Info about Meet Your Maker:

Official game description:
Sector 2: Shattered Peak
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**SECTOR 2: SHATTERED PEAK — AVAILABLE NOW**  
Deep in the desolate Arctic wasteland lies the Shattered Peak Sanctuary, home to the latest in lethal advancements in tech and cloning. Battered by suffocating snowstorms and facing endless isolation, fear and paranoia ensnared its residents, turning Custodian and Advisor against each other, and the former research facility into a blood-splattered nightmare.  
All Meet your Maker players gain instant access to a **new environment** and **themed Deco Pack**. A new Custodian and guard are also available, letting you harness the snowbound horrors that tore the Sanctuary apart.
Meet Your Maker: Deluxe Edition
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Ready to Meet Your Maker? The Deluxe Edition includes the base game and the Scorched Necropolis Collection that expands your post-apocalyptic toolbox with a full set of ancient-Egyptian-inspired cosmetics. Combine myth and machine to build and raid in deadly new directions. Create post-apocalyptic pyramids and temples, or gear up with golden weaponry and Custodian Suits to take on other players’ creations.  
**Deluxe Edition contents:**
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*   **Meet Your Maker Base Game** 
*   **Scorched Necropolis Deco Pack**
*   **2 Blocks (each available in 3 shapes)** 
Limestone   
Golden Age  
*   **2 Props** 
Winged Molding   
Temple Light   
*   **1 Animated Prop** 
Spinning Enigma   
*   **8 Decals** 
*   **1 Scorched Necropolis Weapon Skin: Sunclaw**
*   **2 Scorched Necropolis Custodian Skins: Desert Cyclops and Gilded Warrior**
_\*All items in Meet Your Maker can be mixed and matched freely when building an Outpost or creating a Raider loadout._
About the Game
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You are the Custodian of the Chimera, a living experiment created as a last resort to save life on Earth. Enter a battle of skill and wits for the only remaining resource that matters and the key to your Chimera’s evolution: pure genetic material. Mine the darkest corners of your imagination to build and fortify deadly fortresses known as Outposts to extract and guard your Genmat. Infiltrate and survive other players’ Outposts to steal more. Adapt, upgrade, and evolve… or die.  
The world’s deadliest toolbox is at your fingertips. Combine a huge array of blocks, traps and guards to build a fortress that’s devious, cunning, and utterly without mercy. Enjoy complete control over your creation, modifying traps and recording custom patrol paths for guards, then share your Outpost and watch others try to survive it. Reap rewards from those who die, learn from those who live, and never lose progress by being raided.  
Put your will to the test raiding other players’ Outposts. Rely on your instinct, intellect, and reflexes in a do-or-die heist to steal the materials you need to fuel your next build. Choose the right loadout for each unique challenge, then get in, grab the Genmat and make it out alive mastering every Outpost that stands in your way.  
Keep your friends close and your enemies closer. Combine creativity and build with an ally or join forces to raid as a team of two. Use the replay system to watch Raiders challenge your Outposts. Grow your reputation with accolades left by others to reward your ingenuity. Easily find your friends and favorite Builders to play their Outposts at any time.

Release date: 4 Apr, 2023

Categories: Base Building, First-Person Shooter, Cooperative Multiplayer, Resource Management, Tactical Combat, Puzzle Solving, Sandbox Creation


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Highly enjoyable and addictive gameplay (weight 0.99): Players consistently find the game enjoyable, fun, and addictive, often highlighting its unique concept and overall positive experience. Many express continued engagement and satisfaction with the game.
- Satisfying building and raiding loop (weight 0.66): Both building and raiding aspects are highly satisfying. Players enjoy the creativity of designing deadly traps and watching replays of raiders, as well as the challenge and reward of overcoming other players' outposts. The replay system is a particularly loved feature.
- Innovative base building and raiding (weight 0.59): The core concept of asynchronous base building and raiding is widely praised as innovative and well-executed. Players appreciate the creative freedom in designing outposts and the endless content generated by the community.
- Unique genre blend (weight 0.13): The game is frequently compared to titles like Mario Maker, Doom, and Quake, highlighting its unique blend of 3D FPS action, puzzle-solving, and user-generated content.
- Fun and rewarding raiding experience (weight 0.12): Raiding is consistently described as fun, challenging, and rewarding, with players appreciating the constant availability of new outposts and the lack of significant penalties for failed attempts.
- Deep and varied gameplay (weight 0.09): The game offers good depth and variability in gameplay, with tight movement, precise gunplay, and empowering melee combat. Players appreciate the customization options for both dungeons and character builds.
- Killbox prevalence reduced (weight 0.09): While 'killbox' levels were a past concern, players note that their prevalence has decreased, and strategies exist to overcome them, indicating an evolving meta or player adaptation.
- Excellent replay feature (weight 0.08): The replay feature, which allows builders to watch how players attempt their outposts, is a highly valued and enjoyable aspect, providing insights for improvement and entertainment.
- Active developer support (weight 0.07): Players acknowledge that developers have actively supported the game, addressing bugs and stability issues through multiple patches and hotfixes, leading to overall improvements.
- Impressive visual aesthetic (weight 0.07): The game's visuals are consistently praised for their impressive quality, AAA-level wasteland art style, and effective post-apocalyptic/Doom-like aesthetic.

