Death Penalty

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DEATH PENALTY is a perilous dungeon crawling game where the odds are stacked completely against a human like you. Your only hope at survival is to carefully traverse the demonic fortress by lurking in the shadows and scavenging for anything that might give you a fighting chance.

Tread lightly. Lurk in the shadows. Getting discovered is a death sentence. They'll tear you to shreds if you leave them any opening.

You'll have to use clever tactics and stolen weapons to even have a chance of gaining the upper hand.

Navigate the sprawling, interconnected corridors. You'll need to go deeper if you want to see the light of day again. Unlock the dungeon from the inside out. There's got to be a way.

You're practically naked. Scavenge the bodies of those before you. Treat your wounds, arm yourself, and take back your life.

Ролевые игрыПриключенческие игрыИнди

Системные требования

Минимальные

  • ОС: Windows 7 x64
  • Процессор: Intel Core i5-2500 / AMD Phenom II X4 965
  • Оперативная память: 4 ГБ ОЗУ
  • Видеокарта: GeForce GTX 750 / Radeon RX 560X
  • Место на диске: 1 ГБ свободного места

Рекомендуемые

  • Оперативная память: 9999999999999999999999999999999999999999999999999999 ГБ ОЗУ

Отзывы

Steam · Very Positive

Все отзывы в Steam

95 положительных из 117 отзывов

03

Игрок 7203Рекомендует18 ч в игре

首先,先说结论,游戏没有中文,建议搭配MTOOL食用,且不如F&H1,游戏缺乏引导,可能让初入的玩家感到困惑,因此,我会在下方给出更多评论和一些建议,为了避免剧透所以我加了一些黑条。 关于游戏目标: 游戏的目标始终只有一个,那就是尽量活下来并让自己免受敌人的威胁,这实际上将玩家引向了三个方向——逃出去、变得足够强以消灭所看到的所有敌人、击败幕后黑手。我建议在游玩时以这些目标为目的地前进,而不是以探索整座地牢为目标,这里太大,也缺乏明确的地标,重要地点没那么多,希望这样能减少你迷路的迷茫感,你没必要记住每条路,大部分地方你不会再次造访。 关于战斗: 与F&H1我初见守卫被暴打时一致,这里面的敌人可以轻而易举地杀死准备不足的玩家,但好在玩家不会断肢。我在这篇文章的后面会给出一些面对常见敌人的建议,但现在先让我说点笼统的建议——不要吝啬攻击道具,并狩猎弱小的敌人。杀死敌人与摧毁尸体都会给予你少量属性提升,也就是说随着你不断战斗,你可以越来越强。不过摧毁尸体有可能导致你染病和感染,防毒面具和丝带都可以免疫染病,而感染需要纯血护符。实际上,因为感染不会带来严重的减益,能够预防染病就可以去肆意破坏尸体了。 而在战斗本身方面,此游戏主打速战速决,拖延是不明智的,而且先手权也十分重要,许多道具都有速度加成,在前期请多加使用,优先斩去对方的攻击性部位。 此外,用于逃脱的烟雾弹仅在第一回合可用。 关于道具: 游戏里似乎没有提供魔力自动再生的装备,而提供生命自动再生的装备也难以获取,能随机刷出的似乎只有血色斗篷,因此,各项道具是你续航的关键,很多道具——例如大血瓶,万灵药等都能提高你的属性,不要吝啬。你也可以自己用草药调配药粉,药粉效果更强,其中金粉和银粉也能提供永久属性。 随着探索,你可以在图书馆找到药用圣经来解锁更多配方,这些配方合成的卷轴都能给予永久属性和其他强力效果,但是需要光晶。 圣水是常见的AOE手段,要注意,它的伤害仅取决于你的神圣属性和敌人防御。 顺带一提,在各色装备里,红硬币和黄硬币真的很好使。 关于死亡: 因为敌人的强大,死亡往往是无法避免的, 而且你的第一条命会不可避免地死掉并失去所有装备 ,但杀敌带来的基础属性会保留,然而实际上游戏相当宽容,你每次死掉都会重生——只要你别死在 地狱!就算你不幸落入了 地狱 ,你也可以在其中的某个房间里找到一个有十字架的房间,或者使用银色卷轴或图书馆卡(这玩意商店两块钱一个)来逃脱,也就是说尽量别死,但也别太担心! 追杀与钟诅咒: 玩家有时候会看到屏幕上闪过鬼脸(有时候会因为你在干别的事而没显示),过一段时间后就会有提示,并且屏幕开始变红,你需要在这段时间内切换房间,否则将会被迫陷入与096的战斗。其将会在玩家生命值低于40%时立刻即死玩家,因此不建议随意与其交战。你可能注意到,通过破坏尸体等行为可以使屏幕恢复,但实际上这不会阻止096的到来——只有进入剧情或者切换房间才能逃脱。 你可能注意到了有些敌人手里拿着钟,且那个部位只会使用敲钟技能,这个技能看似没有威胁,但实际上是一种可怕的诅咒,仅能通过 金色卷轴解除。这个诅咒的唯一效果就是,经过相当长一段时间后,你会无法移动,听到钟声,随后被迫进入一场艰难的战斗。因此,确保敌人敲不了钟是很重要的。 关于疯狂: 随着持续,状态栏会出现眼睛图标,有三个阶段,逐渐降低玩家的最大生命、防御并提升攻击力与速度,在最后一个阶段还会导致禁用魔法与MP流失。