SteamCritique
Quiz
🌐 EN
StarVadersStarVaders
the game has a hidden feature where you launch it and its suddenly 5 hours later
67 votes funny
the game has a hidden feature where you launch it and its suddenly 5 hours later
67 votes funny
its very addictive sometimes i cant even tell why I am winning or how but I just keep clicking
13 votes funny
Hey you! NL Chatter. Just put the money on the steam wallet. This game is the best of its kind and worthy of being the game in 2025 that continues to linage of having banger deckbuilders year after year
11 votes funny
It was ok but I beat the whole thing in an hour, first try, didn't see much point in replaying it
8 votes funny
Game is fantastic. But rewind as a mechanic should have infinite use. Game like Slay the Spire, Monster Train, and most notably Lone Star. Ruined an experience as I was learning.
7 votes funny
So, you reach a certain point in your life when you come to the horrific realisation that what you consider an impeccably well designed and fun game is so like unfairly buried that like it gets nowhere near the love and adoration it deserves and games you have literally no interest become viral successes and you have to sit there listening to everybody tell you to play the same 3 games over and over again when their asses are gonna glass their eyes when you talk about Starvaders. Satisfying as hell synergy between the cards, quick, snappy rounds, infinitely replayable, great artstyle, kickass music and most importantly, the video game is fun, you play it and it is fun and you go "that was fun, I want to play more of this" Starvaders is *criminally* underrated, the fact that basically nobody is talking about how good this damn game is an indictment. No I will not shut up about it, I am literally in your discord server right now telling people to play this. This is an active threat, if you want me to stop you will need to purchase starvaders.
6 votes funny
Why is Pulsar (attack +2 doom after shield broke) increase my doom when it didn't hit my mech???? Either it's very non-intuitive design, or you guys release this game with an obvious bug. Idk which is worse.
6 votes funny
Gets unpleasantly difficult in act 2 and 3. And you have too low hp, only 5 doom points. And you get boned if special units channels doom in the backrow. Cant recommend this game.
6 votes funny
Fantastic roguelike deck builder with a fun space-invaders twist. Tons of interesting pilots to play as well. My only complaint is it was too easy; I beat all post-apocalypse difficulties with my two favorite pilots without losing a single run (and my IQ is approximately 12, so that shouldn't be the case).
5 votes funny
final boss causes heavy stuttering to the point of crashing my computer; after it crashed it didn't save my progress per phase I don't know why beating the act 4 boss's 2nd and 3rd phase caused the game to eat through 16GB of RAM, but it feels a bit disingenuous to have that when the recommended requirements is 4GB and it doesn't seem to be a memory leak the day 1 update seems to have fixed this issue. disregard card packs make the pool feel bloated and ironically make the different pilots and mechs feel insanely samey from run to run since you get like 4 of them when it unlocks and you get 3 per run the modifiers you need to unlock act 4 feel way worse than something like StS since it's basically the equivalent of taking a curse every turn; the fact that it's a random modifier each run makes it feel even more like you're just gambling in the next fest demos you had situations where your build could not clear an initial elite wave without taking doom; this often occurs even in regular waves due to modifiers like reduced initial hand draw and the one where 8 stickbugs are at the bottom of the screen the first 3 difficulties are fine but act 4 apocalypse and above feel way too RNG-dependent especially since you're so reliant on good factory draws
5 votes funny
Deep sucking in hole of perfectly balanced pleasure.. and it's not like I don't have what to do with my time :) Simple rules, complex solutions - satisfying.
4 votes funny
Northernlion sends his regards
4 votes funny
i have feelings for kaia
3 votes funny
Wow, I can't believe they stole the 5x9 grid mechanic from Blue Prince
3 votes funny
I just find this game confusing. It throws too many concepts at you and explains them poorly. Will this shot take out the enemy? Will it then move afterwards? Will it damage you? Your guess is as good as mine.
