Compara los precios de ITER-8 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por fluckyMachine. Publicado por Fireshine Games. Lanzado el 9/3/2026. Disponible en PC. Géneros: Action, Casual, Indie, Simulation, Strategy.

Dome Keeper with corporate dark humor and a kinder death loop - ITER-8 lands in a niche it understands well, even if it hasn't fully mined it out yet.

I keep a short mental list of games that understand their own loop well enough to stay out of its way. ITER-8 earns a spot on that list - mostly. It is a three-phase roguelite from a two-person Warsaw studio, fluckyMachine, and the structure is tighter than the modest production budget might suggest. You pilot a mech-drill into voxel Pillars, harvest Uranite and other resources, surface to defend your base against mechanoid waves, then spend what you earned on persistent upgrades before the next clone takes over. That cycle - mine, upgrade, defend, repeat - sounds straightforward on paper, but the inter-phase dependency is where the real thinking lives. Better drill routes mean more Uranite, which funds stronger automated turrets, which buys extra time on the next mining run. It is a small resource economy, but it clicks. The three gameplay states each play differently enough to keep sessions from going stale for at least the first several runs. The top-down drill phase is meditative, blasting voxel blocks and scouting fast-travel beacons to shorten the haul back to base. Periodically you step outside the ship entirely into compact isometric puzzle areas, guiding light beams to crystals to unlock Drill Ship upgrades - a smart gear-change that breaks up the mining rhythm. Then the defense phase hits: you manually aim a laser cannon at approaching enemies from both sides while placing defensive cubes that roll into automated turret variants. Holding your fire slows the laser but builds rate-of-fire, creating a genuine timing decision under pressure. The synergy reads clearly - this is designed by people who thought about flow, not just feature count. The progression system is the most newcomer-friendly thing about it. The "End of Life Policy" means every dead Operator bankrolls the next one. Drill speed, weapon damage, base health, new loadouts - all persist across runs. There is no punishing cold-restart. A first full run reportedly lands around two hours, and completing one unlocks harder difficulties that trade tougher enemy compositions for better credit yields. That tiered difficulty ramp is the correct call for a game at this price point and scope. Where the system shows its limits is run-to-run variety: enemy types on a given difficulty stay largely fixed, and the upgrade pool does not have the depth to sustain the kind of build theorycrafting that elevates genre peers like Dome Keeper into longer-term obsessions. Late-game repetition is a real complaint from reviewers across the board, and I would not argue with it. The presentation is brutalist voxel sci-fi wrapped in dry corporate satire - dead employees leave messages, offices look vaguely sinister, the tone is Portal-adjacent without leaning too hard on it. It works. The art is clean and readable under the chaos of a defense wave, which matters more than visual ambition in a game built around split-second turret placement. Performance is mostly solid, though block-demolition explosions can cause stutter, and a handful of visual effect bugs at launch occasionally obscured critical moments. fluckyMachine is a two-person team and this is only their third game; the rough edges read as resource constraints, not negligence. The Steam community sits at Mostly Positive, which tracks - nobody is claiming a classic, but the time-to-fun ratio is hard to argue with. For strategy and sim players who want something they can finish in a sitting and then replay across a week of lunch breaks, ITER-8 is a clean recommendation. It is not going to replace your 300-hour Dome Keeper save, and it will not scratch a deep build-variety itch. What it does is execute a focused loop with genuine mechanical clarity, deliver it in sessions short enough to actually complete, and leave enough upgrade targets visible that the next run always feels purposeful. The ask is modest. The return is fair. Diego, Scout Team

ITER-8

ITER-8

9 mar 2026fluckyMachineFireshine Games
GamerScout opina

Dome Keeper with corporate dark humor and a kinder death loop - ITER-8 lands in a niche it understands well, even if it hasn't fully mined it out yet.

