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Project Silverfish
это атмосферный шутер с открытым миром, где ты выживаешь в жуткой зоне отчуждения!
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Publication history
The official Steam date and observations from other sources. Multiple confirmations of the same release are combined.
Official listing
The official release date has not been confirmed yet.
Scene / P2P announcements
Current sources do not confirm a Scene / P2P announcement.
Repack
A separate repack is unconfirmed. This is an optional step; the publication has already appeared in catalogs.
Catalog publications
Publication observed: Small-Games.
What players are saying
Steam recommendation percentages and reviews are shown separately from ggpick’s internal scoring.
How reviews affect scoring
Internal index: 92.09/100. Accounts for sample size; this is not the Steam percentage.
93% positive out of 3 362 Steam reviews · Ranking accounts for sample size; the Steam percentage is unchanged
Saved sample shown: 12. This is not the full review set or a representative sample; it is not used to recalculate the Steam percentage.
A S.T.A.L.K.E.R esc game with its own spin made from scratch with tons of potential, I have sunk hundreds of hours, and I just foundout there's even mods for this game and still finding new stuff, time to sink hundreds of more hours into it and ascend to godhood.
A fantastic love letter to the Stalker series; that does everything better (except the gorpcore aesthetic). Wander a hostile, anomaly-ridden Zone. Delve into dark, terrifying holes. Learn that anything except abject paranoia will get you killed instantly. Throw bolts at stuff. 10/10, a great game, a great story, crazy that it's this good and still early access. Definitely worth it at full price, a must on sale.
Game is good, Dev seems cool. Stay Miles away from that discord though.
the games fun but it just deleted my save file
An incredible entry in the stalker genre. Its genuinely more [i]fun[/i] than any entry in the S.T.A.L.K.E.R. series. I've played hundreds of hours in various stalker games an mods, and this game is making me question many of those game mechanics. It feels as though the devs of this game looked at every obvious mechanic in a stalker game and said "what would be the most fun?" and went in that direction. Mostly spoiler free example: stalker does not have random loot containers. The only loot you get is either a fixed spawn in the world, or is taken from other stalkers you killed. This game has lots of containers that give random loot, usually nothing or nearly worthless, but it offers so much more flexibility and replayability. I can't picture random loot containers in Stalker, but playing with them is much more fun. I'll note that I've only played Stalker 2 at launch, but I enjoyed this…
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An incredible entry in the stalker genre. Its genuinely more [i]fun[/i] than any entry in the S.T.A.L.K.E.R. series. I've played hundreds of hours in various stalker games an mods, and this game is making me question many of those game mechanics. It feels as though the devs of this game looked at every obvious mechanic in a stalker game and said "what would be the most fun?" and went in that direction. Mostly spoiler free example: stalker does not have random loot containers. The only loot you get is either a fixed spawn in the world, or is taken from other stalkers you killed. This game has lots of containers that give random loot, usually nothing or nearly worthless, but it offers so much more flexibility and replayability. I can't picture random loot containers in Stalker, but playing with them is much more fun. I'll note that I've only played Stalker 2 at launch, but I enjoyed this game a lot more, even though its also unfinished.
