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Crying suns fan
Crying suns fan







The variety is stupendous and allows for a lot of combinations of squadrons and guns, allowing for really great tactical combos to play out and defeat your enemies. These are varied, ranging from creating a blocking path, to a freeze shot, to a laser, to a nuke, etc. Outside of the squadron battles, you also can use your ship’s guns (if you have them).

crying suns fan

The fighting ground is represented through a hex grid to which you can move your squadrons and issue commands (use each squadron’s abilities, if they have them, etc.). Combat is done in real-time (with the ability to pause), where you command your fighting squadrons to eliminate the enemy ship, which also has its own squadrons. The second part of the gameplay is the combat, which is quite simplistic, but quite fun. It’s all done in an automated way, playing with probabilities.

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These expeditions are places you can send one of your commanders paired with 3-10 soldiers (the more, the higher survival chances), to get loot/resources: from new commanders, to new weapons, squadrons or scrap (which works as both store currency and upgrade currency) – depending on your commander abilities, you’ll face different chances of survival for the expeditions (those with combat skills will usually fair better and so on). These galaxies have 1 or more places to visit inside of them and have multiple interactions, from regular combat encounters, to story bits (like a civilian ship needing help, a space station with birth control issues, to name a few), to more expedition sites. The former is very similar to FTL, where you are presented with a graph map during each “level” (here called phases), with each vertex being a galaxy you can travel to. The gameplay is ultimately about commanding your ship, which is done in two main ways: random encounters/stories and combat. The gameplay inside each run you do, however, is pretty great. The game splits the story into smaller runs (each chapter is a run which, after completion, will make you start the next one as if it was a brand new run), which ultimately made the game feel a bit more split into parts rather than a full, continuous story as it actually turned out to be – it was a jarring decision to split runs to chapters, I feel. This depth helps motivate you to keep playing on top of the gameplay, which is usually what makes people come back to roguelites. The amount of lore and information about this universe is extraordinary and gives it a huge amount of depth. The premise is basic, but interesting, but gets very intriguing as you progress, especially if you manage to face former acquaintances of Idaho’s past and manage to extract information from them. Some encounters will involve nicely designed and quite intriguing characters.

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Upon waking, Kaliban reveals OMNI’s in outer clusters of space have shut down and it’s your task to command a ship and discover who did it, why and reactivate them if possible.

crying suns fan

OMNI’s are highly functional machines with great intelligence, originated centuries ago which improved quality of life for those who owned them. It starts with you, Admiral Idaho, once a great hero, awakened and pulled from a chamber and greeted by an OMNI, Kaliban. It’s one of the best indie games of the year and one of the easiest recommendations I could ever give to sci-fi fans or roguelike fans. Crying Suns is something FTL fans will feel right at home, however, the refreshing combat system, the surprising amount of lore depth and a solid plot to back it all up makes it stand out from the “FTL clone” comparison anyone could throw.







Crying suns fan