Compare Drop Out 0 prices across 50+ stores and find the best deal. Developed by Ward Dehairs. Published by Ward Dehairs. Released on 9/16/2016. Available on PC, Mac, Linux. Genres: Action, Indie.

Forget TTK spreadsheets - this one replaces hitpoints entirely with a knockback-or-fall-off-the-map format that is either your thing or it completely isn't.

My first reaction when I read 'no hitpoints' was mild curiosity followed by mild concern, and after spending time with Drop Out 0 both reactions turned out to be justified in equal measure. The central mechanic replaces health bars with positional pressure: you win by shoving opponents off the map edges using weapons that generate knockback force, not damage numbers. It is a fundamentally different read on the first-person shooter formula, sitting closer to Super Smash Bros. stock rules than anything you'd clock in on a kill-death scoreboard. Matches cap at eight players and run on a timed point system. Knocking someone out scores you two points; getting knocked out yourself costs one; suiciding punishes you two. The scoring logic is clean and it does encourage aggressive play rather than camping near edges. The weapon roster covers some expected bases - rocket jumpers will find something here, snipers get a tool, and there is melee for close-quarters chaos - but the balance between them lives or dies on whether the knockback forces feel distinct and readable. On that front the game is a solo dev effort built in Unity with Photon networking under the hood, and the netcode shows its constraints. At anything above modest latency, predicting whether your rocket push actually connects or gets rubberbanded back is a real problem, and for a game where position is everything, that matters more than it would in a standard shooter. Loadouts can be created in the menu and swapped between deaths mid-match, which adds a light layer of adaptation. Player-hosted servers give hosts kick and ban controls plus timer and map management, which is a reasonable feature set for a micro-budget title. Performance overhead is genuinely low, and the developer included a barebones graphics setting specifically for potato hardware - that kind of pragmatism is appreciated. Cross-platform multiplayer across Windows, Mac, and Linux means the already-small potential player pool is not fragmented by OS, which was the right call. The honest limitation here is population. This is a 2016 indie release from a single developer, no critical coverage, no rated score anywhere, and no visible Steam review volume. The concept works best with a full lobby of humans who understand the knockback meta. Against bots or in a thin server, the magic evaporates fast. If you can bring four to six friends who are willing to learn the edge-pressure game together, there is a genuinely weird and occasionally fun micro-session experience in here. If you are looking for a populated public lobby to grind ranked in, that is not what this is and probably never will be. Fred, Scout Team

Drop Out 0
ActionIndie

Drop Out 0

Sep 16, 2016Ward Dehairs
GamerScout Says

Forget TTK spreadsheets - this one replaces hitpoints entirely with a knockback-or-fall-off-the-map format that is either your thing or it completely isn't.

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About Drop Out 0

My first reaction when I read 'no hitpoints' was mild curiosity followed by mild concern, and after spending time with Drop Out 0 both reactions turned out to be justified in equal measure. The central mechanic replaces health bars with positional pressure: you win by shoving opponents off the map edges using weapons that generate knockback force, not damage numbers. It is a fundamentally different read on the first-person shooter formula, sitting closer to Super Smash Bros. stock rules than anything you'd clock in on a kill-death scoreboard. Matches cap at eight players and run on a timed point system. Knocking someone out scores you two points; getting knocked out yourself costs one; suiciding punishes you two. The scoring logic is clean and it does encourage aggressive play rather than camping near edges. The weapon roster covers some expected bases - rocket jumpers will find something here, snipers get a tool, and there is melee for close-quarters chaos - but the balance between them lives or dies on whether the knockback forces feel distinct and readable. On that front the game is a solo dev effort built in Unity with Photon networking under the hood, and the netcode shows its constraints. At anything above modest latency, predicting whether your rocket push actually connects or gets rubberbanded back is a real problem, and for a game where position is everything, that matters more than it would in a standard shooter. Loadouts can be created in the menu and swapped between deaths mid-match, which adds a light layer of adaptation. Player-hosted servers give hosts kick and ban controls plus timer and map management, which is a reasonable feature set for a micro-budget title. Performance overhead is genuinely low, and the developer included a barebones graphics setting specifically for potato hardware - that kind of pragmatism is appreciated. Cross-platform multiplayer across Windows, Mac, and Linux means the already-small potential player pool is not fragmented by OS, which was the right call. The honest limitation here is population. This is a 2016 indie release from a single developer, no critical coverage, no rated score anywhere, and no visible Steam review volume. The concept works best with a full lobby of humans who understand the knockback meta. Against bots or in a thin server, the magic evaporates fast. If you can bring four to six friends who are willing to learn the edge-pressure game together, there is a genuinely weird and occasionally fun micro-session experience in here. If you are looking for a populated public lobby to grind ranked in, that is not what this is and probably never will be. Fred, Scout Team

Tags

multiplayerpvponline-pvpcross-platformachievementstrading-cardstier:sub-5Knockback MechanicNo-HitpointsEdge PressureLobby HostingSolo DeveloperLow-Spec FriendlyPractice BotsLoadout Swapping

System Requirements

Minimum

OS
Windows XP SP2 or newer
Memory
200 MB RAM
Network
Broadband Internet connection
Storage
700 MB available space
Graphics
Basic graphics card sufficiënt
Processor
0.9 GHz or more
Sound Card
not required
Additional Notes
Bare bone setting available, should run fine on toasters

Reviews & Ratings

No ratings available

Game Info

Developer
Ward Dehairs
Publisher
Ward Dehairs
Release Date
Sep 16, 2016

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