你可以通过在水槽饮水来使其消失并重置疯狂效果计时器,你也可以通过瓶装水来摆脱此状态···然而因为没有重置计时器,很快又会重新被赋予。 不过实际游玩时,我没怎么用法术,挂着最高级的疯狂也无所谓了。 关于存档: 你在第一次、第二次死掉之后都可以存档,通过在床上睡觉也可以存档, 也可以在图书馆获得配方之后制作薰衣草卷轴存档。 与一些常见敌人的战斗建议(因为游戏里不显示名字我就自己起名了): 士兵: 通常是遇到的第一个敌人,带着角斗士头盔,拿着斧头。其主要威胁是持械的手,玩家初始速度低于那只手,需要使用道具破坏。然后再移除另一只手,随后是一条腿,它便没有威胁了。 胖子: 空手的巨大胖子,建议优先移除右手(从玩家视角来看是左边),因为那只手会造成骨折,肢体比较强韧,攻击力不足的话建议交道具。左手造成的头疼效果战后喝口水就能解除。 屠夫: 头套布袋,一手持刀的敌人。前期具有相当威胁,请先移除起持械的手,早期遭遇时其速度有点快,可以考虑交道具,然而其空着的手也能造成相当的伤害,需要注意。 暴徒: 一手斧一手匕首的人形敌人,两只手都会造成严重的伤害, 肢体血量与速度都不低,尤其是持刀的手出手很快,实在是不建议在前期随意与其交战。 小丑: 全身粉红头部如同带了小丑帽的敌人,左手出手快且有可能造成骨折,头部从第三回合开始会使用伤害咬人, 前期我通常使用燃烧瓶或者爆炸手里剑处理。 大狗: 为数不多有眼睛的敌人,虽然攻击性强,但移除它的眼睛可以有效降低其命中率 。 大头: 精瘦,头是白色的而且很大,拿了一把刀一把匕首。肢体血量有点高,但前期扔个精确飞刀应该也够了。持匕首的左手是你的首要目标,其出手快但血量较低。 邪教徒: 一身黑衣,左手速度很快,会在第一回合使用屏障,第二回合使用诅咒,第三及以后回合是高级诅咒,右手第一回合扔油瓶,之后会放火。确保你的伤害足以一击斩下其一条手臂,那样它就是送人头的。你速度不快的话建议先移除会在之后使用诅咒的左手,如果速度够快则先右手后左手。 瘦高邪教徒: 白脸瘦高个,通常不会追逐玩家 。长得吓人但属性和邪教徒差不多,fw一个。不过右手只会放火,请优先切断。 弗兰克: 很大的灰白的头,带有双手利爪。威胁性高,双手伤害都高,头部也会从第三回合起使用高伤害技能,会在玩家生命低于20%左右时立刻使用即死,在做好准备前别打——但它的头爆率比较高而且属性不错。 四手: 顾名思义四只手,头部长得和弗兰克差不多。大爹,没事别打。四只手伤害高血厚,尽管后面两只手第二回合才开始行动,但整体而言此敌人非常可怕,如果被迫与其战斗仅建议快速破头。 女祭司: 体型宽大的斗篷白脸人,有两只持刀的手和一个钟,为了避免其敲钟总是得先把她控住或者打敲钟的手,连第一回合直接爆头都不行···而空着的手第三回合起会扔火球,总之因为得交道具,不是很推荐去打。 黑祭祀: 看起来和女祭司有点像,但没有武器而是只有五只手,其中一只不会攻击,中间的要第三回合才攻击。总伤有点高,而且debuff很多。普通的AOE道具不太好一次清理全部手,头部相对脆弱,建议精准飞刀爆头。 袭击者: 一手持刀跑向你的敌人,挺弱小的,把持刀手移除后空手伤害不高,不过持刀手速度较快。 刽子手: 双手拿着大斧的敌人,请不惜代价于第一回合移除其手。实际上手部血量和速度也不高,对攻击力的要求不算高。 红人: 堵路的红色家伙,需要主动与其战斗。第一回合会装唐,血量有点高,如果没信心灌死建议这时候扔个炸弹。第二回合会变身,双手和头都会造成相当的伤害,但你只需要对着头砍一刀再配合炸弹就能拿下它了。 以上就是一些很常见的敌人和我的处理方法,祝你好运~下面还有一些我开荒时留下的测评。 -------------------------------------------- Follow-up comment: Oh, I’ve completed the "Slaughter" ending in the full version! I killed about 80 enemies in my first run and around 70 in the second; I guess a total of 150 kills is required? The CGs in the full version are even cooler than in the demo! I ​​was initially worried that there were too few save points, but it turns out that after obtaining the recipe in the library, you can not only save at safe beds but also craft your own save items—specifically, the "Pink Blessing Scroll." You can also craft "Silver Blessing Scrolls" to use as currency at the shop; the shop sells a "Shop Card" for 2 copper coins to make future trips back and forth easier. It’s a shame, though, that they don't seem to offer a crystal that lets you learn a spell to cleanse all debuffs. The problem I'm facing now is that, having killed so many enemies, I can no longer examine or destroy corpses—doing so would immediately trigger the ending... I still wanted to explore further; it would be great if you could choose whether or not to proceed to the ending... Oh well, I think I'll take a break for now. -------------------------------------------- Follow-up comment: Wait, I think I’ve figured out why my character has a debuff after