Info about Dead Weight:

Official game description:
A marvelous steampunk adventure awaits you in the roguelite world of **Dead Weight**. Board a flying ship, stock up on fuel, hire a trusty crew and get ready to explore dangerous islands and fight the Ancient Gods in turn-based combat. Unlock new skills, characters, get stronger and uncover the darkest secrets of this world.
FEATURES
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*   **Face the Ancient Gods**  
    The world is rapidly changing and you will have to change with it. Mighty creatures have risen from their eternal slumber. Will you fight them or follow them in pursuit of forbidden knowledge?  
*   **Enjoy Turn-based Combat**  
    The battlefield is tiny. Think ahead if you want to survive.  
*   **Get Stronger**  
    Upgrade your ship and train the crew. An extensive skill tree, 4 characters with unique gameplay. Combine different equipment to create a build that fits your playstyle.  
*   **Explore the World Full Of Danger**  
    Travel across the skies on your swift ship. Find ancient ruins and uncharted islands scattered across the steampunk world.

Release date: Jul 16, 2026

Categories: Turn-based Tactical, Roguelite, Steampunk, Exploration, Resource Management, Ship Management, Pixel Art Style, Lovecraftian Horror


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 1.0h
  - Endgame: N/A
  - Reasoning: The evidence includes multiple explicit mentions of playtime: 1 hour, 30 minutes, and 40 minutes. These indicate short durations of play, likely representing a single session or early play. There is no evidence for total game completion time, story completion time, or endgame playtime. Therefore, only the session length metric is supported, approximated from the reported 1-hour session, though confidence is low due to limited and scattered data.
- Time-to-fun: No data
- Player Archetypes:
  - Turn-Based Tactics Aficionado (buy)
    - Motivation: To engage in deep tactical combat with meaningful meta-progression and a love for cosmic horror themes.
    - Playstyle: Prefers methodical turn-based ship combat, gradually unlocking meta-upgrades to overcome trivial early content, and finds resource management secondary to tactical decision-making.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Into the Breach


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:
- Good value for money (weight 0.47): The game is frequently described as good value, worth its price, and a cheap buy. Players feel they get solid content for the cost.
- Great roguelike with tactics (weight 0.47): The combination of roguelike mechanics and turn-based tactics is widely appreciated. Players find this synthesis compelling and enjoyable.
- Beautiful pixel art (weight 0.37): Players consistently praise the pixel art style, calling it beautiful, pleasant, and timeless. The art is a standout element of the game.
- Similar to Into the Breach (weight 0.37): Many reviews note the combat system is reminiscent of Into the Breach, with some calling it a simpler version. This comparison strongly shapes initial expectations.
- Rewarding and fantastic combat (weight 0.34): Combat is described as rewarding, fantastic, and interesting. Players enjoy the tactical depth and feedback from battles.
- Enjoyable gameplay overall (weight 0.3): General enjoyment is a common theme, with players calling the game engaging and fun. The demo also succeeded in attracting positive feedback.
- Enjoyed turn-based combat (weight 0.27): Turn-based combat is liked for its methodical, high-stakes nature. Players appreciate the strategic pacing.
- Addictive roguelike gameplay (weight 0.16): The roguelike elements make the game addictive. Players find themselves coming back for more due to the engaging loop.
- Good music and sound (weight 0.16): The music is noted as good and wonderful, adding to the overall atmosphere. Sound design receives positive mentions.
- Interesting for tactics fans (weight 0.16): Tactics enthusiasts find the game interesting and a great product for the genre. It appeals to fans of strategic gameplay.
- Combat becomes deeper over time (weight 0.16): Players observe that combat deepens and becomes more interesting as they level up. Progression adds strategic variety.
- Different heroes with playstyles (weight 0.16): The variety of heroes with distinct playstyles is appreciated. Different options keep gameplay fresh and strategic.
- Pleasant atmosphere (weight 0.16): The atmosphere is described as pleasant and wonderful, contributing to immersion. Players enjoy the overall mood of the game.
- Game is cool and magnificent (weight 0.14): General positive exclamations like cool and magnificent indicate strong overall satisfaction. Players express enthusiasm for the title.

