Compara los precios de Vigilantes en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Timeslip Softworks. Publicado por Timeslip Softworks. Lanzado el 3/10/2018. Disponible en PC, Mac, Linux. Géneros: Indie, RPG, Strategy.

If your XCOM itch needs a grittier, street-level scratch, Vigilantes delivers AP-based squad tactics in a neo-noir crime city - rough around the edges, but mechanically honest and surprisingly deep for a one-developer studio.

I have a soft spot for games that resist the easy fantasy shortcut, and Vigilantes earns points immediately by dropping you into Reiker, a rain-soaked, crime-choked city with zero alien invasions, zero orcs, and zero convenient magic systems. You play as Sam Contino, an ordinary citizen who witnesses one crime too many and recruits a crew of damaged, street-level allies - a frustrated cop, a down-on-his-luck detective, a vengeance-driven woman, an unhinged firefighter - each with a voiced intro and a believable reason to be doing this. That grounded setup does a lot of work when your actual tools are baseball bats, burst-fire SMGs, and interrogation sessions. The mechanical core is action-point squad combat recognizable to anyone who logged hours in Jagged Alliance 2 or the original X-COM. You field up to three party members, manage AP across movement, aimed shots, overwatch, attacks of opportunity, and body-part targeting that trades accuracy for extra damage or status effects. Weapons are meaningfully differentiated: a katana plays nothing like a shotgun with cone-of-fire spread, and a sniper rifle demands a very different positioning game than a pistol paired with a first-aid kit in the second slot. Outside of combat, you run surveillance on city districts to expose gang operations, interrogate captured criminals to crawl up the chain of command toward faction bosses, and manage a five-facility base - Workshop, Gym, Firing Range, Surgery, Library - that feeds crafting options and passive buffs back into your squad. The UPLIFT character system uses skill-use progression rather than raw XP, with six core stats, nine skills, and over 60 perks giving you genuine build variety across melee specialists, gunslingers, and support-oriented builds. The gangs also level up while you do, spending their own resources on training and rackets, and will dispatch lieutenants to ambush you if you start winning too decisively. That dynamic pressure prevents the game from becoming a static checklist. Where Vigilantes stumbles is well-documented by its community: the UI is clunky and overloaded with tabs, early-game battles are too simple to build tension, and the absence of fog of war makes combat encounters more predictable than they should be. Enemy AI has moments where it just idles under pressure rather than adapting. The story is pulpy and atmospheric in tone but is front-loaded - character relationships don't deepen meaningfully through the campaign, and interactions between squad members essentially stop once the intro missions are done. Reviewers clock the campaign around 12 hours on a first run, which is short for the genre even if the generated mission pool extends that runtime. The developer has since acknowledged these criticisms explicitly, using them as the foundation for a more RPG-heavy follow-up. None of this makes Vigilantes unplayable - it makes it a focused, combat-first tactical experience rather than a genre cornerstone. For strategy and tactics players comfortable with smaller-scope indie productions, the game holds up as a well-built if limited entry. The neo-noir crime setting is genuinely rare in this genre, the combat feedback is satisfying, and the UPLIFT system rewards players who think carefully about build synergies before missions escalate. If you have never touched a game in this lineage, the early missions are simple enough to serve as an actual on-ramp without hand-holding you into boredom permanently. The AI and UI issues are real ceilings, but for the asking price and the niche it occupies, Vigilantes is a competent and atmospherically distinct choice - just go in expecting a scrappy indie punching at a genre, not a genre-defining release. Diego, Scout Team

Vigilantes

Vigilantes

3 oct 2018Timeslip Softworks
GamerScout opina

If your XCOM itch needs a grittier, street-level scratch, Vigilantes delivers AP-based squad tactics in a neo-noir crime city - rough around the edges, but mechanically honest and surprisingly deep for a one-developer studio.