Common complaints:
- Unfair 'Killbox' Base Design (weight 0.88): The game's design heavily incentivizes 'killbox' bases—small, trap-filled rooms designed for maximum kills rather than fun or creativity. This is exacerbated by the lack of a requirement for builders to complete their own maps, leading to unfair, uninspired, and frustrating raiding experiences that discourage new players and reduce overall enjoyment.
- Grindy Progression & Resource Management (weight 0.56): The game's progression and resource management systems are overly grindy and punitive. Players are forced into repetitive raiding to maintain outposts and unlock content, with high costs for upkeep and insufficient rewards for creative or enjoyable base designs. This creates a tedious and unrewarding gameplay loop.
- Declining Player Base & Abandonment (weight 0.5): The game has experienced a significant decline in player base since launch, leading to concerns about its 'dead' or 'abandoned' status. Players feel the developers have failed to support the game with meaningful updates or content, leading to a lack of future expectations and a general sense of wasted potential.
- Severe Technical & Anti-Cheat Issues (weight 0.47): Players report severe and persistent technical issues, including frequent crashes, graphical glitches, and particularly problematic anti-cheat software that often prevents game launch or requires constant reinstallation. These issues have been present since launch and remain largely unaddressed.
- Limited & Unbalanced Gameplay Tools (weight 0.19): There is a notable lack of variety and balance in traps, guards, weapons, and tools. Existing traps are often too slow or limited, and new upgrades feel unimpactful, contributing to a stale meta and discouraging diverse gameplay strategies.
- Missing Features & Limited Social Play (weight 0.19): The game lacks essential features such as offline mode, map export/import, and robust co-op functionalities like cross-platform play. The limited social features and single-player experience contribute to a feeling of isolation and restrict player interaction.
- Developer Unresponsiveness & Poor Balancing (weight 0.13): Players perceive a significant lack of communication and responsiveness from the development team. There's a strong sentiment that developers are not listening to feedback, are slow to fix core issues, and have made questionable balancing decisions, leading to a feeling of being ignored.
- Base Expiration & Limited Lifespan (weight 0.1): Player-created bases have a limited lifespan and expire if they don't generate enough kills or prestige points. This system punishes effort and creativity, as well-designed but less lethal bases often die out, leading to frustration and a lack of incentive to build diverse content.

Gameplay feedback:
- Core Gameplay: Build & Raid (weight 0.62): The core gameplay loop revolves around players designing and building elaborate, trap-filled labyrinths (outposts) for others to raid. Conversely, players also raid these user-created dungeons to steal resources, creating a dynamic build-and-raid experience.
- Tactical First-Person Combat (weight 0.38): The game is a first-person shooter with a strong emphasis on tactical combat. Players utilize a variety of weapons (guns, swords), gadgets (grappling hook, grenades, shields), and suit abilities, requiring careful resource management and strategic engagement with traps and guards.
- Dynamic Outpost Lifespan & Variety (weight 0.25): Player-created outposts vary widely in design and difficulty, from short 'kill boxes' to more elaborate mazes. Outposts have a limited active lifespan based on prestige, encouraging creators to constantly update and refine their designs, though 'social' outposts can remain indefinitely.
- Resource-Driven Progression (weight 0.14): Resources are crucial for progression, earned by successfully raiding other players' outposts or by having raiders die in your own. These resources are spent on unlocking and upgrading weapons, traps, guards, and various base-building components.
- High Difficulty & Lethality (weight 0.13): Raiding is designed to be challenging, with players having only 1 HP and dying from a single hit. This high lethality necessitates quick reactions and careful observation to navigate deadly traps and guards, though infinite respawns allow for learning.
- Diverse Trap & Guard System (weight 0.09): The game offers a diverse array of traps and guards that can be strategically placed and timed. While individual traps might be overcome, their combination and placement are key to creating effective defenses.
- Iterative Design & Replay System (weight 0.08): The game encourages an iterative design process for outposts. Players can watch replays of others attempting their levels and are encouraged to test their own creations to identify and refine difficult sections, fostering continuous improvement.

