Drone Sector

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Futuristic Drone Gunship

Drone Sector fuses the gunship close air support role with the drone's observation and mission command. Inspired by the real-life AC-130 gunship and MQ-9 Reaper drone, it merges these powerful roles in a futuristic setting, where advanced technology and heavier firepower enable you to take on more complex and dangerous missions. While not a pure military simulator, the focus remains on tactical planning and execution, with greater flexibility in mission design and weaponry.

Mission Control

Guide your squads as they advance through hostile environments to achieve mission objectives. Command with precision, helping them avoid traps and eliminating high-priority threats with your overwhelming firepower. Outnumbered by enemy forces, you’ll need to maximize your technological superiority to turn the tide.

Mission-to-Mission Progression

During each mission, you’ll need to make strategic decisions about resource gathering. Send your ground squads into buildings or key areas to collect vital resources and research documents—but this comes with risk. Stay too long, and you may lose your squad to overwhelming enemy forces. Decide when to extract and when to push your luck for valuable rewards.

Between missions back at base, upgrade your gunship, squads, and weapons. Manage your ammo production and research new technologies to improve your chances in the field.

Key Features

Fluid, responsive gunship weapon controls

Multiple camera modes: color, night vision and thermal vision

Commanding self-sufficient squads on the ground

A variety of infantry and armored unit types

Resource collection and ammunition management

Weapon research and manufacturing

Squad building and upgrades

Handcrafted levels with randomized missions

СтратегииСимуляторыПошаговые тактики

Системные требования

Минимальные

  • Minimum:
  • OS: Win 10, 11 (64 bit)
  • Processor: AMD Ryzen 5 2600X / Intel Core i5-8600K
  • Memory: 8 GB RAM
  • Graphics: 4 GB VRAM, AMD Radeon RX 480 / Nvidia GeForce GTX 1650
  • DirectX: Version 11
  • Storage: 5 GB available space

Рекомендуемые

  • Recommended:
  • OS: Win 10, 11 (64 bit)
  • Processor: AMD Ryzen 5 5600X / Intel Core i5-12600
  • Memory: 16 GB RAM
  • Graphics: 8 GB VRAM, AMD Radeon RX 6700 / Nvidia GeForce RTX 3060
  • Storage: 5 GB available space

Отзывы

Steam · Very Positive

Все отзывы в Steam

338 положительных из 381 отзывов

65

Игрок 8765Не рекомендует1 ч в игре

Note: I requested a refund for this game, however, I *may* give it another try after it leaves Early Access. I played on normal mode before requesting a refund. Take that as you will. 1) I would call the game good, but a little bit too "arcade-y" for my liking. I was hoping for a somewhat more realistic feel regarding drone/CAS operations. I was okay with the idea of it having a kind of magic, future-tech thing going on where enemies would be highlighted automatically, etc. but in one of the levels (the first level, right after the tutorial, I believe) it seemed like I was getting a kind of "infinite wave of enemies" coming after the hostages I was rescuing. Something like that *could* work if, say, after some length of time there was a *huge* convoy that came in which included anti-air, heavy equipment, etc. so I couldn't just pick it all off ad-hoc. Or perhaps since the game doesn't have building destruction, enemy troops could have come out of the "heavily reinforced" buildings after certain events took place. Something like that. As it is though, it just kind of seemed like a few widely dispersed, small fire teams of 6 or 7 troops would appear on the map every so often. The enemy for me in that case wasn't the enemy, but simply how much ammo I had left. Just something to highlight and take out every so often. 2) Speaking of rescuing hostages: I also didn't really like the idea of it being up to *me* to initiate anything regarding where the ground troops were going or what they were doing. I wanted to be purely in a CAS role, where I was supporting whatever they were trying to do. Let them do their thing, while I do my thing. It might have been neat if it had, say, had me indicate which areas were safe or unsafe, and let the ground troops decide which way to go, but instead it was a simple: "Point here, go here" thing. 3) The controls felt sluggish. I had to use the arrow keys for some reason. It may be because I'm on Pop_OS (Linux), but the game didn't appear to detect my mouse. It wasn't the end of the world, but it just felt slow and annoying. I wanted the camera to feel a lot faster and "snappier". I don't really hold this against the game, since it's a 50/50 chance for who is at fault for the mouse issue. 4) As a final point, I just wasn't really thrilled at the RPG unlock-mechanics. I get that a ton of games have them, but it didn't feel like this game really needed it. I think the premise of CAS operations is fun enough on its own, I shouldn't need to manage a tech tree, ammo refills, etc. outside of missions, too. I think what I had been hoping that this was a similar, but unique version of "Project Gunship" with a kind of future tech on top of the sorts of things you would do in each mission. Drone Sector is in the same vein as Project Gunship, but it doesn't scratch quite the same itch. Should you get it? That depends! * If you've tried Project Gunship and found yourself bored with long game play and slowly paced dialog, then Drone Sector might be exactly what you are looking for. Drone Sector has fast, short levels. * If you played and loved Project Gunship, this might not be the game for you, unless you are fine with arcade and RPG elements, and like the premise of giving move orders to ground troops.