Common complaints:
- Repetitive gameplay and content (weight 0.8): The game is extremely repetitive, with many identical experiences and not much to do after a few runs or days of content. Roguelike elements cause boredom rather than variety, and progression feels like a grind (e.g., farming 100 pirate ships to level 20).
- Missing features and QOL (weight 0.57): Players request controller support, Steam Deck adaptation, Steam cards, an auto-end turn function, and general quality-of-life updates. The UI is annoying with extra clicks required, and the pixel art is weak or messy.
- Minimal and unclear UI (weight 0.45): The minimal UI makes it hard to distinguish which enemy is attacking, lacks color-coded enemy outlines and attack zones, and does not clearly display enemy counterattacks or attack ranges. Needed markers for energy consumption when moving are missing.
- Punishing permadeath and resets (weight 0.43): Death or running out of fuel/stamina causes full restart with total loss of progress, and the game forces a reset after exactly 10 quests or boss fights, losing all gems, gold, and equipment. This is seen as overly harsh and discouraging.
- Poor Korean translation quality (weight 0.41): The Korean translation is terrible, described as 00s machine translation with inconsistent tone and strange sentence structure, breaking immersion and making character interactions feel unnatural. This is a significant issue for Korean-speaking players.
- Fatigue system is frustrating (weight 0.41): The fatigue system limits activities (often to 9 actions or less) and is widely disliked for stifling fun and making resource management a minor annoyance. Players feel it adds unnecessary tedium.
- Limited movement per turn (weight 0.35): Movement is limited to two steps per turn, which feels restrictive and forces tedious positioning. Movement and combat both use the same action points, making tactical options very tight.
- Fuel and stamina costs harsh (weight 0.35): Fuel and stamina are costly and must be managed precisely; running out forces a restart. Buying all fuel is particularly expensive, and there is not enough fuel to explore fully.
- Resource and balance issues (weight 0.34): Balance needs adjustment, as players always feel lacking in resources. Equipment costs are high with no attack bonus, and the economy is tight, making progression feel grindy and frustrating.
- Misleading store presentation (weight 0.32): The store page uses anime-style cover art that does not match the game's darker/serious vibe, does not label the game as Roguelite, and the YouTube shorts marketing was provocative and annoying. This misleads potential buyers.
- Unclear enemy mechanics (weight 0.27): Enemy attack order, position, and range are poorly displayed, especially when overlapping. Enemy counterattacks are not clearly indicated, causing players to lose team members unexpectedly.
- High starting difficulty and grind (weight 0.27): The game starts with too many unlocks and feeling weak, requiring significant grind to become viable. Progress from playtests not carrying over to full release adds to the frustration.
- Annoying UI and button clicks (weight 0.26): The UI requires clicking on a 'conduct ritual Insida' and 'continue' buttons, which is annoying and feels unpolished. There is also a lack of auto-end turn functionality and easy-to-miss warning prompts (e.g., for fatigue/madness reset).
- Overwhelming boss fights (weight 0.24): Boss fights are unfair 1 vs 7 enemy encounters that feel overwhelming, often leading to restart regardless of win or loss. Difficulty spikes sharply after the first boss.
- Limited equipment and RPG depth (weight 0.22): Equipment range is not broad, inventory slots are limited (1 weapon, 2 armor, 2 consumables), and some weapons lack skills and deal no damage. RPG elements feel minimal, reducing depth.
- Low starting HP leads to one-shots (weight 0.18): Starting with only 3 HP while enemies deal 2-3 damage frequently results in being one-shot killed, making early gameplay extremely punishing and luck-dependent.
- Lighthouse fuel unlocking unclear (weight 0.17): The condition to unlock lighthouse fuel is difficult and unclear, as fuel is only obtainable through combat zone looting or drifting before unlocking the lighthouse. This creates confusion and frustration.
- Expensive and weak allies (weight 0.1): Allies are expensive (30-40 gold for weak ones, 100+ for decent) but die quickly with only 2 HP, making them feel not worth the investment.
- Suspicion of fake reviews (weight 0.08): There is suspicion that some positive reviews may be botted, raising concerns about the game's actual reception and trustworthiness.

