It's like someone made my favorite VR game ever, then scrambled it up, hid some of it, and took away all the directions and clarity. This game is horribly broken in a very unique way. Most games are broken because of a technical flaw or poor performance (especially with VR games). Spuds:Unearthed actually runs reasonably well. I get GPU frame drops on a 2080ti in the planet system view, and its crashed mid-battle a couple of times, but both these issues are relatively minor. The art is cute and original. The mechanics are polished and fun (other than a couple useless and frustrating firing mechanisms for the turrets). The heroes are varied, and the turret types would be great if I knew what the differences between them are. But I just have no idea what the hell is going on in the game as a whole, what the purpose is, what different statuses and victories mean, and so forth. There are some other flaws, but really it all comes down to a wretched game design. I'm not a game designer, but even as a casual player, I can see that all the great potential of Spuds:Unearthed is robbed by not merely by bad design, but by the complete and total lack of it. I posted these questions in the Discussion, and I think they illustrate the problems best. If the devs answer all my questions, I will change my review to positive. I really hope they do. I also hope they fire their game designer while they're at it (or, more likely, hire on one for the first time). Here they are: - How does controlling planets work? - Can I defend my planets? Are they shown to other players as just another planet no different from the Zombuds, or are they different somehow? - What's the point of controlling planets? The currency of the game is spuds, and when they're liberated that's it. - Why is there this multiplayer aspect in this game? It doesn't look like I gain anything from keeping planets after they're liberated. - The only way other players impact me it seems is when they've already collected a token from a planet. Do they have any other actual, meaningful impact on me? If not, why on Earth is this game multiplayer? - WTF is playdust? I saw it mentioned in the pinned tutorial, which is laughably short and pretty much useless beyond telling you how to move your hands and such. If it's a currency it needs a counter. And I have no idea what it could be used for. - What determines when a hero upgrade token is given? It doesn't seem to be tied to the level system (which also appears utterly meaningless). - What determines when we can travel to a new system? - Is the new system basically the same as the old but with different planets? - Are new systems more difficult, do they give me a higher number of Medium and Hard planets? - Will I ever reach anything if I travel to more systems? - I've seen suns with player names attached to them. Are these those players home planets? Do they get the sun/star system by liberating some, most, or all of the orbiting planets? - How am I supposed to choose a planet? They're all moving, which is cool, but there's no way to tell which planets I've already looked at and which I've already beaten which is super freaking frustrating. I've probably looked at the same planets over and over again between matches in the same system. - What's the point of expendable turrets? I have around 140 supds liberated and my heroes upgraded, and most matches I just toss them out, wind up my automated turret, and sit back and wait around two minutes until I win. Do they play any role in defending the planets I own, if there is some sort of defense mechanic? - Why are there so few Hard planets? Do I see more as I progress? With 140 spuds the overwhelming majority of planets I'm seeing are easy. Very rarely do I find a hard planet. - What are the planets with the glowing cube enemies in the battle? I love those because they're slightly more challenging (seriously Easy and Medium are both very, very, very easy. Hard is just easy, or occasionally easy/medium. But I've seen so few hard planets I can't be sure if there's more I'm missing. - As you say in your tutorial, different turrets are for different situations. That's great because it incentivizes me to not stick with the same two turrets. But how in the hell am I supposed to know what type of enemy I'm facing before the battle actually begins? Since you don't make it clear what kinds of enemies I'm facing, I only ever use the same two turrets. - What's the point of collecting spuds other than hoping they have an upgrade token? Do they impact the number of little dudes going out in battle (whatever those cubes are)? - What's the point of leveling up? Getting to go to a new system, and getting hero upgrades both seem independent of my reaching a new level since I've gotten both after battles where I'm still far from hitting a new target. - What is my level? I know how many spuds I have, but there's no way to know what level I'm actually at. Does my level matter in any way, other than to compare to level-locked (or level recommended?) planets? - Some planets have a level number in their description. Why are these planets different? Are they locked based on my level? Is that the level of someone else who already beat it? If so, is its difficulty based on the level of the other player who beat it? How does this play into the easy/medium/hard leveling? - What determines the kinds of enemies I fight? I've seen some that spam tanks, others that put out five airplanes and nothing else. Is this based on a previous player? - How do I know how many planets I control? Does it even matter? - Since the fire rate for each turret is different, I assume their damages are different. Are the ones I unlock later/farther to the right better (in terms of DPS)? How on earth am I supposed to choose a turret when I don't know anything about them other than a tiny icon and their shape? - Do the turret firing mechanisms impact the damage or fire rate of the turrets at all, or should the user just pick the one they find the least frustrating? - Does the game (battles, systems, etc) change in any way as I level up (other than getting to change my turrets and upgrade heroes)? - If the gameplay of player-controlled planets is different than zombie ones, what if there aren't enough player-controlled planets to provide the intended variation to each player? Are there AI players too to make sure the balance is right (if there is any intended balance at all)? - Does it negatively impact other players to liberate their planets? - Will I see more battle locations later in the game? So far there are way too few for a post-early access game. I'm already pretty tired of the maps that I've encountered over and over. - What's the goal of this game? I've played it for awhile and I still have no idea. Liberating spuds seems important, but I don't know why other than that occasionally one gives me a token. Controlling planets maybe? But I have zero idea how many planets I control, what their bases look like, or if they provide any benefit to me whatsoever. - Do you have a game designer on your staff?
👍 : 33 | 😃 : 1
Negative
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