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I have a soft spot for games that resist the easy fantasy shortcut, and Vigilantes earns points immediately by dropping you into Reiker, a rain-soaked, crime-choked city with zero alien invasions, zero orcs, and zero convenient magic systems. You play as Sam Contino, an ordinary citizen who witnesses one crime too many and recruits a crew of damaged, street-level allies - a frustrated cop, a down-on-his-luck detective, a vengeance-driven woman, an unhinged firefighter - each with a voiced intro and a believable reason to be doing this. That grounded setup does a lot of work when your actual tools are baseball bats, burst-fire SMGs, and interrogation sessions. The mechanical core is action-point squad combat recognizable to anyone who logged hours in Jagged Alliance 2 or the original X-COM. You field up to three party members, manage AP across movement, aimed shots, overwatch, attacks of opportunity, and body-part targeting that trades accuracy for extra damage or status effects. Weapons are meaningfully differentiated: a katana plays nothing like a shotgun with cone-of-fire spread, and a sniper rifle demands a very different positioning game than a pistol paired with a first-aid kit in the second slot. Outside of combat, you run surveillance on city districts to expose gang operations, interrogate captured criminals to crawl up the chain of command toward faction bosses, and manage a five-facility base - Workshop, Gym, Firing Range, Surgery, Library - that feeds crafting options and passive buffs back into your squad. The UPLIFT character system uses skill-use progression rather than raw XP, with six core stats, nine skills, and over 60 perks giving you genuine build variety across melee specialists, gunslingers, and support-oriented builds. The gangs also level up while you do, spending their own resources on training and rackets, and will dispatch lieutenants to ambush you if you start winning too decisively. That dynamic pressure prevents the game from becoming a static checklist. Where Vigilantes stumbles is well-documented by its community: the UI is clunky and overloaded with tabs, early-game battles are too simple to build tension, and the absence of fog of war makes combat encounters more predictable than they should be. Enemy AI has moments where it just idles under pressure rather than adapting. The story is pulpy and atmospheric in tone but is front-loaded - character relationships don't deepen meaningfully through the campaign, and interactions between squad members essentially stop once the intro missions are done. Reviewers clock the campaign around 12 hours on a first run, which is short for the genre even if the generated mission pool extends that runtime. The developer has since acknowledged these criticisms explicitly, using them as the foundation for a more RPG-heavy follow-up. None of this makes Vigilantes unplayable - it makes it a focused, combat-first tactical experience rather than a genre cornerstone. For strategy and tactics players comfortable with smaller-scope indie productions, the game holds up as a well-built if limited entry. The neo-noir crime setting is genuinely rare in this genre, the combat feedback is satisfying, and the UPLIFT system rewards players who think carefully about build synergies before missions escalate. If you have never touched a game in this lineage, the early missions are simple enough to serve as an actual on-ramp without hand-holding you into boredom permanently. The AI and UI issues are real ceilings, but for the asking price and the niche it occupies, Vigilantes is a competent and atmospherically distinct choice - just go in expecting a scrappy indie punching at a genre, not a genre-defining release.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Neo-Noir SettingAction Point CombatBody Part TargetingSquad ManagementLethal-or-Nonlethal ChoiceDynamic Gang AISkill-Use ProgressionBase Facility UpgradesInterrogation Mechanic

Requisitos del sistema

Mínimos

OS
Windows 7 or later
Memory
4 GB RAM
DirectX
Version 9.0
Storage
5 GB available space
Graphics
NVIDIA GeForce GTX 260 or Radeon HD 4850 (512 MB VRAM)
Processor
Dual Core 2 GHZ

Recomendados

OS
Windows 7 or later
Memory
8 GB RAM
DirectX
Version 9.0
Storage
5 GB available space
Graphics
NVIDIA GeForce GTX 460 or Radeon HD 5770 (1 GB VRAM)
Processor
Intel i5 series or equivalent

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Información del juego

Desarrolladora
Timeslip Softworks
Distribuidora
Timeslip Softworks
Fecha de lanzamiento
3 oct 2018

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¿En qué plataformas está disponible Vigilantes?

Vigilantes está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Vigilantes?

Vigilantes se lanzó el 3 de octubre de 2018.

¿Quién desarrolló Vigilantes?

Vigilantes fue desarrollado por Timeslip Softworks.