Compara los precios de Astervoid 2000 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Mad Capacity. Publicado por Mad Capacity. Lanzado el 1/12/2016. Disponible en PC, Mac, Linux. Géneros: Action, Casual, Indie.

Four controllers, one couch, zero online play: Astervoid 2000 is the kind of local deathmatch that lives or dies by who you drag to your living room.

I came into Astervoid 2000 expecting a gimmick dressed up in nostalgia, and I got something more interesting than that - but also more limited. This is a twin-stick space brawler built entirely around local couch play for up to four people, and the game knows it. Before you even hit the menu, it tells you exactly how it wants to be played: friends, couch, big TV, dual-stick controllers. That self-awareness is either charming or a red flag depending on what you're looking for. The mechanical foundation is tighter than it looks. You have two tools: a blaster you can tap for rapid weak bolts or hold to charge a heavier shot, and a short boost. That charged shot is the interesting wrinkle - it propels your ship backward when released, so you can use it defensively to dodge, not just offensively to delete someone. One-hit kills on a fully charged blast ignore shields entirely, which makes the risk-reward calculus of slowing down to charge actually matter. Your ship carries a shield that absorbs exactly one hit, and if it hasn't regenerated when the second shot connects, you're done. No pickups, no power-ups, no loadout screens - just piloting skill and timing. The asteroids floating around the arena are not decoration; explosive variants, indestructible ones, and icy rocks that ricochet projectiles all create genuine environmental pressure you can exploit or get killed by. In four-player Versus it genuinely approaches something like tactical: spacing, timing your charge, reading when your opponent's shield is down. A couple of reviewers compared the feel to fencing, and that's not too far off. Here's where I have to be honest. There are two modes: Survival and Versus. Survival is a solo wave-fight against increasingly aggressive AI ships, with global leaderboards as the carrot. It gets old within a session or two. The AI ships do scale up and spread out across the waves, but without any upgrades, pickups, or environmental variety to break the rhythm, it starts to feel like a skill check rather than a game. Versus is where the actual product lives. But Versus is local only - there is no online multiplayer. In 2016 that was a defensible choice; sitting here now, it's the single biggest structural problem the game has. You are entirely dependent on having bodies in the room. Controls are solid across gamepad and keyboard-and-mouse, and that's not a throwaway line - the twin-stick feel on a controller is clean, and the mouse works well enough that KBM players won't feel punished. The pixel art is sharp without being cluttered, which matters when four ships and a field of asteroids are all moving at once. The soundtrack holds up for a session or two before it starts to loop on you. Ship selection changes your color and faction cosmetically, not your stats, so balance is flat by design - no meta to learn, no broken pick. If you have three friends, four controllers, and a TV you can gather around, Astervoid 2000 delivers a tight, fast thirty-minute hit of competitive chaos. If you're buying this to play solo or hoping to queue up against strangers online, close the tab. The depth ceiling is low and the session count before you've seen everything is maybe five. It's a party game, full stop, and a decent one at that price point. Fred, Scout Team

Astervoid 2000

Astervoid 2000

1 dic 2016Mad Capacity
GamerScout opina

Four controllers, one couch, zero online play: Astervoid 2000 is the kind of local deathmatch that lives or dies by who you drag to your living room.

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€0.00
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Mínimo histórico: €0.65

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Acerca de Astervoid 2000

I came into Astervoid 2000 expecting a gimmick dressed up in nostalgia, and I got something more interesting than that - but also more limited. This is a twin-stick space brawler built entirely around local couch play for up to four people, and the game knows it. Before you even hit the menu, it tells you exactly how it wants to be played: friends, couch, big TV, dual-stick controllers. That self-awareness is either charming or a red flag depending on what you're looking for. The mechanical foundation is tighter than it looks. You have two tools: a blaster you can tap for rapid weak bolts or hold to charge a heavier shot, and a short boost. That charged shot is the interesting wrinkle - it propels your ship backward when released, so you can use it defensively to dodge, not just offensively to delete someone. One-hit kills on a fully charged blast ignore shields entirely, which makes the risk-reward calculus of slowing down to charge actually matter. Your ship carries a shield that absorbs exactly one hit, and if it hasn't regenerated when the second shot connects, you're done. No pickups, no power-ups, no loadout screens - just piloting skill and timing. The asteroids floating around the arena are not decoration; explosive variants, indestructible ones, and icy rocks that ricochet projectiles all create genuine environmental pressure you can exploit or get killed by. In four-player Versus it genuinely approaches something like tactical: spacing, timing your charge, reading when your opponent's shield is down. A couple of reviewers compared the feel to fencing, and that's not too far off. Here's where I have to be honest. There are two modes: Survival and Versus. Survival is a solo wave-fight against increasingly aggressive AI ships, with global leaderboards as the carrot. It gets old within a session or two. The AI ships do scale up and spread out across the waves, but without any upgrades, pickups, or environmental variety to break the rhythm, it starts to feel like a skill check rather than a game. Versus is where the actual product lives. But Versus is local only - there is no online multiplayer. In 2016 that was a defensible choice; sitting here now, it's the single biggest structural problem the game has. You are entirely dependent on having bodies in the room. Controls are solid across gamepad and keyboard-and-mouse, and that's not a throwaway line - the twin-stick feel on a controller is clean, and the mouse works well enough that KBM players won't feel punished. The pixel art is sharp without being cluttered, which matters when four ships and a field of asteroids are all moving at once. The soundtrack holds up for a session or two before it starts to loop on you. Ship selection changes your color and faction cosmetically, not your stats, so balance is flat by design - no meta to learn, no broken pick. If you have three friends, four controllers, and a TV you can gather around, Astervoid 2000 delivers a tight, fast thirty-minute hit of competitive chaos. If you're buying this to play solo or hoping to queue up against strangers online, close the tab. The depth ceiling is low and the session count before you've seen everything is maybe five. It's a party game, full stop, and a decent one at that price point.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementscontroller-supporttrading-cardstier:sub-5Twin-Stick ShooterCouch Deathmatch4-Player LocalNo Online MultiplayerPixel Art ArcadeSkill-BasedNo Power-Ups

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
1 GB RAM
DirectX
Version 9.0
Storage
1 GB available space
Graphics
NVIDIA 320m
Processor
Dual Core

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OS
Windows XP
Memory
2 GB RAM
DirectX
Version 10
Storage
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Graphics
NVIDIA 620m
Processor
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Información del juego

Desarrolladora
Mad Capacity
Distribuidora
Mad Capacity
Fecha de lanzamiento
1 dic 2016

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¿En qué plataformas está disponible Astervoid 2000?

Astervoid 2000 está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Astervoid 2000?

Astervoid 2000 se lanzó el 1 de diciembre de 2016.

¿Quién desarrolló Astervoid 2000?

Astervoid 2000 fue desarrollado por Mad Capacity.