Performance notes:
- Frequent crashes and poor performance (weight 0.15): Players frequently report that the game crashes, freezes, and generally runs poorly, with some attributing this to poor optimization or the use of Unreal Engine. While some crashes are minor, others require force-quitting the game.
- Long loading and server delays (weight 0.05): The game suffers from long loading screens and constant data fetching from servers, which is exacerbated by an always-online requirement that causes delays for GUI actions awaiting server confirmation.
- Anti-cheat software issues (weight 0.04): The Easy Anti-Cheat (EAC) software is a significant source of problems for players, though some users have found extreme solutions like reformatting hard drives to resolve these issues.
- Console player disadvantage (weight 0.02): Console players face a disadvantage, particularly in situations requiring quick, precise actions like panic shots against guards, suggesting a potential imbalance or control scheme issue.

Recommendations:
- Mixed Recommendation & Value (weight 0.59): Player sentiment on recommending the game is highly divided. While some strongly recommend it, others advise against purchase due to concerns about the game's future, slow updates, and potential for it to become 'dead'. Many suggest waiting for sales or further updates before buying.
- Strong for Builders & Raiders (weight 0.17): The game is highly recommended for players who enjoy base building, raiding, and strategic FPS gameplay. It particularly appeals to those who like creating unique outposts or engaging in challenging raid scenarios, especially when playing with friends.
- Future Content & Survival (weight 0.11): There is a strong desire for the game to succeed, with players hoping for continued content updates and community engagement. However, concerns exist about the slow pace of updates and whether future content drops will be sufficient to sustain the game long-term.
- Frustrating Outpost Designs (weight 0.09): Players express frustration with certain outpost designs, specifically 'killbox' dungeons and levels filled with low-effort, senseless traps. There's a desire for more fair, fun, and creative outpost designs over frustrating, repetitive challenges.
- Dungeon Rating Importance (weight 0.03): There's a call for players to rate dungeons to support creators, but also a specific warning against rating 'sieve' dungeons that appear untested or poorly designed by their creators.
- Desire for a Sequel (weight 0.03): One reviewer expressed a desire for a sequel, 'Meet Your Maker 2', that would address issues present in the current game.
- Don't Let Others Spoil Fun (weight 0.01): A single piece of feedback suggests that players should not let the negative experiences or opinions of others deter them from enjoying the game.

Other player notes:
- Excellent concept and potential (weight 0.35): Players consistently praise the game's core concept as unique and having immense potential for replayability. Despite some perceived shortcomings, the fundamental idea is highly regarded.
- More building mechanics needed (weight 0.15): Players desire more diverse building mechanics, including new block types (moving, destructible), definable trap triggers, doors, checkpoints, and environmental gimmicks to foster greater creativity and varied gameplay.
- Technical aspects and gameplay flow (weight 0.15): The game generally has decent graphics and system requirements, with minor, easily fixable bugs and good sound. Gameplay sessions are typically short, and completing hard maps is rewarding.
- Reward system needs rebalance (weight 0.14): Players feel the current reward system heavily favors kills over accolades, leading to 'killbox' designs. They suggest rebalancing rewards to incentivize creative map design and player satisfaction, possibly by valuing accolades and 'rage quit' rates more.
- Mario Maker-like, needs validation (weight 0.1): The game is frequently compared to 'Mario Maker' due to its user-generated content model. Players suggest implementing a mandatory 'beat your own level' feature, similar to Mario Maker, to ensure fairness and quality.
- Base management and building tips (weight 0.09): Players provide specific feedback on base management, suggesting changes to prestige levels, easier access to base activation, and advice for new builders to start with smaller, easier maps.
- Tutorial and communication lacking (weight 0.05): The game's tutorial is considered basic, lacking in-depth explanations for raiding and building nuances. Players also suggest adding an in-game message system for better player communication.
- Incentivize speed runs (weight 0.02): A suggestion was made to add a 'synthite bonus' for efficient raids (faster or fewer deaths), which could encourage speedrunning and more varied base designs.