Gameplay feedback:
- Turn-based combat system (weight 0.97): Turn-based tactical combat is a dominant feature, frequently compared to XCOM and Into the Breach. Players command units in isometric, position-based battles with mechanics like pushing enemies into the abyss.
- Roguelike tactics game (weight 0.76): The game is consistently described as a roguelike turn-based tactics title, blending procedural generation and permadeath with tactical combat. This core identity is central to the game's appeal for target players.
- Resource and crew management (weight 0.54): Detailed resource management includes fuel, stamina, gold, and fatigue, while players recruit and upgrade mercenaries with permadeath. This strategic layer adds depth between tactical battles.
- Comparison to XCOM and Into the Breach (weight 0.46): The game is frequently compared to XCOM and Into the Breach, especially for its turn-based tactics and positioning mechanics. These comparisons help set player expectations for gameplay depth.
- Steampunk flying ship (weight 0.45): Players captain a flying ship through a steampunk world, engaging pirates and exploring floating islands. This setting provides a strong thematic foundation for exploration and combat.
- Exploration of floating islands (weight 0.37): Exploration centers on visiting floating islands with points of interest, map diversity, and an island-to-island overworld. This structure drives the game's progression and discovery.
- Multiple playable characters (weight 0.32): Players control a party of multiple characters, including a main hero and customizable mercenaries, each with unique roles and development paths. This fosters varied team compositions.
- Meta-progression and upgrades (weight 0.28): The roguelike loop is reinforced by meta-progression systems, including upgrades from gods and permanent unlocks. This gives players a sense of growth across multiple runs.
- Lovecraftian and dark theme (weight 0.27): The game has a Lovecraftian and dark fantasy theme, featuring ancient gods and an adventurous, sometimes horror-tinged atmosphere. This sets it apart from standard tactical games.
- Permadeath and high stakes (weight 0.27): Permadeath applies to characters and resources, with full wipes and restarts forcing careful long-term planning. This heightens the tension and replayability of each run.
- Pixel art style (weight 0.22): The game uses a pixel art visual style, evoking classic SRPGs and contributing to an old-school atmosphere. This aesthetic is noted as a defining characteristic.
- Boss fights and enemies (weight 0.16): Boss fights are a highlighted feature, offering challenging encounters alongside standard enemy types. These fights test the player's tactical mastery and resource management.
- Simple combat start (weight 0.14): Combat is initially simple but gains complexity through enemy types, abilities, and environmental hazards. This gradual learning curve makes the game accessible while offering depth.
- Speed up and UI options (weight 0.14): Features like speed-up options and streamlined tutorials are mentioned, indicating attention to player convenience. These quality-of-life choices improve replay flow.
- Equipment and slot system (weight 0.14): A limited equipment system restricts loadouts to one weapon, two armor, and two consumables, forcing strategic trade-offs. This constraint is a core part of the tactical decision-making.
- Quest and activity limits (weight 0.14): Players face caps on quests and activities per run, such as a quest cap of 10 and an activity limit of 9. These limits increase the pressure to make efficient choices.
- Counterattack and reaction mechanics (weight 0.14): The game includes counterattack and reaction systems, adding a layer of defensive tactical planning. Players must account for enemy retaliation and positioning.
- Ally purchase and crew building (weight 0.14): Players can purchase new allies during a run, building a crew over time. This system, combined with permanent death for recruits, adds a roguelike resource management layer.
- Quick game sessions (weight 0.08): The game supports relatively quick play sessions, appealing to players who enjoy bite-sized tactical engagements. This design suits mobile or on-the-go play.
- Act-based progression structure (weight 0.08): The game uses an act-based progression system, moving players through distinct stages with escalating challenges. This structure provides a clear narrative and gameplay arc.

Performance notes:
- Runs great on weak laptops (weight 0.08): One reviewer notes that the game performs well even on lower-end hardware, making it accessible to a wider audience. This suggests good optimization.