27

Игрок 6527Не рекомендует32 ч в игре

车辆寻路太垃圾了,就城市图车辆可以找到路,森林图一旦开到沟里就出不来了,一边要打支援一边要防止车辆卡住,而且敌人的支援是无限刷的,研究出来的车辆的40毫米火炮不管打步兵还是载具都很疲软,敌人打你却很快,还有40毫米自动炮的提前量是假的,根本打不到,困难模式敌人的支援从四面八方赶来,敌人载具快的要飞起来,不知道咋想的撤离点那条路居然还刷敌人支援,还源源不断的刷 总之刚开始玩还很上头,越到后面越无聊,而且也不爽了

09

Игрок 5109Рекомендует6 ч в игре

按住左键不松手,某种高级抢滩登陆, 正反馈拉满 。 真正的问题不是游戏【不好】【有BUG】【半成品】, 而是不知道自己想做什么。 最令人诟病的寻路问题,其实是设计问题——小车要躲开树木,模拟城市和树林里艰难的行动,还有避开敌人的残骸,还有高速行驶的时候转弯不减速导致转弯不足飘去出了。还有地面部队拿着一堆烧火棍半天打不死人(因为地形复杂没有枪线)。 这些在精细操作的RTS里都是常规乃至惊艳的设计。但在这个游戏里不合适。 这游戏实际上上做成什么样子?首发打个折六十多RMB,你指望做武装突袭吗? 如果是连营级的RTS,专业如红龙、断箭,车辆单位在树林里是数值上的减速而不是瞎寻路。而且如果是精细RTS,那为什么开局没有高精度等高线?没有等高线我怎么看高地摆火力网?全员装甲车冲锋完成任务然后跑路吗?那和打丧尸有什么区别? 如果重心在无人机控制,那就做好无人机移动目标瞄准,现在高度不同,瞄准点是不同的,一堆装甲车冲锋榴弹炮都打不死,怎么控制地面小队周边敌人的数量?地狱火要持续瞄准,怎么不是射后不理?地面的事情就地面的指挥官现场去办,我要把注意力集中在 割草 空中支援上。 如果重心是空地协同和深度战术策略,那就做好地面的等高线,细化地面单位的配置,摆好火力阵地,而不是天天上演进城被埋伏。平衡好敌方单位的击杀难度和数量,打磨好战术战法。 实在不行,弹药降价移动瞄准提升,让玩家在空中射个爽也行的。 这几十块钱的独立游戏,千万不要想着大包大揽,不要磨叽,找到自己的初心。 祝大卖

76

Игрок 2576Не рекомендует7 ч в игре

Bare bones is an understatement, Flares don't work so every missile fired hits you. Increased escalation means anti air spam so get used to the beep of an enemy radar lock continuously. Before that it is boringly easy or frustrating watching APC's juke your shots with preternatural skill. Despite that, it was fun for a few hours so as Steam only lets me like or dislike with no middle ground... I disliked more than i liked.