respawning. It’s because I destroyed a corpse and stepped on a gun trap before I died... Even though my previous character managed to heal themselves, the status effect applied by those events carried over to the new character. -------------------------------------------- Please excuse the use of machine translation. After actually playing the game, I found there are still many areas needing improvement and aspects that seem inconsistent with the intended design. I will outline them briefly below. Logically, upon the first death, the player should lose all items and respawn in a different area with a different appearance; however, in reality, the player sometimes suffers an immediate "Game Over"—for instance, when killed by 096 or Frank’s "dismemberment" attack. Furthermore, many debuffs persist after respawning, making subsequent exploration an uphill battle... I frequently achieved the "30-kill ending" in the demo, so I attempted to do the same in the full version. Although adjustments to enemies and items made it more difficult, I managed to eliminate all enemies—around 80 of them—before facing "DEATH," and then successfully defeated "DEATH." The Easter egg dialogue seems to assume the player used a Spell Card, yet simply using "Lethal Injection" on "DEATH's" head and surviving for two more turns is actually sufficient to kill it. I also noticed that after respawning, the character's stats remained high despite the loss of equipment; I am curious whether the stat growth gained from kills and corpse destruction carries over between different forms. I continued playing, and thanks to finding the Red and Yellow coins early on, I maintained an aggressive playstyle, hunting down demons. However, at one point during a battle—coinciding with a change in the combat music—the enemy's strength spiked to an absurd level. I went from easily decapitating enemies to being slower than them; my damage output was insufficient to even sever limbs, and I became extremely fragile. This seemed to happen after I had actually achieved 100 kills. I suspect a difficulty-scaling mechanism isn't functioning correctly... Consequently, I cannot continue with my current save file because I simply cannot defeat the enemies. Additionally, I noticed that at this stage, dying triggers a specific story sequence followed by a respawn; however, this didn't trigger when I was knocked down by a direct attack—it only activated when I died from damage-over-time (DOT) effects. Is this a bug? In summary, I am stepping away from the game for now to write this review, as these issues have significantly disrupted the gameplay experience. I hope the update improves these issues. Oh, by the way, I found the "Work of Obscuring" item in the library; it grants permanent stat boosts but doesn't get consumed. Is that a bug?

