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About This Game

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Our second game, Vigilantes, a crime themed turn based tactical RPG now has a Steam page. If you'd like to check it out, you can find it here.

A Planet Under Siege

Mars is under siege, and the colonists are fighting a losing battle. Assume the role of Blake, a private security operative who crash lands near the colony of Deadstone, following an outbreak on the Icarus space station. Care to guess who just landed the job of sheriff?

To survive, you’ll need to use your combat expertise and lethal firepower to overcome an unrelenting enemy, but to win, you’ll need a strategy. Every time an infected slips through your defensive net, a colonist dies. Can you save the colonists of Deadstone?

Two Distinct Game Modes

Decide the fate of Deadstone’s colonists in the story driven, 50 mission Campaign, or find out just how long death can be cheated in Survival Mode.

Campaign

Deploy defences, choose your weapons and equipment, and get into the fight. Experience nerve wracking battles against the insidious infected threat across 3 mission types: Patrol, Arena, and Colonist Rescue.

Survival

Jump right into the fight with Survival Mode. Build your character, select your load out, and fight it out for the highest score until the bitter end. Death, however, does not spell defeat: it makes you stronger, gaining additional starting resources based on performance.

Bring a Friend

Experience the Campaign and Survival Mode with a pal in local co-op. Note: A control pad is required for co-op play. The Xbox 360 wired controller is officially supported, however most controllers should work.

Play Your Way

Develop the ultimate fighter with the unfortunately acronymed S.C.A.M. system, comprising 4 primary stats (Speed, Constitution, Accuracy, Mechanics), 11 secondary stats, and 70 perks.

Face an Evolving Enemy

Confront 6 different enemies, including the soldier, commander, and the fearsome phase shambler. Contend with an enemy that attacks under the cover of night and dust storm, and even burrows under the surface to ambush you.

Defensive Hardware

Deploy mines and 4 types of turret to create a defensive line. Upgrade your turrets’ stats, and research completely new abilities for them, including the Kinetic Thumper, which releases recoil energy into a shockwave to push infected back.

Tools of the Trade

Spend your hard earned credits expanding your arsenal. Choose from 16 upgradable weapons from 4 classes: pistol, shotgun, automatic, precision, and complement your selection with 6 equipment types, including flares, explosives, and armor.

Twin Tales

Experience two engaging stories, or play without if you’re just here for the action. Choose between a straight up survival narrative and a tongue-in-cheek take on events.

Fight to Win

Compete on online leader boards for the top spot.
Casual to Hardcore: Deadstone has 6 difficulty settings, to accommodate varying levels of skill. 7ad7b8b382



Title: Deadstone
Genre: Action, Indie, RPG, Strategy
Developer:
Timeslip Softworks
Publisher:
Timeslip Softworks
Release Date: 12 Nov, 2014



English



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Deadstone is a simple game that's deeper than it appears to be, but ultimately, how much that RPG elements added to the character is a bit suspect.

Basically, you play a mercenary who were forced to evacuate Icarus station over Mars. You made your way to the Deadstone colony, and it seems to be attacked by... zombies. Initially, there is only you, and a pistol, and you have to be accurate and fast to make sure there are no leakers. Every leak means one death in the colony. Too many leaks and you have no colony left. Later, you get mines, then turrets. Then different types of turrets (sniper, auto, shotgun, etc.) plus enhancements like auto-repair, autoloader (no need to reload manually), thumper (knocks back attacking enemies), self-destruct (takes out enemies before dying), etc. You also get later access to SMG and LMG, shotgun, and sniper rifle, multiple models of each. Personally, I'd stick with SMG\/LMG all the way.

The terrain doesn't vary, as you are defending a colony. Though periodically, you get a "rescue" mission, where you need to survive for two to three minutes against all comers, but you may get a few turrets to help. You also periodically get an "arena" mission, where you don't get any turrets, but you can mvoe around a lot and hopefully, survive for about 3 minutes.

Enemies get deadlier. First, it's just zombies, then zombie dogs, then command-type (rallies other zombies), then soldier-type (with guns), dogs with dynamite packs, and finally, phasing shamblers (short distance teleport). And you usually kills a few hundred at a time. To take them out, you have guns, mines, and turrets. You have unlimited pistol ammo, but you are limied in carrying MG ammo, rifle ammo, or shotgun ammo. And you *can* run out.

The game turns into RPG in that you have four main stats: CONstitution, ACCuracy, SPeeD, and MEChanical aptitude. Speed affects how fast you more, and your sprint speed, CON afffects your HP and how long you can sprint, and how big fo a gun you can wield (some of the heaviest guns require CON=12), ACC affects how accurate your shooting is, and MEC affects how many mines and turrets you can place. With MEC=12 I was able to to put down 18 minutes and 4 turrets. I'd imagine you can go to 5 turrets if you want to go that high.