87

Игрок 0287Не рекомендует13 ч в игре

Updated for v0.2.0, see comments section. ================================= This is a mixed review. I would still recommend that you buy the game and try it yourself because it's not a bad game, but there are critical flaws that need addressing. For the positives, the game is definitely the best at improving upon the classic Call of Duty 4 mission where you're in an AC-130 gunship. There are other games on Steam that also used this concept, and there's even an older mobile game ("Zombie Gunship") which was one of the first ones I've ever found that was able to emulate that Call of Duty 4 mission. Drone Sector is hands-down the best gunship game currently on the market by a mile. For the negatives, the first is very obvious and is currently the most-complained about topic: pathfinding. It's still clunky and often very frustrating to deal with, even after the recent updates that addresses it. I don't mean to put on my "armchair developer" hat on, but part of the problem definitely seems to stem from the fact that waypoints are "completed" a couple of distance units before the infantry/vehicle actually reaches it, so they start to turn before they are even capable of doing so (to round the corner of a building or to stay on the path surrounded by treelines), so then they try to course-correct and it gets messy and slow from here. It's a multi-problem issue, but I think that's one cause, but I'll let the developers figure that one out themselves. The second negative also has to do with your units on the ground: they are idiots, plain and simple. They are not warfighters by any means. They are no better than cannon fodder. The ONLY EXCEPTION is the .50Cal APC which, in the game's current state, you should fill all four of your squad slots with because they will decimate all enemy infantry in their sight. I am not kidding, every other unit type is effectively worthless. It's pretty wild that an AT squad will pretty much wipe to any enemy vehicle unit in the game (excluding anti-air), you would think that would be their specialty, but both infantry types are in a really, really miserable spot right now. The third negative is the predictive targeting is consistently off by just a smidgen. You have to aim JUST AHEAD of the prediction circle for your projectile to actually directly hit its mark (otherwise you undershoot it), and this is especially important when you're firing sabot. I'm not a military technology expert, but I would think this would be wildly unacceptable and outright rejected by the top military brass if we were to arm our fighter/attack jets with this technology in this state. The fourth negative is how taxed your resources get. It doesn't make ANY sense that the only means of accumulating resources is by completing missions which reward those resources. How did we even make this drone project to begin with? My suggestion would be to have the game give the player a passive income of base resources (dense material and explosive material, possibly others too, like optics materials), then offer mission types which upgrades that passive income. This would give the player a huge "opportunity cost" choice: do I play Mission A to get a big lump sum of resources, or do I play Mission B to improve my infrastructure? Because of the lack of passive income and how your ground forces fight, I'm forced into a strategy of using my sabot ammo to wipe all enemy vehicles in the map, THEN move all four of my .50Cal APCs to handle the infantry, all so I can preserve my explosive ammunition. This is hardly fun when the whole point of a gunship game is to unleash hellfire from above. It's only fine if you have to do it every once in a while, but you pretty much have to do it every other mission if you want to play the role as it was meant to be played, and you have to realize that it's an unsustainable strategy as the enemy awareness meter grows closer to 70% and above. The fifth negative is how useless smoke ammo is. You're hurting yourself more than you are helping when you use smoke, which makes you wonder why you would even bother unlocking it in the first place. If you can paint target boxes around all of the enemy units on the map with the corresponding drone upgrade, then your units should be capable of blindfiring through the smoke - hell, give me the opportunity to tell them where they should be aiming, that would be so much better than the current utility that smoke ammunition has. If you haven't surmised it yet, the issue with smoke is that - in its current state - it acts like a stasis field where allies and enemies don't shoot unless they are point-blank next to each other. This sounds nice for giving your ground forces some cover, but because of how bad ground forces are and how the glorious .50Cal APC is the only unit worth using, then putting up a smokescreen means your .50Cal APC isn't shredding enemy infantry units, which means you're wasting your own time when you use smoke. In actuality, the enemy units will randomly move, which means you flip a coin whether they will move into your unit and deal free damage to it (because vehicles have a minimum radius with which they can deal damage - get too close and they can't attack it). The sixth negative is how there is no means of lowering the enemy awareness meter. This essentially turns the main gamemode into a roguelike - you have to get strong and wealthy in resources by the time you hit a given awareness amount or you're going to be in for a heap of trouble with no means of getting through this "noob filter" of sorts. This is especially bad for the "new player experience" as they wouldn't know about it until they get to this point and experience it themselves, they'd have to play better in their next newgame attempt (again, very roguelike-esque). It would be really, really nice if the game offered some rare mission types (possibly a researchable upgrade) that were based around taking the enemy back into the stone age by wiping out their assets such as wiping our their tank depots or ammo stockpiles, and this would in turn, rewind the clock. Since we're on this topic, it would also be nice to include some mission types that involved destroying their AA resources which would affect the next mission pulls (so that there would be no or next-to-no AA at the start for X number of missions). EDIT: I wanted to include a seventh negative here, and it has to do with how AA will know of your existence when the only thing you've done in the match so far is send in your ground troops and they come into contact with the enemy. You could be at the highest possible altitude, remain in Command mode, and have never shot a single projectile, and the enemy will still locate you and peg you with flak and AA missiles. It's like their radar systems weren't working until the moment they get aggro, which doesn't make sense. That's kinda bull, especially if they ever update and improve friendly ground forces to where you can micromanage them and have them engage with enemies better. I would love to play the role of the "eagle eye in the sky" and give my friendly forces an unfair advantage with better recon than the enemy, but currently, we get the best of none of those worlds. All-in-all, those are my critiques, but the game is still in a very malleable state and I know the developers have been listening keenly on the forums. I'm excited to see how they handle the player feedback and what they have in store for us in the future.