Recommendations:
- Good value for price (weight 0.39): Several reviews highlighted that the game offers good value, especially at a low price point or when purchased on sale. It is considered worth the money for a short but fun experience.
- General positive recommendation (weight 0.26): Multiple users gave broad positive recommendations without specific reasoning, indicating overall satisfaction with the game. These are common but vague endorsements.
- Good for puzzle/specific genres (weight 0.26): Some reviews praised the game for turn-based puzzle lovers, roguelite fans, and those who enjoy Into the Breach or steampunk themes. This indicates targeted appeal to specific sub-genres.
- Recommended for tactics fans (weight 0.22): Many users recommended the game specifically for fans of tactics or turn-based strategy games. This reflects strong niche appeal.
- Highly recommended by some (weight 0.19): A few users gave very strong positive endorsements, such as 10/10 scores or 'highly recommended' statements, suggesting exceptional enjoyment for certain players.
- Steam Deck warnings (weight 0.13): One review noted the game is not ideal on Steam Deck without controller support, while another found it great as a timekiller on the platform. Mixed experiences with portability.
- Avoid or not recommended (weight 0.13): A single review advised against buying the game, indicating some negative sentiment. Another review withheld recommendation until translation is fixed, pointing to localization issues.
- Undecided due to fatigue (weight 0.06): One reviewer recommended the game but was undecided because of the fatigue system, suggesting a specific gameplay mechanic as a point of concern.

Other player notes:
No miscpoints

Emotions:
- Frustration (weight 0.15): Players report frequent one-shot deaths starting with only 3 HP against 2-3 damage enemies, and losing all progress after 10 quests due to forced restarts. The fatigue system, unclear enemy indicators, and luck-based losses with limited agency further compound the frustration.
- Enjoyment (weight 0.13): Players praise the beautiful pixel art, addictive turn-based combat, and engaging roguelike mechanics. The mix of Into the Breach, Cthulhu, and airship themes, along with pleasant dialogues and escalating madness, creates an enjoyable and time-absorbing experience.
- Satisfaction (weight 0.12): Satisfaction comes from supporting domestic developers, enjoying the grand scale and challenging combat, and appreciating the pixel art, music, and gameplay that reward learning. The game offers good value for the price with well-crafted mechanics and deep tactical options.
- Disappointment (weight 0.09): Disappointment arises from lack of late-game content, repetitive experiences, and mechanics like the fatigue system that stifle fun. Poor translation and mismatch with preferences for XCOM or Fire Emblem style also contribute.
- Excitement (weight 0.05): Excitement is driven by the lively steampunk setting, challenging Ancient Gods, and addictive roguelike turn-based combat. Players feel like sky pirates finding treasure, and anticipate full release after enjoying playtests.
- Annoyance (weight 0.04): Annoyance stems from the fatigue system forcing tavern reliance, poor visibility of overlapping enemy attack indicators, and repetitive clicking on ritual and continue buttons. Farming 100 pirate ships to reach level 20 is also a source of annoyance.
- Interest (weight 0.03): Interest is sparked by the mix of Into the Breach and XCOM 2, and the interesting tactics in turn-based combat. The gameplay is compelling enough to engage roguelite fans.
- Appreciation (weight 0.03): Players appreciate the great art design, beautiful pixel art, and atmospheric world. They feel the developers put heart and soul into the game.
- Hooked (weight 0.03): Players are hooked by the beautifully drawn pixel art, engaging gameplay, and high-quality music, combat, atmosphere, and roguelike elements.
- Gratitude (weight 0.03): Gratitude is expressed for the developers creating a cool steampunk turn-based strategy game with evident love and care.
- Regret (weight 0.02): Regret comes from developers adding too many unlocks instead of focusing on balance, and the lack of full voice acting that reduces atmosphere.
- Amusement (weight 0.02): Amusement comes from committing genocide against goblins using only kicks to the ass, and a humorous mention of a chair burning out from long play.
- Admiration (weight 0.02): Admiration is for the developers being geniuses in their excellent synthesis of genres, and brilliantly playing on players' nerves.
- Anger (weight 0.01): Anger arises from having to restart even after defeating a boss, with no option to continue with gear.
- Boredom (weight 0.01): Boredom occurs because turn-based combat allows too much player dodging, making it feel dull.
- Like (weight 0.01): Players like the fighting mechanic similar to Into the Breach.
- Confusion (weight 0.01): Confusion results from enemy counterattacks not being clearly displayed and no way to avoid them.
- Hopelessness (weight 0.01): Hopelessness sets in because there is no second chance after death, forcing a restart from the beginning.
- Addiction (weight 0.01): Addiction is driven by simple, addictive gameplay that keeps players engaged.
- Forgiveness (weight 0.01): Forgiveness is granted due to the presence of cute girls and gods.}