Разработчик: Moonray Studios
Описание
Just Updated
Debris’ co-op mode is now available! Now you and a friend can unravel this psychological mystery and try to reach the surface together.
In addition to co-op mode, we’ve fully localized the interface into multiple languages and made several balance and gameplay fixes. See the full update notes here.
About the Game
You’re part of a small team sent to film a promotional video for a groundbreaking discovery: meteoric debris embedded deep in Arctic ice that provides clean, hyper-efficient energy. But there’s an accident.
Escape together or die alone
Stranded at the bottom, injured and running out of time, your only hope for survival is to reach the surface. But something else is going on. Things aren’t right, they don’t add up, and you can’t help but speculate. Why is this happening?Dive into:
- A mysterious story that leaves you questioning everything
- Multiple endings dramatically impacted by key choices
- An unconventional narrative co-op mode where your partner matters
- Living, breathing characters voiced through conversational dialogue
- A unique underwater setting like nothing you’ve ever seen
As you fight your way to safety, you’ll need to figure out what’s behind this surreal world and your desperate situation. Knowing will make all the difference.
Поддерживаемые языки: english, french, german, spanish - spain, czech, hungarian, korean
Системные требования
Windows
- OS *: Windows 7
- Processor: Dual Core 2.3GHz or better
- Memory: 8 GB RAM
- Graphics: GTX 760 or higher and AMD R9 270X or higher
- DirectX: Version 11
- Storage: 13 GB available space
Mac
- OS: OSX 10.11 El Capitan
- Processor: Intel Core i5 2.7Ghz
- Memory: 8 GB RAM
- Graphics: AMD Radeon R9 M370X (2GB VRAM)
- Storage: 13 GB available space
- Additional Notes: Requires Metal support
Отзывы пользователей
From the outset, Debris focuses on creating a sense of atmosphere and intrigue, expecting that sense of mystery to propel the player forward as they navigate through obstacles and dodge hazards. The game opens with the player getting caught in a maze of collapsed rock and thawing ice, and doesn’t let up with the darkness and sense of being trapped. The game itself does a reasonably good job building that atmosphere, with the timer counting down oxygen serving as a constant reminder of how tenuous Ryan’s connection to life actually is, and what the stakes are as he explores the cave system. Its snippets of dialogue further build the mystery, forcing the player to think more deeply about their surroundings, and the effect mining has had on the environment around them.
User tags for Debris on Steam label this as a walking simulator, and while that label is incorrect - there’s too much actual gameplay for me to classify this as a walking simulator - I can understand why it’s been attached to this game. While there are side passages to explore, much of the game is linear, with Ryan moving from obstacle-laden cavern to obstacle-laden cavern. There is a path to the surface. He will follow that path. Along the way, the sound and visual design of the world do a good job furthering that sense of obstacle, filling the player’s ears with odd thumps and clicks, and creating a general sense of unease.
I hesitate to call this a walking simulator, however, specifically because it does have gameplay. That gameplay is, ultimately, what sinks this game. Early in the game, the player is given a gun and a companion, and with these two tools in hand, is expected to move through the caves, fighting enemies and exploring the mystery of what makes these caves what they are. Mechanically, the gun works by deducting time from the player for each shot; a flare deducts one minute, while a spear deducts three. In theory, this ought to instil a sense of caution in the player, forcing them to think strategically about when to fight and when to run. Indeed, a mechanic like that would further the horror atmosphere, creating a real sense of tension in fights, and making the obstacles that require a fight feel more meaningful when finally encountered.
Instead, the game undermines both its horror atmosphere and its survival mechanics with the addition of a companion dumber than the rocks entombing poor Ryan, thus stripping any real sense of agency or strategy from the player as they scramble to rescue their companion from their own poor decision-making.
The game’s mechanics and atmosphere suggest to the player that they should think strategically about how and when to approach the guarded groves. If each shot costs energy, and taking damage costs energy, then the energy gained from the grove should outweigh what’s spent to harvest it. Indeed, the game’s plot also suggests that the player should be thinking critically about how to engage with the groves, as everything suggests the more that’s harvested, the worse the consequences for their health and chance of survival. This is not, however, how the game actually plays. Instead of thinking strategically and skipping groves or sniping at guards from a distance, the ROV companion makes the decisions for the player, barrelling into the middle of a group of guards, then complaining when the player doesn’t immediately rescue it from its predicament. More times than I care to count, I successfully slipped past a guarded grove because I was nearly full on energy, only to get hit notifications because the ROV decided to harvest energy we did not need. Other times, after clearing a grove, the ROV would refuse to fully harvest, leaving me with less energy than when I started. All sense of strategy or agency went out the window, replaced by frustration and a sense that this companion was either willfully stupid, or actively sabotaging me, and knowing neither was actually canonically the case.
However, calling out the misery of the ROV companion still doesn’t fully capture why this game fundamentally does not work, and why I had such a miserable time with it. Even without considering the companion, the level designs themselves create a poor gameplay experience that is in and of itself immersion breaking. To understand that, it’s important to look back at the level design and the gauntlets themselves.
The game’s gauntlets function as obstacle courses, with the player being haphazardly shunted past monster after monster. At some points, it feels less like a level in a video game, and more like a haunted dark ride, complete with spooky, clanking music telling the player how they’re meant to be feeling at that point. At other points, the lack of true control meant that I was running the same gauntlet over and over again, feeling like it was just up to chance as to whether or not I made it.
As an example, one gauntlet features worms that leap up from the floor to attack the player. Firing the gun triggers them early, allowing the player to swim past them. However, the gun’s flare travels faster than the player, meaning the worms could be triggered and reset before the player could safely swim past them. The flare also keeps travelling after the player dies and restarts, making the timing once again nearly impossible to control. What should have been an action set piece instead became an exercise in memorisation and prayer as I struggled to get the timing and slow swim speed to actually line up.
Debris should have worked. Its visual and sound design are, by and large, excellent, and its story is one that can easily draw a player in. Instead, the game ends up serving as a masterclass in game design that alienates the player. The conspiracy throughout centres around what the activities of the megacorporation have been and whether they can be trusted. I’d argue, however, that this story is sidelined the moment my companion wanders off to pet a fish. The question I have is what I did to the devs to deserve this, and why their game’s design is such an act of self-sabotage.
If you enjoyed this review, please check out the full version and my curator page. Thanks for reading!
If you think this will be like Subnautica, it is not. It's just a walking simulator. A lot of the areas are copy and pasted and you keep waiting for it to just GET TO THE POINT.
Дополнительная информация
Разработчик | Moonray Studios |
Платформы | Windows, Mac |
Ограничение возраста | Нет |
Дата релиза | 31.01.2025 |
Отзывы пользователей | 65% положительных (71) |