2 votes funny
I think it deserves the incredibly high rating. It is neither nothing new nor is it a rehash. Familiar elements in the deck builder genre but the high quality production and great mechanics offers a lot of options and playstyles. Some enemies might feel insanely tedious when you first face them (more so their upgraded variants on higher difficulties) but it becomes a part of the encounter to puzzle out. While I have only done a few Apocalypse runs as highest difficulty at the time, I feel confident this is a good recommendation. Some people will scoff at the 22 euros pricetag but the game is really, really well made. It's snappy, addictive and gives you plenty to explore and unlock. I'll admit, the starter mech def felt like the weakest one out of the three. The game has 3 mechs with their designated group of pilots. Each pilot works with the core design of the mech. In short the Gunner uses a heat system where you can use more mana than your limit in exchange of making the card unuseable, Stinger applies a shock debuff that gives you reserve mana you can save up on each time you hit a shocked enemy and Summoner controls "multiple" mechs meant to be expended and sacrificed for strong spells. Out of the three I do feel Gunner, the starter mech, is the weakest. But it could boil down I like the "burn up your cards" mechanic the least of the styles present. The Stinger is super mobile and The summoner shares similar omnipresence with its multiple summons that can be summoned all around. The gunner however has some weak mobility options and most of the time wishes to stay near the bottom. In exchange of having far reaching attacks. I'm sure the Gunner is great once you know how it ticks. My playthroughs are on a very consistent 45min. There's only one boss I really don't like because it feels really unfair if you didn't get the right mix of firepower and mobility (The Nessie monster with the apples). But I also haven't done the "4th" world yet for the 'true ending' run since I am just trying to beat the game on Apocalypse with all pilots first (while unlocking more cards/stuff). It's kinda like Space Invaders roguelike, enemies starts at the top and comes down. There's a lot of manipulation tricks you can do from blocking paths, pushing enemies etc. And fortunately the answer to higher difficulties in this game isn't "make everything have more health and do more damage". Very solid, very fun game I recommend to any roguelite deck builder enjoyers out there. The charming graphics and music that's easy on the ears makes it a comfy way to pass time.
2 votes funny
If i had to rate this game by how many women i wont have sex with because of its existence, i would rate it full celibacy. of course, im going to have sex with women, and my play time will reflect that. but not because the game isnt amazing, it is, my priorities are just real crazy lately.
2 votes funny
I am constantly on the hunt for new rogue-likes, and the demo had me very excited for this one. StarVaders could be an all-timer, folks. This game provides a tight loop and fun deckbuilding - rare in a world of Slay the Spire clones that forget that tension is what keeps StS engrossing after all these years. StarVaders makes turns difficult, and battles into regular nailbiters. Let's not get confused - you can get absolutely broken in this game, and on Apocalypse difficulty it feels like the game is asking you to do that. Invaders will be pushing down on you from all sides, every turn. I really love that you can see your doom coming from multiple turns away - the spatial puzzle of the board is really satisfying to untangle. Thankfully, you are given lots of options, if you can figure out how to put them together, to deal with this onslaught. It's a real joy to watch your little bot cascade a chain of effects to clear a battle, and it feels well-earned to do so. I struggle to think of a game that so closely hews to conventional deckbuilding formulas and yet plays so joyfully with the conceits. I still have so much more to explore, but I feel confident I will be keeping StarVaders in the rotation for a long time.
2 votes funny
This game genuinely blows me away. I can't even say enough good things about this. Slay the Spire is probably my favorite game, and this is the first StS-like I've ever played with anywhere near the depth of StS. It actually pulls off the sandbox feeling that no other clone has ever come close to. I've probably played 25+ different roguelike deckbuilder Slay the Spire Clones, probably every one of them that you've heard of. Probably half of those have been some version of "StS but with grid combat." This is the first one I've ever played that is genuinely greater than the sum of its parts. This is actual innovation to make something amazing, not just unique. The most important thing is that there's just So. Much. Content. I tried out the demo when it was in early access and I remember saying the demo had more cards than almost any StS clones I'd ever played. There must be like 500+ cards and I have no idea how many Relics and "Components" (card upgrades.) The gimmicks are all so fleshed out and combine in ways that actually allow clever emergent gameplay patterns. To draw a comparison to StS, I'll give the Silent's Shivs. An example gimmick of equivalent depth in StarVoiders would be Bombs. I've ended up with a bomb deck 6 times. I actively remember each of these runs. They used almost entirely different cards and relics each time, and played completely different from one another in the moment-to-moment decision making. Bombs are one of probably 50+ gimmicks of similar depth and complexity across 3 mechs (StS characters/unique pools of cards) and 9 pilots (starting sets of gimmicks.) This game is insane.
