Compara los precios de Bionic Dues en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Arcen Games. Publicado por Arcen Games. Lanzado el 8/10/2013. Disponible en PC, Mac, Linux. Géneros: Indie, RPG, Strategy. Puntuación Metacritic: 71/100.

A mech-squad roguelite where every mission is a cost-benefit problem: spend your 50 days wisely or watch the robot horde swallow your city whole.

I have a weakness for strategy games that force me to manage two clocks at once, and Bionic Dues runs two of them simultaneously from the moment you hit New Game. At the macro level, you are on a 50-day countdown managing a city map, deciding which of the roughly 120 discoverable missions to actually attempt. At the micro level, each mission drops you into a procedurally generated grid of dark corridors where one careless step can cascade into a total squad wipe. The overlap between those two layers is where Bionic Dues earns its reputation. The squad setup is the first real decision tree. You pick four Exos from six available classes: Assault, Siege, Science, Sniper, Ninja, and Brawler. Each has a distinct weapon kit and a different tactical role. The Siege Exo throws rockets and can clear rooms in satisfying explosions; the Ninja rewards patience and positional play; the Science slot brings utility that becomes hard to live without in the later runs. On top of class selection, you choose one of six pilots, each adding a campaign-wide perk that tilts your strategy from the outset. Loot then layers onto all of this in a Diablo-style system: procedurally generated gear with power requirements that limit how many high-stat items any single Exo can run at once. Reactor items produce power, everything else consumes it, and optimizing that budget is the quiet spreadsheet work that separates early exits from late-game dominance. It is worth noting that the loot naming conventions are genuinely chaotic, and the fitting room can overwhelm players who want clean, readable tooltips. That is a real friction point. On the tactical floor, turns move quickly because the game nudges you to play fast, and that nudge is a trap. Rushing costs you. Enemies have distinct behavioral quirks: some miss wildly by design, others will chain-stun your mechs if you cluster them, and a BombBot allowed to close range can end a run you spent 35 days building. The difficulty curve is steep on Normal and genuinely punishing on Misery mode, which asks for an entirely different level of positional discipline. The good news is that the game does explain its systems. Tooltips are thorough, tutorial pop-ups cover the core rules, and nothing is hidden behind obscure menus. A newcomer willing to read will have a real foundation within two or three runs. The weaknesses are real and worth naming. Visually, Bionic Dues is sparse to the point of austerity: grey grid floors, undistinguished mechanical silhouettes, and environmental layouts that start to blur together. The story scaffolding is thin enough to be functionally nonexistent. There is no mod ecosystem to speak of, and the game has not received substantive updates in years, so what you see at purchase is the final state of the product. On the balance side, the upgrade scaling can go sideways around the midpoint of a run, where a well-geared squad can start shredding encounters that were previously threatening. Bumping the difficulty setting counteracts this, but players who do not self-police the slider may find the late-game loses its tension. For the right player, though, all of that is noise. If you like games where the strategic map and the tactical board both demand genuine decisions, where picking a Sniper-Ninja-Science-Siege lineup plays differently from an Assault-heavy quad, and where a single bad read in a corridor has consequences that ripple forward for a dozen turns, Bionic Dues is a compact, densely designed system that rewards the analytical mindset. It is not a prestige production. It is a tight, honest mechanical puzzle that will clock you across multiple runs before you start to see the seams. Diego, Scout Team

Bionic Dues

Bionic Dues

8 oct 2013Arcen Games
GamerScout opina

A mech-squad roguelite where every mission is a cost-benefit problem: spend your 50 days wisely or watch the robot horde swallow your city whole.

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I have a weakness for strategy games that force me to manage two clocks at once, and Bionic Dues runs two of them simultaneously from the moment you hit New Game. At the macro level, you are on a 50-day countdown managing a city map, deciding which of the roughly 120 discoverable missions to actually attempt. At the micro level, each mission drops you into a procedurally generated grid of dark corridors where one careless step can cascade into a total squad wipe. The overlap between those two layers is where Bionic Dues earns its reputation. The squad setup is the first real decision tree. You pick four Exos from six available classes: Assault, Siege, Science, Sniper, Ninja, and Brawler. Each has a distinct weapon kit and a different tactical role. The Siege Exo throws rockets and can clear rooms in satisfying explosions; the Ninja rewards patience and positional play; the Science slot brings utility that becomes hard to live without in the later runs. On top of class selection, you choose one of six pilots, each adding a campaign-wide perk that tilts your strategy from the outset. Loot then layers onto all of this in a Diablo-style system: procedurally generated gear with power requirements that limit how many high-stat items any single Exo can run at once. Reactor items produce power, everything else consumes it, and optimizing that budget is the quiet spreadsheet work that separates early exits from late-game dominance. It is worth noting that the loot naming conventions are genuinely chaotic, and the fitting room can overwhelm players who want clean, readable tooltips. That is a real friction point. On the tactical floor, turns move quickly because the game nudges you to play fast, and that nudge is a trap. Rushing costs you. Enemies have distinct behavioral quirks: some miss wildly by design, others will chain-stun your mechs if you cluster them, and a BombBot allowed to close range can end a run you spent 35 days building. The difficulty curve is steep on Normal and genuinely punishing on Misery mode, which asks for an entirely different level of positional discipline. The good news is that the game does explain its systems. Tooltips are thorough, tutorial pop-ups cover the core rules, and nothing is hidden behind obscure menus. A newcomer willing to read will have a real foundation within two or three runs. The weaknesses are real and worth naming. Visually, Bionic Dues is sparse to the point of austerity: grey grid floors, undistinguished mechanical silhouettes, and environmental layouts that start to blur together. The story scaffolding is thin enough to be functionally nonexistent. There is no mod ecosystem to speak of, and the game has not received substantive updates in years, so what you see at purchase is the final state of the product. On the balance side, the upgrade scaling can go sideways around the midpoint of a run, where a well-geared squad can start shredding encounters that were previously threatening. Bumping the difficulty setting counteracts this, but players who do not self-police the slider may find the late-game loses its tension. For the right player, though, all of that is noise. If you like games where the strategic map and the tactical board both demand genuine decisions, where picking a Sniper-Ninja-Science-Siege lineup plays differently from an Assault-heavy quad, and where a single bad read in a corridor has consequences that ripple forward for a dozen turns, Bionic Dues is a compact, densely designed system that rewards the analytical mindset. It is not a prestige production. It is a tight, honest mechanical puzzle that will clock you across multiple runs before you start to see the seams.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:aaaMech CustomizationSquad BuilderIronman ModeLoot-DrivenCity Map StrategyDifficulty ScalingMission SelectionProcedural Corridors

Requisitos del sistema

Mínimos

OS
Windows XP SP2 or later
Memory
2 GB RAM
Storage
300 MB available space
Graphics
Screen resolution at least 720px high, and 1024px wide.
Processor
1.6Ghz CPU

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Reseñas y valoraciones

Metacritic
71

Información del juego

Desarrolladora
Arcen Games
Distribuidora
Arcen Games
Fecha de lanzamiento
8 oct 2013

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Bionic Dues está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Bionic Dues?

Bionic Dues se lanzó el 8 de octubre de 2013.

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Bionic Dues fue desarrollado por Arcen Games.

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Bionic Dues tiene una puntuación Metacritic de 71/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.