04

Игрок 1304Не рекомендует1 ч в игре

The game seemed good when I tried out the demo (despite the demo only being 3–5 minutes), so I was excited to try this out. Its gameplay is somewhat similar to Fear and Hunger. I’m not gonna compare the two games, but its gameplay is rather similar. The issue I just got with this game is that the writing seems really bland. It’s just trying to be shocking for the player, which isn’t always bad. But in this case, it’s just sorta chaotic to a level where it’s not enjoyable. I can enjoy very confusing or shocking games, it’s just that this game only has that going for it. I’m sure there’s a story that might be good hidden behind all of it, but it’s obscured by the attempt to be shocking. And it doesn’t help that you aren’t given an objective. All you know when you begin, just like what the demo provided as well, is that you’ve been sentenced to death, and that’s kinda about it. Which just makes you wander around trying to figure things out. The game isn’t too difficult. I would, without a doubt, say it’s on the more difficult side, but with a bit of patience, you sorta understand it if you’ve played quite a few of these sorts of games. But I’m really disappointed in this one. I see a lot of potential, and maybe I’m just not the audience for this game. But if things just made a little bit more sense, there was less loud earrape music, and you were given even a slight goal or an idea of what to do, it likely would be way better. But right now, it’s just shock content after shock content, which is lame. (Updated my review to fix some spelling)

98

Игрок 8998Не рекомендует1 ч в игре

While I spent several hours playing the demo (and my total playtime is much higher than what shows here due to internet issues) I have to say that the full game unfortunately falls short. The Good: - The majority of the monsters are interesting and well-drawn, and at first glance, the game's atmosphere is good. - The beginning of the game is extremely fun. You are weak, vulnerable, and lost, very similar to the early hours of the first Fear & Hunger. - Good variety of armor, weapons, and items. The Bad: - The OST is unmemorable. While it fits the survival horror vibe, it lacks the mystery you would expect from this genre. Both Fear & Hunger games have creepy yet charming soundtracks, whereas this game relies on stereotypically creepy sounds for ambiance. It feels boring and repetitive. - Character animations are extremely limited. While I understand this is a small indie title, more effort could have gone into adding unique attack animations for different weapon types. Whether you equip an axe, sword, spear, or dagger, your character always performs the exact same dagger-swing animation. - SCP-096 and other external media references completely break immersion. They feel like something pulled straight from a 2014 creepypasta flash game. - The lore is severely lacking, which is disappointing given that Fear & Hunger and its inspired titles usually feature deep, intricate world-building. The plot and lore here feel like they were written by an edgy teenager. The Terrible: - While the early game is difficult and unforgiving, all it takes is good RNG in the first 15 minutes to trivialize every fight, especially when certain magical consumables can one-shot bosses. The difficulty needs a complete rebalance. - Beyond being out of place, making the item required to access the merchant an Israeli flag, and portraying the merchant as a deformed, fat creature with a hooked nose is ridiculous. Injecting such stereotypical tropes into a dark fantasy setting is completely nonsensical. Summary: Great premise, mediocre execution, and a disappointing final product. Avoid it; if you want more Fear & Hunger, stick to the original games or overhaul mods. This ain't it.