In practice, the ACC rating affects bullet spread and chances for critical hits, which doubles damage. But if you have enough bullets, or have one of the abilities to scrounge up more bullets, then it won't break your bank. As you don't get the extra weapons and whatnot for free. You earn 'credits" after each mission, usually based on kills and how many colonists you saved. CON basically controls which gun you get to use. While the best LMG requires CON=11, you don't need it to survive. It's just nice to have.

Some fo the perks are a bit tongue in cheek, and some of them are just replicating attribute gains. Some of the more memorable ones include DEATH ROBOT, which gives you a sidekick that has its own weapons and will shoot enemies in range automatically, and follows you around. Another would be auto-loot, where the powerups you gained from shooting enemies dead, will come to you automatically, instead of you run over them to collect. There are dozens of perks to choose from, and depending on your stats, more can be enabled as you go along.

So what's the problem? The narrative, while scientifically accurate, is also a bit of a snoozer (as in boring). Perhaps that's why they also included a farcical alternate narrative as a bonus alt campaign. Also, the defense mission do get a bit old. Another complaint would be inability to move turrets... You can only demolish (which loses 25% of 1000 spent, before upgrades) and rebuild.

There really is no "strategy" per se. Once you get turrets, things got easier, but not that easy. Turrets can be damaged or even destroyed. Placement is crucial. Turrets don't have the engagement range that you do, so you will be doing most of the killing any way. Mines barely slow the zombies down, but any help is better than no help.

ALl in all, the game is simple, effective, and provided hours of entertainment. For those who want more challange, there are muliple levels of difficulty to chosoe for the main campaign, as well as challenge yourself in survival mode. There's even Ironman (single savegame) mode.. Deadstone is a simple game that's deeper than it appears to be, but ultimately, how much that RPG elements added to the character is a bit suspect.

Basically, you play a mercenary who were forced to evacuate Icarus station over Mars. You made your way to the Deadstone colony, and it seems to be attacked by... zombies. Initially, there is only you, and a pistol, and you have to be accurate and fast to make sure there are no leakers. Every leak means one death in the colony. Too many leaks and you have no colony left. Later, you get mines, then turrets. Then different types of turrets (sniper, auto, shotgun, etc.) plus enhancements like auto-repair, autoloader (no need to reload manually), thumper (knocks back attacking enemies), self-destruct (takes out enemies before dying), etc. You also get later access to SMG and LMG, shotgun, and sniper rifle, multiple models of each. Personally, I'd stick with SMG\/LMG all the way.

The terrain doesn't vary, as you are defending a colony. Though periodically, you get a "rescue" mission, where you need to survive for two to three minutes against all comers, but you may get a few turrets to help. You also periodically get an "arena" mission, where you don't get any turrets, but you can mvoe around a lot and hopefully, survive for about 3 minutes.

Enemies get deadlier. First, it's just zombies, then zombie dogs, then command-type (rallies other zombies), then soldier-type (with guns), dogs with dynamite packs, and finally, phasing shamblers (short distance teleport). And you usually kills a few hundred at a time. To take them out, you have guns, mines, and turrets. You have unlimited pistol ammo, but you are limied in carrying MG ammo, rifle ammo, or shotgun ammo. And you *can* run out.

The game turns into RPG in that you have four main stats: CONstitution, ACCuracy, SPeeD, and MEChanical aptitude. Speed affects how fast you more, and your sprint speed, CON afffects your HP and how long you can sprint, and how big fo a gun you can wield (some of the heaviest guns require CON=12), ACC affects how accurate your shooting is, and MEC affects how many mines and turrets you can place. With MEC=12 I was able to to put down 18 minutes and 4 turrets. I'd imagine you can go to 5 turrets if you want to go that high.

In practice, the ACC rating affects bullet spread and chances for critical hits, which doubles damage. But if you have enough bullets, or have one of the abilities to scrounge up more bullets, then it won't break your bank. As you don't get the extra weapons and whatnot for free. You earn 'credits" after each mission, usually based on kills and how many colonists you saved. CON basically controls which gun you get to use. While the best LMG requires CON=11, you don't need it to survive. It's just nice to have.

Some fo the perks are a bit tongue in cheek, and some of them are just replicating attribute gains. Some of the more memorable ones include DEATH ROBOT, which gives you a sidekick that has its own weapons and will shoot enemies in range automatically, and follows you around. Another would be auto-loot, where the powerups you gained from shooting enemies dead, will come to you automatically, instead of you run over them to collect. There are dozens of perks to choose from, and depending on your stats, more can be enabled as you go along.

