Compara los precios de 3079 -- Block Action RPG en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Phr00t's Software. Publicado por Phr00t's Software. Lanzado el 14/11/2013. Disponible en PC, Mac, Linux. Géneros: Action, Indie, RPG.

Borderlands with voxel blocks and a one-person dev credit: a curiosity that rewards loot-hungry explorers and punishes anyone expecting polish.

I have a soft spot for the games that one person builds in a bedroom and ships anyway, rough edges intact, and 3079 is exactly that kind of artifact. It is a first-person action RPG set on a war-torn alien planet, built entirely from procedurally generated pieces: every building, weapon, quest, enemy, and biome rolls fresh each time you start a new world. That ambition, coming from a solo developer, is genuinely striking. The closest shorthand the community keeps reaching for is Borderlands crossed with Minecraft, and honestly that framing is fair. The loot loop is recognizable: shoot things, grab randomly-statted weapons in garish colors, sell the leftovers to a vendor, buy something marginally better, repeat. The voxel skin is incidental dressing, not the point. The systems underneath are more interesting than the aesthetic lets on. There is a skill tree that covers engineering, charisma, and camouflage, giving you some room to define a playstyle rather than just grinding gunshots. Body-part specific damage means headshots actually matter mechanically, not just morally. Movement tools like the grappling hook and anti-gravity pack give traversal a weightless, experimental feel that I kept chasing even when the combat started to bore me. The world scales difficulty by distance from spawn, so walking further is literally walking into danger, a simple but effective tension hook. Multiple biomes, grassland through poison through snow-covered mountains, give the world just enough visual variety to keep exploration from feeling immediately samey. Here is where honesty is owed, though. The Steam community sits at a mixed rating, roughly split down the middle, and the criticism is earned. Quest design is thin: fetch, escort, kill, done. The enemy AI dodges and reacts to sound, which is commendable for a one-person engine, but the moment-to-moment gunfight rarely demands more than pointing roughly at a blocky silhouette and holding the trigger. The weapon accuracy stat, rather than your actual aim, determines where shots land, which makes high-stakes firefights feel arbitrary. After a few hours, the procedural seams start showing: the same quest text dressed in different numbers, the same building shapes in a different biome. The game also runs on Java, and while performance held up fine in testing, that dependency adds an extra setup hurdle on modern systems that some players will bounce off immediately. This is squarely a game for a specific kind of person. If you love the sensation of loot treadmills, enjoy quiet, directionless open-world wandering, and have a genuine tolerance for early-2010s indie roughness, there is a real loop here that can pull hours away from you. If you need quest narrative, responsive gunplay, or visual coherence, 3079 will exhaust its goodwill fast. Think of it less as a finished product and more as a proof of concept from a developer who went on to iterate through 3089, 4089, and 5089. Those later entries are probably the better play at this point. But 3079 has its own raw, handmade energy, and I find something worth respecting in that. Kai, Scout Team

3079 -- Block Action RPG

3079 -- Block Action RPG

14 nov 2013Phr00t's Software
GamerScout opina

Borderlands with voxel blocks and a one-person dev credit: a curiosity that rewards loot-hungry explorers and punishes anyone expecting polish.

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I have a soft spot for the games that one person builds in a bedroom and ships anyway, rough edges intact, and 3079 is exactly that kind of artifact. It is a first-person action RPG set on a war-torn alien planet, built entirely from procedurally generated pieces: every building, weapon, quest, enemy, and biome rolls fresh each time you start a new world. That ambition, coming from a solo developer, is genuinely striking. The closest shorthand the community keeps reaching for is Borderlands crossed with Minecraft, and honestly that framing is fair. The loot loop is recognizable: shoot things, grab randomly-statted weapons in garish colors, sell the leftovers to a vendor, buy something marginally better, repeat. The voxel skin is incidental dressing, not the point. The systems underneath are more interesting than the aesthetic lets on. There is a skill tree that covers engineering, charisma, and camouflage, giving you some room to define a playstyle rather than just grinding gunshots. Body-part specific damage means headshots actually matter mechanically, not just morally. Movement tools like the grappling hook and anti-gravity pack give traversal a weightless, experimental feel that I kept chasing even when the combat started to bore me. The world scales difficulty by distance from spawn, so walking further is literally walking into danger, a simple but effective tension hook. Multiple biomes, grassland through poison through snow-covered mountains, give the world just enough visual variety to keep exploration from feeling immediately samey. Here is where honesty is owed, though. The Steam community sits at a mixed rating, roughly split down the middle, and the criticism is earned. Quest design is thin: fetch, escort, kill, done. The enemy AI dodges and reacts to sound, which is commendable for a one-person engine, but the moment-to-moment gunfight rarely demands more than pointing roughly at a blocky silhouette and holding the trigger. The weapon accuracy stat, rather than your actual aim, determines where shots land, which makes high-stakes firefights feel arbitrary. After a few hours, the procedural seams start showing: the same quest text dressed in different numbers, the same building shapes in a different biome. The game also runs on Java, and while performance held up fine in testing, that dependency adds an extra setup hurdle on modern systems that some players will bounce off immediately. This is squarely a game for a specific kind of person. If you love the sensation of loot treadmills, enjoy quiet, directionless open-world wandering, and have a genuine tolerance for early-2010s indie roughness, there is a real loop here that can pull hours away from you. If you need quest narrative, responsive gunplay, or visual coherence, 3079 will exhaust its goodwill fast. Think of it less as a finished product and more as a proof of concept from a developer who went on to iterate through 3089, 4089, and 5089. Those later entries are probably the better play at this point. But 3079 has its own raw, handmade energy, and I find something worth respecting in that.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayercoopcross-platformtrading-cardstier:sub-5Procedural LootVoxel FPSSolo DeveloperBorderlands-likeDistance-Scaled DifficultyGrappling HookSkill TreeJava-Based

Requisitos del sistema

Mínimos

OS
Windows XP+
Memory
1 GB RAM
Storage
100 MB available space
Graphics
Dedicated 3D Hardware
Processor
Dual-core
Sound Card
OpenAL Support

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Información del juego

Desarrolladora
Phr00t's Software
Distribuidora
Phr00t's Software
Fecha de lanzamiento
14 nov 2013

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3079 -- Block Action RPG está disponible en PC, Mac, Linux.

¿Cuándo se lanzó 3079 -- Block Action RPG?

3079 -- Block Action RPG se lanzó el 14 de noviembre de 2013.

¿Quién desarrolló 3079 -- Block Action RPG?

3079 -- Block Action RPG fue desarrollado por Phr00t's Software.