40

Игрок 5140Рекомендует22 ч в игре

Let me start this off by saying that I initially played this because how some youtubers portrayed the game as "similar to fear and hunger", and given they are different games, I'll try to avoid comparing them much. Let's start with the positives; I had fun playing this game and figuring out the fighting patterns of each and every enemy, figuring out weaknesses, figuring out what the items did and what's the best way to get OP quickly. This game is rather quick on how you can get strong, and if you've finished the game once or twice, you know exactly how to get OP in a matter of minutes. The game is also insanely quick to humble you even if you're strong, much like fear and hunger. The art was also a pretty big selling point for me, I really like the art style, subtle references, and the music. The designs are interesting and fairly unique, they were definitely a breath of fresh air from the things I've saw in Fear & Hunger 1 and 2, though the combat - albeit easy - is limited. Though a few negatives I have with this game; The combat, like I mentioned in the previous paragraph, is kinda lacking. You're taught to use everything in your inventory to live another fight, knives, bombs, bottles of stuff, smokes to flee, and that's cool. The problem is that it's shallow. The moment you understand you can simply stack up on the "attack" skill (and agility) and just aim for the head, the game becomes a no-brainer. Even "tougher" magic enemies require no more than a holy water thrown at them and a molotov. Spoilers ahead: Yes, I'm talking about the reaper "boss fight". (Did I mention magic is mostly useless in this game?) The 'humor' of the game is certainly... sour, in some parts. I'm not someone who gets easily offended in any way by offensive jokes, but the library card? The library card has the icon of the flag of israel, which is funny, but it leads you to the one merchant in the entire game, who has a golem to protect them, and he also has a huge nose. Did I mention one of the deals you have to make with him to progress is giving away your entire wallet? And if you're carrying less than a certain amount, he calls you broke, and tells you to "come back when you're a little richer!" (And also some other things I've heard from the demo, though I didn't play the demo + the pink crystal just says "maybe it's for girls?" which I did find kinda funny.) And the story. I like how it was presented and different it was, but there's little to no headers when in gameplay. The story isn't significant to the gameplay at all, which also frustrates me - you have a great story ready to be told and it just never is . I've roamed the fortress for hours and hours on end, getting lost and sometimes dying (I'll touch on this soon), getting sent back to hell only to lose items and then have to crawl back and continue walking. Couldn't some of the paintings tell a little bit of the story, or have some moments where the protagonist stops and inspects a room only to find some secrets they previously didn't know before? I mean, I like the tone and atmosphere, but where the hell is the story telling! Dying in this game is also something I didn't quite enjoy. The game holds the hand of the player too much in my opinion, you can die around 4-5 times before ACTUALLY game over-ing and losing progress. Each time you die you just get sent to a different place deeper within the fortress, you lose some items, get thrown in another cell, rinse and repeat until the last time, where you get sent to hell. If you get sent to hell, you need to fight your way out of it (or avoid the monsters, which is fairly hard considering they're faster than you and some of them don't even patrol to give you chances of escaping) to the real world, of which at that point, you're able to die again without worry because you can just crawl back from hell with a few missing items. Conclusion? Don't let the swarm of negatives think this game is not enjoyable - most of these things are simply points of which I don't necessarily enjoy from the game, but they might be points you like. The only real annoying things that did frustrate me were the amount of second chances you are given, and the lack of variety in the combat. Outside of that, if you're into games that are edgy on purpose, looking for something that reminisces of Fear & Hunger, and just looking to kill monsters without stop while trying to figure out whatever story you can draft from the bits and pieces the game has, this game is 200% worth the buy. And play the demo, it's free, and you might find yourself debating the points I've laid here.