71

Игрок 4871Не рекомендует7 ч в игре

你们游戏的寻路就是TM的一坨屎知道吗,这傻逼游戏就是6分钟杀完全部敌人剩下10分钟等着你的傻逼载具在没有任何一点障碍的地方乱蹭10分钟还毫无办法,等到敌方增援来了还要自己把卡住的傻逼载具点死才能撤离,20年前的rts的单位寻路都比你们游戏的他妈强上一百倍。一个短板直接毁掉了整个游戏体验,哦你微操了一整把用无人机点杀完对面单位还没爽完就只能看着你的傻逼单位在那里蠕动,真他妈恶心。要不是评论不能发截图我真想发张四辆载具在你妈大空地一起卡住的死妈照片给低能制作组看看你们的逼游戏做的是什么逼样

28

Игрок 6128Рекомендует10 ч в игре

ノーマル難易度で警戒度100%まで到達。 CoD4に始まり、それ以来いわゆる"ガンシップ"になれるゲームは現れては消えを繰り返してきたが、弾の口径だけでなく弾種や兵装そのものの切り替え、部隊指揮といった要素も加えてきたのが良い発展のさせ方だと思う。 音響やエフェクトの良さはPV通り。序盤に使える武装は最低限だが、研究によってエアバースト弾、ロケット、空対地ミサイルなど多様な武装を使えるようになる。最重量級の滑空爆弾の威力は 「大量の敵に、ありったけの武装を叩きこんで味方を援護する」 この楽しさをストレートに味わえるのが一番いいところ。 ミリタリー的なリアリティに準じた挙動もよい。 ・敵IFVは味方に近寄らせると歩兵が降車してくるため脅威度が増す ・敵歩兵は攻撃を受けると(まとめてやられないように)散らばるし、よく見るとちゃんと伏せてスモークを焚いている ・榴弾と徹甲弾は、加害範囲と貫徹力において反比例の関係。20mmガトリングでもいいので徹甲弾がないと装甲車両を倒すのは苦戦する。 ・ただし全弾直撃させる必要はなく、爆風範囲の広い兵装で至近弾を数発当てれば足回りを無力化でき、仕留めやすくなる。(観測手がMobility killと言ったりするので分かりやすい) ・分隊装備をすべて車両にする場合、歩兵よりも射界と視界が制限されるため、分散して展開しないと敵の接近を許してしまう ・研究で展開可能になる90mmAPCは、対機甲戦闘にはめっぽう強いが市街地で囲まれると弱い。40mm or 50calを装備した車両も随伴させる必要がある などなど。 なお、途中で敵の歩兵・装甲車両がスポーンすることがあるが、おおむねこういう場所からかな?と推測。 ・黒っぽい監視哨?トーチカ?(歩兵) ・黄色いカマボコ型の兵舎(歩兵) ・三角形が三つ連なったバンカー(歩兵) ・平屋建ての小さいガレージ(車両) ・搬入口のようなものがある大型の工場(車両) これらの形を覚えて先に潰しておけば、だいぶ増援の数を減らせる……かも? ただしデモ版の時より頑丈になっているのか、弾薬が結構必要なので、片っ端から壊すのは無理がある。 上空からすべてが見えているというゲームの都合上、突入前に敵を壊滅させるといったプレイも可能ではあるが、 敵が攻撃を認知すると数分でマップ外縁部に増援が到着するため、ある程度は突っ込ませることも必要。 読み込みや動作も比較的軽いので、気楽にやれるのもいいところ。 【改善点や意見】 ①車両の挙動 特にAPC(装輪装甲車)が建物や地形につっかえがちで、移動中に頻繁にスタックするのがストレス。 ②敵の増援システム 来るエリアが予想しやすく、ワンパターンな対処になりがち。 建物からのスポーンよりも、マップ外からの増援にもっと変化をつけてはどうか? 例えば……  ・ヘリや輸送機による空挺降下。  ・より強力で、地上部隊では撃破できないような主力戦車(MBT)の到着。 ③マップ 指揮はできないがより規模の大きい友軍がいるマップなどもあると楽しそう。 すでに交戦しているところに支援に行く、撤退援護をするといったシチュエーションも生まれる。 あとは、一部だけでも建物が倒壊する演出があったりすると嬉しい。(倒壊させた建物で敵を倒せる、など)

08

Игрок 8008Рекомендует22 ч в игре

This game's great fun. Exactly what it says on the tin - upgrade your aircraft, blow up enemy ground forces, and defend your ground forces. Solo dev listens to the players and is very active in constantly improving the game, which I really appreciate.

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