PC
Steam Deck Verified
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Mínimo histórico: €5.53

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Acerca de ITER-8

I keep a short mental list of games that understand their own loop well enough to stay out of its way. ITER-8 earns a spot on that list - mostly. It is a three-phase roguelite from a two-person Warsaw studio, fluckyMachine, and the structure is tighter than the modest production budget might suggest. You pilot a mech-drill into voxel Pillars, harvest Uranite and other resources, surface to defend your base against mechanoid waves, then spend what you earned on persistent upgrades before the next clone takes over. That cycle - mine, upgrade, defend, repeat - sounds straightforward on paper, but the inter-phase dependency is where the real thinking lives. Better drill routes mean more Uranite, which funds stronger automated turrets, which buys extra time on the next mining run. It is a small resource economy, but it clicks. The three gameplay states each play differently enough to keep sessions from going stale for at least the first several runs. The top-down drill phase is meditative, blasting voxel blocks and scouting fast-travel beacons to shorten the haul back to base. Periodically you step outside the ship entirely into compact isometric puzzle areas, guiding light beams to crystals to unlock Drill Ship upgrades - a smart gear-change that breaks up the mining rhythm. Then the defense phase hits: you manually aim a laser cannon at approaching enemies from both sides while placing defensive cubes that roll into automated turret variants. Holding your fire slows the laser but builds rate-of-fire, creating a genuine timing decision under pressure. The synergy reads clearly - this is designed by people who thought about flow, not just feature count. The progression system is the most newcomer-friendly thing about it. The "End of Life Policy" means every dead Operator bankrolls the next one. Drill speed, weapon damage, base health, new loadouts - all persist across runs. There is no punishing cold-restart. A first full run reportedly lands around two hours, and completing one unlocks harder difficulties that trade tougher enemy compositions for better credit yields. That tiered difficulty ramp is the correct call for a game at this price point and scope. Where the system shows its limits is run-to-run variety: enemy types on a given difficulty stay largely fixed, and the upgrade pool does not have the depth to sustain the kind of build theorycrafting that elevates genre peers like Dome Keeper into longer-term obsessions. Late-game repetition is a real complaint from reviewers across the board, and I would not argue with it. The presentation is brutalist voxel sci-fi wrapped in dry corporate satire - dead employees leave messages, offices look vaguely sinister, the tone is Portal-adjacent without leaning too hard on it. It works. The art is clean and readable under the chaos of a defense wave, which matters more than visual ambition in a game built around split-second turret placement. Performance is mostly solid, though block-demolition explosions can cause stutter, and a handful of visual effect bugs at launch occasionally obscured critical moments. fluckyMachine is a two-person team and this is only their third game; the rough edges read as resource constraints, not negligence. The Steam community sits at Mostly Positive, which tracks - nobody is claiming a classic, but the time-to-fun ratio is hard to argue with. For strategy and sim players who want something they can finish in a sitting and then replay across a week of lunch breaks, ITER-8 is a clean recommendation. It is not going to replace your 300-hour Dome Keeper save, and it will not scratch a deep build-variety itch. What it does is execute a focused loop with genuine mechanical clarity, deliver it in sessions short enough to actually complete, and leave enough upgrade targets visible that the next run always feels purposeful. The ask is modest. The return is fair.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:indiePersistent UpgradesVoxel MiningMechanoid WavesCorporate SatireDome Keeper-likeShort-Run RogueliteManual Turret ControlSteam Deck Friendly

Requisitos del sistema

Mínimos

OS
Windows 10 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Nvidia GeForce GT 1030 / AMD Radeon RX 550 X
Processor
Intel Core i5-7500 / AMD Ryzen 3 1200

Recomendados

OS
Windows 11 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Nvidia GeForce GTX 1060 6GB / AMD Radeon RX 580
Processor
Intel Core i5-8400 / AMD Ryzen 5 2600

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Información del juego

Desarrolladora
fluckyMachine
Distribuidora
Fireshine Games
Fecha de lanzamiento
9 mar 2026

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¿En qué plataformas está disponible ITER-8?

ITER-8 está disponible en PC.

¿Cuándo se lanzó ITER-8?

ITER-8 se lanzó el 9 de marzo de 2026.

¿Quién desarrolló ITER-8?

ITER-8 fue desarrollado por fluckyMachine y publicado por Fireshine Games.