Nope. Enemies feel very stiff and dumb, locations have this "just placing premade houses around and filling them up with ♥♥♥♥" kind of feel, the graphics look very sterile and have that distinct unity placeholder aspect to them, and the menus don't help matters either. I respect that the developers want guns to feel unique and not funnel builds towards a meta, but the lack of customization and modularity is entirely nonsensical and lame. Missions feel repetitive, and loops through levels feel long, boring, predictable treks through videogame levels, not moving through a living world you would get with Stalker Anomaly. Every aspect of this game feels unappealing, undercooked and underwhelming; save for the occasional trippy background element which wears its novelty as soon as you go through the same area a couple of times. When it released, this game was a reasonable, cheaper alternat…
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Nope. Enemies feel very stiff and dumb, locations have this "just placing premade houses around and filling them up with ♥♥♥♥" kind of feel, the graphics look very sterile and have that distinct unity placeholder aspect to them, and the menus don't help matters either. I respect that the developers want guns to feel unique and not funnel builds towards a meta, but the lack of customization and modularity is entirely nonsensical and lame. Missions feel repetitive, and loops through levels feel long, boring, predictable treks through videogame levels, not moving through a living world you would get with Stalker Anomaly. Every aspect of this game feels unappealing, undercooked and underwhelming; save for the occasional trippy background element which wears its novelty as soon as you go through the same area a couple of times. When it released, this game was a reasonable, cheaper alternative to Stalker 2, but now it's been overtaken by both Road to Vostok (which is as janky but at least cheaper and has better graphics), and Active Matter (which has the same price point, and is better in every single metric). Now the only thing it's got going for it is the fact that it features furries.
More 6 saved reviews
yuh
Now has a p90 10/10
You owe yourself a first playthrough of Silverfish. Imagine a S.T.A.L.K.E.R. game that discards visual fidelity to craft a very tense solo extraction shooter that makes you earn every bit of information you need, instead of using UI crutches. Want a sense of direction? Here's a map and maybe a compass. Want a quest marker? Play Stalker 2. Want to live longer than a minute after entering an area? Unlearn to shoot when red crosshair and learn to tell friend from foe. Want to tell friend from foe? Use a special item or find clues in their behavior. The game is either an opaque mess or a beautifully crafted tutorial how to play itself depending on how well you can read. Everything you need to know is in the game, if you know where to look. The in-game notebook is a necessity, you have an ability to save any speech or text and the game expects you to use it. It's very much an informati…
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You owe yourself a first playthrough of Silverfish. Imagine a S.T.A.L.K.E.R. game that discards visual fidelity to craft a very tense solo extraction shooter that makes you earn every bit of information you need, instead of using UI crutches. Want a sense of direction? Here's a map and maybe a compass. Want a quest marker? Play Stalker 2. Want to live longer than a minute after entering an area? Unlearn to shoot when red crosshair and learn to tell friend from foe. Want to tell friend from foe? Use a special item or find clues in their behavior. The game is either an opaque mess or a beautifully crafted tutorial how to play itself depending on how well you can read. Everything you need to know is in the game, if you know where to look. The in-game notebook is a necessity, you have an ability to save any speech or text and the game expects you to use it. It's very much an information game, so it leaves an Outer Wilds-like sadness from inability to experience it without knowing anything again, even with permadeath random quickruns, hence the unreasonable playtime for an unfinished game. There's no story but lore, the factions are pretty bland, and writing works excellently as part of a whole and as flavourtext, but there's still not a lot of substanse behind the style, and the ending is basically missing, though you can leave the Zone (and delete your save T_T) if you figure out how. What you will get is a narrative of your own (mis-)adventures, and this narrative more than makes up for lack of an actual one. Project Silverfish achieves immersion not by showing you the most stunning autumn cloud sky, but by making you act as if you were there, and live with consequences of your actions. You will feel a genuine sense of achievement when you manage to survive your first night, and reading a stolen book of esoteric knowlege in your hideout to the tunes of public domain oldies music on the radio will give you a feeling of cozyness of an adventurer with a new story to tell.
Game always felt like a barely started project rather than an Early Access title. It's basically just a less fun version of Fargone, and if you're not a furry, this game will absolutely make you cringe and die inside on top of it just being a barely functioning tech demo. The community moderation team is also garbage at their jobs, far worse than even a Reddit moderator in how they regulate things, completely unhinged if you don't completely align with their narrative of the world.