2 votes funny
This game is awesome. I'm sure other reviews have mentioned the combos, the artstyle, the graphics that are clean but still managed to be packed with so much personality, the endless synergies. My personal favourite part of the game is how much control you have over the difficulty. There are assist modes and other settings in the game that let you customise your playing experience. I really like this, because it means I can play the game when I'm exhausted after a long day and just chill out and blow things up. But I can also play harder difficulties that focus more on strategy and is far less forgiving if i want to too. This means the game can fill both of my favourite gaming niches: casual fun games *and* challenging strategy games in a way that compromises neither of them. I can mess around and find insane combos on easier difficulties, but I can also be faced with ardous, challenging runs where you have to think about and conserve every resource. I really enjoy the rewind feature, too, it's a great way to combat some of the RNG that can make or break difficult deckbuilder roguelike runs. I also like that these rewinds are limited (but you can make them limitless in settings!) which adds just yet one more layer to the choices you make during a run. A lot of the gaming industry seems to look down on assist modes, and disparage them. I like that this game doesn't do that, and fully embraces customising difficulty.
2 votes funny
Just won my first run with an insane combo of bomb cards which blew up the whole level (including me, myself counting as a bomb and blowing up more) every turn. A lot of fun
2 votes funny
A very nice game with some pretty unique gameplay, but at times (and very often on higher difficulties) it just doesn't give the player enough breathing room. It desperately needs some kind of a background system that tracks the amount of enemies and threats that come at you and tones them down to actually make them manageable. I've died countless times to situations where no matter what I do, no matter how much reset tokens I spend, I just lose no matter what because the sheer amount of enemies is just too much to handle. This problem is very closely tied to another - certain builds get completely countered by certain encounters and enemies. A good example of this issue is the Grandmaster bossfight. I understand that it is supposed to reflect and imitate chess, but more often than not, a situation occurs where a singular rook stands behind the Grandmaster, turning him invincible. I won't delve too deep into why this is a bad representation of chess (A king protecting a rook?...), but the main issue is that certain builds and characters can do NOTHING to effectively counter it. Cards that can damage an enemy from behind are very scarce, and most of the time I just end up losing to the rook/king couple because I HAVE NO WAY TO DAMAGE THE ROOK. If the aforementioned bossfight issues and the lack of a background enemy director are fixed, this game will shine. But right now, the issues are too frustrating to handle, rendering the game a lot less enjoyable and fun than it could be.
1 votes funny
NL was right
1 votes funny
maybe one day they will make a good game
1 votes funny
If two core issues were fixed, this game would become a strong recommend. As of now there are better games in the genre to sink time and money into. First is the UI, seeing what cards do is frustrating, the cards are small, often look similar, and hovering over them doesn't pop up an explanation in the location of what you're hovering over, but on the other side of the screen. This is honestly a baffling design choice that makes the game annoying for me to play. The second problem is poor balance. Most things are fine but there are some extreme outliers, where if you find a specific card or combo the run is over. The delta between the average run and a high roll is so extreme that I don't enjoy getting strong runs. The game ceases to have any meaningful decisions and it becomes a chore to play. This is an insidious problem, I can imagine other people being fine with the UI, but running into issues with balance is merely a matter of time. One of the largest draws of this genre is exploring the cards on offer, wondering at possible combos and synergies, and finding nuance in the interactions. All of this is undermined if regularly found cards render all of that meaningless. Pushing the game to its limits should be a fun reward occasionally rather than a common and often accidental occurrence. This game is so close to being a great entry in the genre, but between the annoyance of the UI, and the balance issues overshadowing the fun of min maxing I don't recommend.
1 votes funny

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