So what's the problem? The narrative, while scientifically accurate, is also a bit of a snoozer (as in boring). Perhaps that's why they also included a farcical alternate narrative as a bonus alt campaign. Also, the defense mission do get a bit old. Another complaint would be inability to move turrets... You can only demolish (which loses 25% of 1000 spent, before upgrades) and rebuild.

There really is no "strategy" per se. Once you get turrets, things got easier, but not that easy. Turrets can be damaged or even destroyed. Placement is crucial. Turrets don't have the engagement range that you do, so you will be doing most of the killing any way. Mines barely slow the zombies down, but any help is better than no help.

ALl in all, the game is simple, effective, and provided hours of entertainment. For those who want more challange, there are muliple levels of difficulty to chosoe for the main campaign, as well as challenge yourself in survival mode. There's even Ironman (single savegame) mode.. Deadstone is a simple game that's deeper than it appears to be, but ultimately, how much that RPG elements added to the character is a bit suspect.

Basically, you play a mercenary who were forced to evacuate Icarus station over Mars. You made your way to the Deadstone colony, and it seems to be attacked by... zombies. Initially, there is only you, and a pistol, and you have to be accurate and fast to make sure there are no leakers. Every leak means one death in the colony. Too many leaks and you have no colony left. Later, you get mines, then turrets. Then different types of turrets (sniper, auto, shotgun, etc.) plus enhancements like auto-repair, autoloader (no need to reload manually), thumper (knocks back attacking enemies), self-destruct (takes out enemies before dying), etc. You also get later access to SMG and LMG, shotgun, and sniper rifle, multiple models of each. Personally, I'd stick with SMG\/LMG all the way.

The terrain doesn't vary, as you are defending a colony. Though periodically, you get a "rescue" mission, where you need to survive for two to three minutes against all comers, but you may get a few turrets to help. You also periodically get an "arena" mission, where you don't get any turrets, but you can mvoe around a lot and hopefully, survive for about 3 minutes.

Enemies get deadlier. First, it's just zombies, then zombie dogs, then command-type (rallies other zombies), then soldier-type (with guns), dogs with dynamite packs, and finally, phasing shamblers (short distance teleport). And you usually kills a few hundred at a time. To take them out, you have guns, mines, and turrets. You have unlimited pistol ammo, but you are limied in carrying MG ammo, rifle ammo, or shotgun ammo. And you *can* run out.

The game turns into RPG in that you have four main stats: CONstitution, ACCuracy, SPeeD, and MEChanical aptitude. Speed affects how fast you more, and your sprint speed, CON afffects your HP and how long you can sprint, and how big fo a gun you can wield (some of the heaviest guns require CON=12), ACC affects how accurate your shooting is, and MEC affects how many mines and turrets you can place. With MEC=12 I was able to to put down 18 minutes and 4 turrets. I'd imagine you can go to 5 turrets if you want to go that high.

In practice, the ACC rating affects bullet spread and chances for critical hits, which doubles damage. But if you have enough bullets, or have one of the abilities to scrounge up more bullets, then it won't break your bank. As you don't get the extra weapons and whatnot for free. You earn 'credits" after each mission, usually based on kills and how many colonists you saved. CON basically controls which gun you get to use. While the best LMG requires CON=11, you don't need it to survive. It's just nice to have.

Some fo the perks are a bit tongue in cheek, and some of them are just replicating attribute gains. Some of the more memorable ones include DEATH ROBOT, which gives you a sidekick that has its own weapons and will shoot enemies in range automatically, and follows you around. Another would be auto-loot, where the powerups you gained from shooting enemies dead, will come to you automatically, instead of you run over them to collect. There are dozens of perks to choose from, and depending on your stats, more can be enabled as you go along.

So what's the problem? The narrative, while scientifically accurate, is also a bit of a snoozer (as in boring). Perhaps that's why they also included a farcical alternate narrative as a bonus alt campaign. Also, the defense mission do get a bit old. Another complaint would be inability to move turrets... You can only demolish (which loses 25% of 1000 spent, before upgrades) and rebuild.

There really is no "strategy" per se. Once you get turrets, things got easier, but not that easy. Turrets can be damaged or even destroyed. Placement is crucial. Turrets don't have the engagement range that you do, so you will be doing most of the killing any way. Mines barely slow the zombies down, but any help is better than no help.

ALl in all, the game is simple, effective, and provided hours of entertainment. For those who want more challange, there are muliple levels of difficulty to chosoe for the main campaign, as well as challenge yourself in survival mode. There's even Ironman (single savegame) mode.



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