[i]Project Silverfish[/i] is a curious little experience I'd blindly suggest to anyone who is interested in [i]Stalker.[/i] The overall experience here is solid, offering one of the best implementations of emergant gameplay and slow burn character progression. Many aspects of the game can be tailored to your personal tastes, and as long as you are aware of the minor shortcomings of indie projects like this one, you'll be in for a beautiful ride. [h1]WHY DOES THE WALKING ANOMALY WITH THE BURNING SKULL OF A CROW LOOK THIS DOPE?[/h1] For anyone who is going in blind, [i]Project Silverfish[/i] can be summed up as a sandbox where you'll try to survive, improve, then thrive. The main loop of gameplay here is not your usual trope of following quests and marks, but choosing your own individual expeditions. Based on the character you create, you may be a shoot on sight target for everyon…
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[i]Project Silverfish[/i] is a curious little experience I'd blindly suggest to anyone who is interested in [i]Stalker.[/i] The overall experience here is solid, offering one of the best implementations of emergant gameplay and slow burn character progression. Many aspects of the game can be tailored to your personal tastes, and as long as you are aware of the minor shortcomings of indie projects like this one, you'll be in for a beautiful ride. [h1]WHY DOES THE WALKING ANOMALY WITH THE BURNING SKULL OF A CROW LOOK THIS DOPE?[/h1] For anyone who is going in blind, [i]Project Silverfish[/i] can be summed up as a sandbox where you'll try to survive, improve, then thrive. The main loop of gameplay here is not your usual trope of following quests and marks, but choosing your own individual expeditions. Based on the character you create, you may be a shoot on sight target for everyone or a neutral individual trying to pay off a debt; meaning the areas you access and your general experience differ strongly based on the character you have in mind. A cultist will be an enemy for everyone, a free scavenger will fare alright in earlier areas and vice versa. The emergant gameplay here is simple but proactive, people you encounter will be naturally going against others, and you might even act as a vulture picking off the free loot from dead bodies. In this regard, expecting a more formal way of being seen is pointless, the game offers you a sandbox akin to [i]Anomaly[/i] and certain roles you embody won't be marked by the game; run your imagination and you are in for a beautiful ride, do not engage in your role plays and you'll probably find this aspect a little bland. Regardless, the core here is solid. Different roles you pick at the start of a playthrough will be fundemantal in how you experience certain areas and who you will be mostly killing. It's also a fluid state, where if you start butchering people neutral to you, you naturally become their enemy. Dodging anomalies while traversing the land, collecting and learning artifacts and clearing out dungeons and hunting bosses are all fun in their own. Unfortunately, since it is an early access title, various areas do not fully reflect the same positives. The quests and such are a little half baked; enemy AI might go commando on your backside; the artifacts you hunt might turn you into Superman et cetera. It's a rather short list though, especially considering the game is being created by only two developers. The shiny side of the coin here is that everything is cohesive, since there are only two heads running the entire operation. The updates have been solid as well, they engage with the playerbase and I do expect the title to flourish after full release. If you are interested up to this point, grab it right away, it's already a relatively complete experience. Now, for anyone who is already well versed in this little, niche, pocket genre... let's go pedal to the medal. First of all, this is not comparable to [i]G.A.M.M.A.[/i] It doesn't make any sense to compare it directly anyway. [i]Anomaly[/i] consists of three literal games strung together seemlessly and [i]G.A.M.M.A.[/i] adds an enormous amount of content on top of it. Sure, the general premise is the same; no, it doesn't make any sense to compare the work of hundreds of people, spread over nearly a decade and a half, to a tiny indie project. [i]Project Silverfish[/i] is a great entry to this environment, and stands tall enough on its own. I've spend hundreds of hours on [i]G.A.M.M.A.[/i] and I did enjoy my time here, and so will anyone who doesn't expect an apple to taste like a pear. Now, have a good day and hunt some cultists in my stead.
This has become of of my favorite games ever, i cant stop playing it, there's so much to do and see in this game and it all feels so nice, the sounds are great the gunplay is super fun and satisfying, its been a while since i found a game that sucks me in for hours and hours like this one
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Project Silverfish








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