97

Игрок 5197Не рекомендует7 ч в игре

I was really looking forward to this game after playing the demo but it just isn't good. It seem to be inspired by Fear & Hunger which I took the time to learn and love but here the more I play the more it feel like I have to force myself to find any form of enjoyment. The only motivation is trying to see something new or reaching some kind of ending, conclusion or even lore to keep me hooked. I will try to keep everything as spoiler free as possible even if I mention specific things. Some QoL, bugs and (I can only assume) unintended situations make the game hell. Between getting stuck in a corner because two enemies chased you down and you have no choice but to fight or die. Even after killing one, you immediately get attacked by the second (Dead enemies leave a body that is an obstacle until destroyed. Escaping a battle will give you enough time to destroy said body but you will have to fight again right after, wasting ressources.) Getting stuck in a loop fighting the same "bell" ennemy until you either die and get a gameover or manage to survive. Some sounds seem absolutely random and a lot of them are very loud. Not mentioning the random jumpscare that I feel bring nothing special. Some enemies are just unfair and will one shot you because they not only play before you but all their attacks do half of your life. A lot of rooms are so packed with enemies than fighting almost all of them is inevitable and while it is doable, it is often not rewarding and for a game that seem to encourage sneaking around it just isn't actually based around that. (Enemies are deaf, they need direct line of sight in one of four cardinal direction to spot you. They are twice as fast as you no matter what so being seen mean you get into a fight.) Dying seem to just teleport you elsewhere until you die again and eventually you get a game over. The whole place is a total unsufferable maze. Everything look the same, there is enemies lurking absolutely everywhere. You have no objectives so you do not even have a single clue of where you should be heading. Not even a hint like "Go North" or "Find stairs." The status effects are interesting when it come to finding out what is used to cure each illnesses (Only based on the status image.) but it just feels like a chore when almost every enemy will inflict one until you heal it and your chance to dodge or counter-attack are slim. For a grimdark game it feels like some assets are out of places, some enemies faces are from creepypastas and it ruin the immersion for me while I love the art style.

46

Игрок 6546Не рекомендует1 ч в игре

这游戏不如恐惧与饥饿2的一根毛,人物角色不杀怪毁尸过30秒就发疯,然后就给你刷个鬼叫的小boss,然后给你的游戏画面搞成血红色,美术堪比仁王3的绿色地狱,纯伤害眼睛来着,不是纯灰色就是血红色,特别的最后的地狱,游戏画面已经红到让人发疯的地步,红的像作者家的大姨妈,建议作者多学学恐饥的地图设计,人家的色彩比你好一万倍,别只学毛皮,这游戏画面纯精神污染,游戏难度我不评价,总之这游戏强烈不推荐购买

40

Игрок 3040Рекомендует26 ч в игре

Ever wanted a very atmospheric game about diving into what is, in many aspects, hell? Not only that, but you also get to just be some dude trying to survive? Some shmuck who's absolutely jacked? Well, now you're in luck, my friend, because Death Penalty is exactly that kind of game. Experimentation is key. Once you start remembering what enemies do, which ones are worth fighting and which ones aren't (75 defense still got railed in 1 hit), which places are worth checking out, and what the hell most of your consumables actually do, you'll have a slightly — very slightly — easier time figuring out what you're supposed to be doing. Kind of like that one Funger game, you know the one. The one with the coin flip and them very important book shelfs that never drop the stuff you need. Now, some might say this is Funger-coded. I say: Maybe? Idunno. Get your own opinion, nerd. Anyways, to wrap it up: Grimdark? Absolutely. Art? Real bloody nice. Combat? A gamble, even when you come prepared, which honestly has its own charm. Atmosphere? Really damn good. My only real con is that some enemies look a little... familiar, to say the least. Without spoilers, of course.

04

Игрок 3004Не рекомендует10 ч в игре

Fantastic start, terrible execution. Just a boring, repetitive piece of a game. Imagine F&H, but… - without different locations. Just one dark location with black bricks on the walls. - without a “fight or run” system. You can get the S-rank ending by chance, simply by killing everyone in your path. - with twenty terrible status effects: bleed, lacerate, migraine, hunger, virus, whatever. I didn’t even memorize that ♥♥♥♥ in ten hours. They don’t affect the game’s difficulty - they just get on your nerves. - without two-thirds of the arsenal. - without two-thirds of the enemy roster. - without side stories about characters, weapons, etc. - ...