Emotions:
- Frustration (weight 0.21): Players frequently experience frustration due to technical issues such as crashes, anti-cheat problems, and long loading times, which prevent them from playing or disrupt their experience. Additionally, game design flaws like unfair map designs, 'killbox' dungeons, tedious grind, and restrictive building mechanics contribute significantly to player frustration. The community's tendency to create overly difficult or uninspired levels, coupled with perceived developer inaction on these issues, further exacerbates this emotion.
- Satisfaction (weight 0.21): Satisfaction stems primarily from the core gameplay loop, which involves both creative base building and challenging raiding. Players enjoy designing complex traps and watching replays of others falling into them, as well as the rewarding feeling of overcoming difficult player-created levels. The game's unique concept, consistent quality, and features like co-op play and replayability also contribute to a positive and fulfilling experience.
- Disappointment (weight 0.2): Disappointment is largely driven by the game's perceived decline, particularly due to a dwindling player base and developer abandonment or inaction on critical bugs and design flaws. Players express frustration over unfulfilled potential, repetitive gameplay, and the prevalence of 'killbox' levels that detract from the experience. The lack of new content, slow updates, and issues with the game's economy and progression further contribute to this sense of letdown.
- Enjoyment (weight 0.07): Players find enjoyment in the game's core concept of creating and challenging player-made outposts. The fun comes from both the creative process of building unique levels and the challenge of raiding others' creations. The non-punitive nature of the game and the variety in gameplay sessions also contribute to a generally fun and engaging experience.
- Excitement (weight 0.07): Excitement is generated by the game's unique blend of creative and brutal gameplay, offering an adrenaline rush from completing challenging dungeons or designing devious traps. Players are excited by the game's potential, its addictiveness, and the inventive base designs they encounter or create. The initial experience and the anticipation of new content also contribute to this feeling.
- Hope (weight 0.05): Hope is centered on the game's future, with players wishing for a larger player base, continued server operation, and more content. There is a strong desire for developers to address crucial issues and implement fixes, believing in the game's core concept and its potential for improvement and longevity through future updates and support.
- Joy (weight 0.05): Joy is derived from the creative freedom in base building and the sadistic pleasure of watching raiders fall into self-made traps. Playing with friends enhances this experience, and players find joy in the balance between building and raiding. The overall fun factor and the game offering significant entertainment value also contribute to this emotion.
- Anger (weight 0.02): Anger arises from persistent technical errors, such as the game not launching or running poorly, leading to a perception of low quality and developer incompetence. Players also express anger over unfair game mechanics, particularly one-hit kill mechanics, and the prevalence of uninspired or unbalanced player-created bases. A significant cause of anger is the feeling that developers are not adequately rewarding players for their content creation efforts.
- Concern (weight 0.02): Concern primarily revolves around the game's dwindling player base and the potential for it to die out or fade into obscurity. Players worry about the game's longevity and its future, emphasizing the need for more players and better publicity to sustain the game.
- Love (weight 0.01): Love for the game stems from its core mechanics, particularly the base building and progression systems, as well as its overall aesthetics. Players express deep affection for the unique dungeon master genre experience the game provides and its initial enjoyment and potential.
- Appreciation (weight 0.01): Players show appreciation for the supportive community, the game's value for money, and the developers' responsiveness in addressing bugs. The effective combination of various game elements and the inclusion of specific localization options are also sources of appreciation.
- Amusement (weight 0.01): Amusement comes from the ability to laugh at one's own mistakes when dying to traps, as well as the schadenfreude of watching other players suffer in defense mode. The replay feature, allowing players to observe raiders in their bases, is a key source of this emotion.
- Annoyance (weight 0.01): Annoyance is caused by technical issues and specific player designs that are frustrating. An unrequested survey appearing during uninstallation also contributes to this negative feeling.
- Curiosity (weight 0.01): Curiosity is sparked by the desire to see what other players create and the anticipation of new player-generated content. The game's unique concept, often compared to 'Mario Maker but 3D FPS with a post-apocalyptic theme,' also fuels this curiosity.
- Admiration (weight 0): Admiration is directed towards the ingenuity of the community in creating clever designs and the developers' strategic approach to ensuring the game's longevity and challenge.
- Boredom (weight 0): Boredom arises from repetitive dungeons and a lack of variety in gameplay, leading to the experience becoming stale over time. The deterrents in the game are also perceived as boring.
- Creativity (weight 0): Creativity is fostered by the challenge of figuring out how others beat levels to make one's own more difficult. The limited capacity for build resources also encourages players to be more inventive in their designs.
- Optimism (weight 0): Optimism is based on the game's current fun factor and the perceived support from developers. Players are optimistic about the game's core mechanics and its future possibilities.
- Confidence (weight 0): Confidence stems from the game's potential for future development and the developer's track record of providing long-term support for their games.
- Sadness (weight 0): Sadness is felt due to the game's perceived decline and its unfulfilled potential, indicating a sense of loss for what the game could have been.}